Crusade Interview, Part One
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Q: With respect to the advancement system you're implementing, how will it function overall, and how will the skill and study aspect you just mentioned fit in?
A: During the design of Crusade, one of the most important issues we wanted to address was the endgame systems that players, including myself, run up against. We wanted to design a hybrid system that removed the level cap problem, but at the same time wasn't too complex for new players. Our solution was to create a skill-based system that had a "study" support mechanism all represented by a "power level".
While this may sound complex, the presentation of the information is key. We have designed a new "con" system that I can't get into too much detail on right now, but it allows instant interpretation of a "power base" held by an entity; just as simple as saying "oh that mob is level 43 and I'm only level 23. Run away!" but without the level-based limitations that so many players are running into.
The skill system is an action / reaction- or use-based system; the more you do something, the better you become at it - plain and simple. However, the magic behind all of this is our study system. Players will have numerous selections to specialize in that will affect how they interact with the world, be it magic, combat, tradeskills, exploration or even siege tactics; our study template is so massive that players could take years studying numerous systems, and still not master nearly half of what the game has to offer - but importantly enough - it is designed so they can master a number of things that are important to them!