Ik wil Mourning (
www.realmsoftorment.net) heel veel dingen zoals Bloodline, totale PvP, manier van Quests en dergelijke zijn fantastisch in elkaar gestoken...Daar heb je niet enkel een schijndood maar ook een uiteindelijk dood maar dan speel je verder met je kind en die groeit iets sneller verder in de skills....
Deze game gaat bijna goud...
http://www.realmsoftorment.net/forums/showthread.php3?s=&threadid=16856
IV. PvP
Will Mourning be an open PvP Enviroment?
Player vs. player combat will be an option. When we say "optional," we mean the option of engaging in player vs. player combat will always be available. The core of the game world is based on player vs. player strife.
Will PvP be required?
If you choose to simply practice trade skills, explore, or quest, than that type of lifestyle will also be viable. Further, the Lore team will deliberately incorporate non-combat players into the lore, to accurately depict the wide spectrum of professions in the world.
Will the be "safe zones?"
There will not be "safe zones" from PvP type situations.
How will Mourning deal with griefers?
First, a griefer is defined as a player who intentionally and repeatedly kills another player without a valid reason for his or her actions. Griefers will be tracked through the fame system, which you can read about here. When a player's fame drops to a certain point due to griefing, the Lore Game Masters or Customer Service Representatives will monitor that player to ensure that they are not griefing. If they are, appropriate action will be taken, including banning.
Will PvP combat be "hack and slash?"
No, PvP will take a degree of player skill. The person with the best weapon is not guranteed a win. The player with the best knowledge of how combat systems operate will have an advantage.
How will sieges work?
Siege: The act of attacking a player city. Declare war and crush them? Not quite that simple, there are a few twists. If a player is bound to a city which is under siege by a force who has declared an official war upon them, and he is defending it (either inside or outside) and dies while doing so, the player will be entitled to a limited amount of spawns inside the besieged city.
How will Mourning combat the 4am raiders? (Armies)
It's a common tactic in RvR mmorpg's for a group to wait until very late at night to attack a location, while the defenders sleep. There will be an interesting feature that combats this.
Lead designer says: "Usually villages and towns are held by orders or alliances. According to their present online numbers, quality of paid services in that specific town, quality of hired mercenaries and so on, we will supply high "level" NPC guards to compensate those offline members of an order or alliance."
In Mourning a player who has become an order leaders will be able to hire NPC armies to defend his territory. The NPC numbers reflect upon the order or guilds strength (the more players, the less NPC soldiers) and the economic strength of the region.
Will there be player created quests?
Yes, there will be player created quests in both a static and dynamic sense.
Lead designer explains: There will be NPC's in the world (quest masters) who you can go to and place up a quest. There will be "predefined" quests (meaning you can choose a type of quest from a list of quest types), i.e., you're a smith and you're in need of some ore for your business. You can go to a Quest Master and put up a quest message like this: "Money for Ore" (2000 gold for 1000 iron ore). There will be freestyle quests as well, in which only your imagination is the limit. So, when you put up the quest at the Quest Master, you'll have to place the reward for it also.
Players can come to this Quest Master and see what quests are available and try to accomplish them. The first one which comes with the 1000 iron ore can get the reward and fulfill the quest. He will give the Quest Master the ore and will take the money. There will be all sorts of predefined quest types. For example: bring item, kill NPC/PC, find NPC/PC etc. For quest rewards: give item, social positions, fame, and so on. There are the freestyle quests also, in which you can make any type of quests you can think of. Of course the server can track if these types of quests are completed, but the fame will come in to make sure everything will go as planned.
VI. Death
Will there be Perma Death?
In most online RPG's there are only temporary deaths; however, this is one of the areas where Mourning breaks away from the rest of the MMORPG's. In Mourning, a player can permanently die.
Bloodline death, which occurs after 500 hours of game play.
Battles with gods
High risk vs reward type situation such as quests that carry the risk of permanent death. You will be notified if you are entering into one of these situations.
Lead Designer explains: "If you want players not to fear playing in a full PvP environment, then the death penalties should not be too harsh. We will have perma death. At first glance, this seems to be a bit of a contradiction, but it isn't that way at all. The perma death situations will be in game, but won't occur in normal playing conditions. I mean, perma death will only occur in exceptional conditions (like while fighting with a boss during an important quest, or while atacking a newbie on his own territory and without having war declared, and so on), or in high risk vs reward gameplay situations. Also, perma death is one of the key ingredients in the bloodline system because every character will have a limited lifespan."
Project Manager elaborates: "From all the features that we want to put ingame, this is the one that people love most... or hate most. Each person gives examples of how this will make the game successful or ruin the game. Well, the truth is that both are right - this is the kind of feature that makes or breaks a game. We want bloodlines and permadeath to make this game though.
Permadeath is a system in conjunction with bloodlines and fame. This game is not about your uber character that will kill half of the map with one big uber spell. This game is about your deeds and continuing to struggle to get known in the world. This game is about your bloodline."
When you die permenantly, what does your child inherit?
Your child will inherit all the items in a players personal vault, the parent characters fame, and advance faster in skills.
Project Manager explains: "Your fame is passed along to all your children. The child will also advance faster than the parent in certain skills, and the player can raise them higher then the parent was able to go. Further, each generation is a step closer to the hero/demi-god level, which may allow you to become immortal!"
How will normal death work?
When a player dies in a situation that warrants a temporary death, the player will be resurrected at the nearest bind point or at the bind point that the player had previously specified. There will also be a minimal experience lost.