Ten
Ton Hammer: Will there be special crafting facilities that players will
need access to in order to create items - specifically with
Manufacturing, though this could apply to the Design process as well
– or will the system allow for a certain amount of autonomy?
Apostol:
Realistically, high-tech gadgets and equipment do not require
facilities such as factories or construction terminals in order for
crafters to turn construction parts into a usable item. Crafting
won’t be autonomous or allowed just anywhere in the game
world, although some field actions such as repair won’t
require facilities (still, facilities will be an option that provides
superior services). Players will have a wide choice of factories, each
equipped with various production units required by technologies (a.k.a.
crafting recipes). Crafters need to choose from all available Factories
that support the type of item they want to create, and then plan which
of those locations would give them the best chance to come up with
superior production. A lot other choices are involved too such as
security, logistical problems (distance, enemy territory, etc.).
Ten
Ton Hammer: Recently you addressed community concerns that combat might
not be as fast-paced as had been envisioned. Could you talk about some
of the fine tuning you’ve been doing to the combat mechanics
to help keep the pace faster or more fluid?
Apostol:
The early builds that have been shown to the public are still using
early stable, but unpolished, combat system. A lot of changes have been
made in both the underlying system and the visual presentation of
combat. Many weapons have been bumped up in speed while others are
getting a visual punch with spectacular effects.
Ten
Ton Hammer: Will Earthrise
have any type of live events that might encourage participation in
certain aspects of the game, or are the current plans to essentially
let the players themselves define the course of events on the island of
Enterra?
Apostol:
The moment the first players walk on the island of Enterra on the
launch date and time, they will encounter a sleeping economy in crisis
under the mutant attacks that have cut down resource mining facilities.
Players will have to “unlock” the resource market
on their own and work together – from newbies to eventual
end-game players alike – to keep the prices low and resources
abundant. Then players will proceed to gain power and gather in guilds
in order to have the manpower to take over the first conquest
territories that will unlock the first mass mining flow of rare
resources that will bump the technological tree forward. Players who
come to Earthrise early will be able to experience a lot of initial
development that on later date will step back to allow for
developer-ran live events.
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