Silkroad Online Developer Interview for Legend 7 Update

Posted Fri, Apr 22, 2011 by jeffprime

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Silkroad Online, the MMOG wherein players seek to make their fortune on the historic Silk Road stretching from China to Europe, has a new update coming out and players have lots of questions. Diving into the upcoming changes, we hope to answer these player queries so that players can plan on how to best adapt to the new update.



Question: In the newest update, you intend to erase the Merchant (Trader) class. Why do you wish to do this as the game was built on the “Triangular Conflict System” where the three jobs (Merchant, Hunter, and Thief) worked against each other? Merchants would carry trade goods from city to city, Hunters would work to protect the Merchants, and Thieves would attempt to steal the trade goods. By doing their assigned tasks, each job would increase their skill. Isn’t this new change going to cause game balance issues?

Answer: There will be no balance issues between the jobs with this update. Before the Legend 7 update, the ratio of players involved in the “Triangular Conflict System” was 2:1 (Trader & Hunter versus Thieves). This situation was not fair to Thieves as they were outnumbered 2 to 1, but the rewards were very good if they were successful.

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However, this 2:1 imbalance has led to Traders and Hunters not engaging in trade, so the Thief could not play his role. All in all, the Triangular Conflict has been inactive in-game.

Against this backdrop, we have reorganized the system to encourage players to play the “Trade” system and to revitalize the Job Conflict system. For this, we have changed the 2:1 ratio to 1:1 by deleting the Trader job. This will allow the Hunter and Thief to serve time for “Trade”. Furthermore, to save time for users on Trading, we have developed the Consignment Trading system, by which players can enjoy the advantage of Trade without having to do direct trade activities. Consignment Trading will make trade faster under equal conditions for both Hunter and Thief.

Question: You are introducing some new exclusive skills. How are these different from other skills and how will they affect general game play?

Answer: The new exclusive skills are job skills and are specialized on job activities (Trading), which are different from the other existing skills. By using the new exclusive job skills, users can reduce the time required for trade activities and focus instead on playing the job PvP, which is more exciting. The new exclusive skills do not have any influence on normal PvP or other activities. They only influence job-related activities.

Question: What can you tell us about the new conflict system? Since there will be no merchants, what happens to the other jobs (Hunter and Thief)? What will be the changes for the Hunter versus Thief conflict system?

Answer: The concept for the changes to the “Trade and Triangular” conflict system for the Legend 7 update is “equal condition” and “constant conflict.”

A final goal for both Hunters and Thieves is for them to obtain job items so that conflict between the two sides is inevitable. To make the conflict fair, we have focused on the balance of the two jobs described above.

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Question: We were really expecting a brand new crafting system. Can you give us some examples of this new system? Are there any fancy items that will be available? If so, how strong are they going to be?

Answer: Until Legend 6, socket stones were for high level players only, but with the draft system update via Legend 7, low level players can also use socket stones. In addition, items like Battering Rams and Catapults, which are designed for Fortress War, will also be available under the crafting system. Users can also craft Job equipment with the materials obtained through job and trade activities. In particular, users can wear job equipment together with basic equipment. Once these items are combined with Alchemy and reinforcement, players will have more powerful characters with the upgraded equipment.

Question: Some questions about Fortress War. Why did you create the anti-castle machines of Battering Rams and Catapults? What do you think about these machines’ working progress? Are they easy to control?

Answer: Before the Legend 7 update, the only target during Fortress War was the castle itself and some users kept complaining about the simple game play of Fortress War. We created Battering Rams and Catapults to make it more fun. Defenders had an advantage versus the attackers during Fortress War, so we decided to use the Battering Ram and Catapult as a way to restore the balance. The use of Battering Rams and Catapults should create more dynamic Fortress War game play as that the defending players would be facing more aggressive action from the attackers.

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Question: Can you give us some information on the new Saint Knight Avatar?

Answer: In Silkroad Online, Avatar is a costume for players to wear that boast cool visuals. For premium effect (increased abilities and stats), users can wear the Devil’s Spirit outfit. We have plans to raise the premium level (higher bonuses) of the Devil’s Spirit in the future. However, the Saint Knight Avatar is just for visual looks; it does not confer any bonuses like the Devil’s Spirit outfit.

Question: As a player, how do we increase our rank degree with our jobs? When we increase it, what kind of benefits are there?

Answer: You can raise your rank through PK (player killing) while doing counterpart jobs (Hunters versus Thieves), but you need to maintain your job condition (wearing your job outfit and such).Points can be earned differently depending upon your counterpart’s level and you have to achieve certain requirements to level up. To prevent abusive game play, players can get points for PKs up to three times in an hour. After those three times, players cannot earn any points. With each rise of rank, players get stat bonuses, but it is not a big advantage. Rank is primarily for Honor and your rank is put on in front of you job name such as “Expert Bandit Runy.”
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