Coldfire -- your system is very similar to mine, so it should be fine.
HellRazor -- It is a lot like the original UO in a lot of ways:
- No instancing. At all.
- Persistent housing (though they do have to be in predefined plots).
- Animals (a lot of MMO's now days have hardly any).
- Reasonable loot (no gold on cows).
- Working player-owned ships (they work even better than UO's).
- When you die, you leave a corpse with your stuff on it (no ghost, though -- you teleport back to a "bind point") that you have to get back to (unlimited time to do so, though).
It goes above and beyond UO in a number of ways:
- The housing is all player-built. You cannot just buy a house, you have to pay players to build it or build it yourself (in which case you would need many kinds of crafter mule).
- Ships are also player-built, again requiring many kinds of crafter.
- No insta-travel of any kind (except the "recall" ability which teleports you back to your bind location... but this may be just for beta?).
- Caravan system for traveling between towns while offline (so long as one member of the caravan is online, it keeps moving).
- Fellowship system allows a group of close friends to ALWAYS share experience, guaranteeing that they stay close to each other in level, even when offline. This is for close friends who do not get to play the same amount of time each week, but would like to adventure together.
- Localized banks and economies (ala no insta-travel).
- Diplomacy classes allow you to use diplomacy with NPCs, which is required for many quests and grants special powers (kinda' like fame?)... an example would be talking your way past the guards so that you could have an audience with the king which might be required as a part of a long quest chain. Towns are the diplomat's dungeon, and it is extremely fun -- I was solving a local murder case without ever having to fight anybody.
- Diplomacy, crafting, harvesting, and adventuring skills/classes are completely independent of each other, to help prevent the need for otherwise useless mule characters.
- The crafting system is completely different than any other MMO, and is much more fun. You have to go through several stages of crafting each part, and the parts are then assembled into a final product. You never fail unless you know why, and you can prevent the same failure from happening in the future if you know how (of course, there is a limit to how many different tools you have on hand to deal with problems).
- You never craft anything "just to level" -- which ruins the economy by pumping it full of stuff nobody really wanted. Instead, you do work orders, which consist of making mundane items in exchange for boosted experience and money -- I was making a dozen silverware sets the other day.
- The graphics are absolutely amazing.
- The 12 classes available are broken down into 3 tanks, 3 offensive fighters, 3 healers/defensive mages, and 3 offensive mages. All 3 of a given type excel equally at their task (tanking/attacking/healing/nuking) but have their own specialty.
- The world is absolutely the biggest world I have ever seen in a game.
- Seamless world -- no zones or loading times (except the first, of course).
- You can see every item you are wearing on your character, including jewelry.
- The characters are more customizable in every way than I have seen in any other game.
- A high-level item on a low-level character becomes much less powerful because the low-level character wouldn't know how to use it. To prevent bad twinking. Same with a high-level buff on a low-level character.
- A high-level item on a low-level character on the same account as a high-level character will be slightly more powerful because of the high-level character being on the account. So that you can give your new character good stuff and have it be useful, to prevent having to churn your way through the entire game again if you don't want to. They consider this "good twinking".
- Everybody gets a horse around level 10 as a low-level quest item since there is no insta-travel, but there are a ton of upgrades to both the animal itself and the items the animal owns. IE, better horse shoes to make it faster or bigger saddle bags that make it slower but allow it to carry more. Eventually at high-level, you can ride a flying dragon.
The downsides, so far:
- Rigid class system means that two rangers are two rangers, and are largely interchangeable. There will be differences in skills and stats, but a ranger will always be a ranger.
- The quests seem to keep you so well-stocked on equipment that you almost never need to buy anything... at least I never have, but then, I've only reached level 10.
- It is currently 17 gigs on hard-drive and I heard it will be 24 when done.
- With no insta-travel, don't expect to meet your friends if they started on another continent until after level 10 (in fact, all ship travel is done by players... no NPC ferries, even!).
- The adventure quests are more of the same in terms of what you see in every MMO... nothing revolutionary there.
- They are determined to focus on PvE, so PvP will be available but they refuse to divert resources to balancing it at the expense of improving the PvE.
- Most monsters don't seem to do anything especially interesting -- they just wander aimlessly like any other game, until you come too close.
- It is an item-based game, which is a personal preference thing, but I like skill-based.
- While you can't steal a kill or steal loot, if you are in a popular hunting spot when EVERYBODY is a n00b, IE, right after they wipe the beta server or right after release, it can be frustrating finding anything to kill. It will tell you when a mob is "owned" by another player, though, by graying out the health bar of the mob.
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