Terrain:
- A diverse and detailed landscape
- A centered city to allow players to easily explore the open world
- Lots of nooks and crannies with hidden items
- A fixed area for PvP between the players
- Doodads, terrain, and mobs have had their sizes modified to create a world that feels larger, and more enthralling
- All contain completely unique abilities, coupled with new icons
- All of them have clear uses as in; Rift Master is 'Damage', Inquisitor is 'Defence/Support', Grizzled War Veteran is 'Defense'. So basically, if one player used the 'Defence' based Warrior with the 'Damage', 'Support' or 'Healing' class they can optimize how you deal and traverse the lands. While this may seem a rather one dimensional idea in terms of gameplay, the idea is to mix and match the classes to create a unique way of dealing with problems
- Unique quests, rewards and unlockable ability
- Heroes have had certain aspects that appear in other RPG's limited. An example would be that only one class has an ability to increase allied attack speed, and attack damage. The same can be said for summons, as only two classes have the ability to do such. This has not been done to limit the enjoyment of the players, but to make teamwork more important through-out, and to make sure that classes labeled as 'Support' have powerful moves to make them stand out from other more directed classes
- A wide, varied selection filled with dozens of unique items bound to them
- All instances have three different difficulties; Normal, Arduous, Insane. Designed so that as you level, you'll still have a variety of instances to enjoy and level in
- To keep people interested in doing instances on harder difficulties we've added completely unique items for each difficulty
- We're also adding a time based feature, so that players who complete the instance in the alloted time will receive additional items, and bonuses which would be otherwise impossible to get
- Instances are the only way of acquiring a certain type of currency called 'toofs' (Slang for tooth), which can be used alongside gold to acquire the more exotic items through the game
- While there will be no direct respawning through-out the instances, the end goal will be to have all the mobs instantly be respawned upon reentry
- Dozens of repeatable quests through-out, to aid in leveling. Also a main quest which includes unique items to acquire, new bosses to be fought, and is the only method upon which to fight the ultimate boss
- Flight masters to quickly transport the player around the map
- A small, but diverse selection of shop
- Triggered battle events to add a new element to the fight e.g. The Gauntlet style run to gain access to the Blood-Axe Stronghold, where you'll have to face waves of opponents, while you dodge boulders and activate key switches
- A (hopefully) enjoyable storyline to play through, as well as the ability to view detailed information on bosses, and areas in the game
- Bosses are varied in design, and provide enjoyable unique fights
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