Ten
Ton Hammer: Would you
mind explaining how the power stones work with the individual classes?
Rubyor: Let
me go into class differentiation first...
Ten Ton Hammer: You got
it.
Rubyor: We
have three classes: Warcaster, Elementalist, and Eidolon. The
Warcaster class is all about creature control and has a secondary focus
on structures. This means that the Warcaster is the "tank" powerhouse
of the three classes.
The Elementalist primarily focuses on AOE and range spells with a
secondary in structures. So most of his spells are derived from the
elements and he can control a variety of different structures that
manipulate the battlefield. He's like your wizard in an MMO.
The last is the Eidolon. He's very much a hybrid of the three classes.
He’s great at healing and does decent damage if configured
well. His stones can be spec’d out in a way that can be all
healing, a combination of healing and damage, or all damage. He's a
great class to have, especially in the higher tiered instances.
All stones are class specific for launch. But we do allow players to
equip stones from another class through unique slots. As the player
levels their cross class stone slots will increase in number allowing
them to equip more stones.
Ten Ton Hammer:
You’ve made comments alluding to the fact that your
microtransaction system will be worked seamlessly into the game. How
does that
work? Whenever you’re altering gameplay for one person over
another, it means
that someone is gaining an advantage, correct?
Rubyor: We
truly believe that micro-transactions should really be limited to cool
visuals and convenience rather than game-breaking unique epic items. It
would just stink if players were able to buy their way to the top....
that isn't any fun or fair.
Let me give you some specific example of buyable versus droppable items
that we have in our game.
An item a player will see as a F2P (Free to play) is the Shield of
Perseus. It drops off the god Hephaestus. Anyone can get this with a
little luck. Or you could go to an RMT vendor and buy the Mirrored
Shield of Perseus... it has the exact same functionality, but has a
cool glimmer effect on it. It's all very cosmetic.
Ten Ton Hammer: Does a
player have to have the dropped item before they can buy it from the
vendor?
Rubyor: No.
There will only be level reqs.
We've also done some fun things with potions. A lot of our RMT potions
affect a group as a whole. For example "The Speed of Hermes" RMT Elixir
will affect your entire group and everyone will get a speed boost.
"Protection of the Titans" does something similar and gives everyone a
damage resistance buff. So when you have a paying player in your group,
you're definitely going to get the benefits of it.
Ten Ton Hammer: Is there
a limit to what players can buy? Are the items level restricted?
Rubyor: We
do have level restrictions in the game, so if the Shield of Perseus is
level fifteen, then the Mirrored Shield of Perseus is also only usable
after level fifteen. It just wouldn't be fair to do it otherwise.
Ten Ton Hammer: How many
stones are you planning on having in the game?
Rubyor: At
launch, we'll have close to 200. We'll continue to add more
stones on a bi-weekly or monthly basis as content updates and sales
promotions.
Ten Ton Hammer: The game
seems set up to have competitive or tournament play in the game...
Rubyor: We
do have competitive play, and there's going to be a ranking system
within the game.
Ten Ton Hammer: Final
question: Can players progress through PvP matches?
Rubyor: That's
something we're experimenting with. I don't think it's a bad idea, but
I'm just not sure how well it will work in
Mytheon. After the
game releases, maybe it's something we could further explore.
We are looking at implementing some scenarios where two teams battle to
reach a kill count goal. The winning team will have the right to fight
the PvP boss for the map. Dropping the boss will yield the team some
awesome PvP gear and stones. It should be fun. =)
Ten Ton Hammer: Thank you
for your time, and I hope we can talk again soon!
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