Below are a few questions
asked by GameOgre.com to the developers of the
incredibly deep MMORPG, Rubies of Eventide. Keep
in mind that this was interview was held before
the game closed down and returned with a different
model.
Why have you decided to go
with turn-based combat over real time
combat?
Our combat is not actually what one would call
truly "turn-based". It is somewhat of a
hybrid between a true turn based system, and a
real-time system. In the previous incarnation of
Rubies of Eventide the combat system was mostly
turn based in that the actions waited upon the
actions of other players and NPC's to complete.
You could however select your action once your
current one had completed, so the turns came into
play in the execution of actions only, not the
selection of actions.
When the re-design for the
current version of RoE came about, the Design
department wanted to speed up the combat to
decrease wait time between combat actions, but
keep it slow enough to allow time for decision
making and strategy. To give the player time to
analyze their most effective course of action,
based on their stats, weapons, spells and special
maneuvers. So it has become more timer based,
where your actions will have a preparation and
recovery time based on your skills. The thought in
all versions of RoE combat was to make moving a
factor in the player's decision making, where it
would cost them a turn, or cost them time when
they could alternatively choose to perform an
attack instead.
After going through both
versions of combat systems, we still find players
feel restricted by point and click movement as
opposed to the freedom of real-time movement. We
are currently working on a prototype for a
modification to our combat system that includes
free movement. We pride ourselves on allowing our
players to give their input on the direction of
the game development, and we will do so in the
case of these combat system modifications as well.
What aspect of the game do
you feel sets Rubies Of Eventide apart over the
Everquests and the Dark of Camelots in the MMORPG
genre?
There are several things
which distinguish us from other MMORPG's. The
combat system is obviously one of them, although
the above mentioned changes will start to make it
a little more similar. We will be adding and
keeping some of the notable differences however,
such as our instanced combat feature. Basically
this means that when a player (or group) gets into
a combat with one or more enemies, that combat is
"instanced" in the sense no one outside
of the player and enemy sides can join. This
eliminates problems such as "kill
stealing", and other such external
annoyances. It gives the players in the combat
some control over who they want and don't want
joining them in it.
Also, with our current
combat movement system there are certain
strategies, such as "tanking", where
melee fighters use their high hit points and body
armor to take physical damage from enemies, thus
protecting the spell casting group members. We
plan to keep this strategy with the real-time
movement system, allowing players to
"plant" themselves in a stationary
position, to still block enemies from passing
through them to protected allies in the rear of
the battle. We feel these items, along with a few
other surprises will keep our combat system
unique, but retain the familiarity and freedom our
players’ desire.
Of course our
class/profession system certainly sets us apart
from the pack. With over 100 potential professions
to choose from, all with their own unique
combination of starting skills and modifiers,
truely unique character development becomes
possible. It is far and away the most
comprehensive system in any MMORPG on the market
today.
Our live event system is
the last item I'll mention. It allows us to run
persistent game events, whether they be combat
related or not. For example: Shortly after the
game was released, a small army of Kobolds invaded
a mining town named Kajblood, setting fire to it,
blocking off critical points of access for player
reinforcements. It was a grand, chaotic battle.
The town of Kendall Falls was invaded by a
Hobgoblin army, in which the player eventually
fought back the oppressors and deposed the
Hobgoblin General to win back the town. These
events will play a big part in the continuing
development of the storyline, and the player
reaction to them, will determine the path the
ongoing story will take. For example if the
players hadn't beat back the Kobold invasion of
Kajblood, the town would have become Kobold run,
been named Kajbold, with Kobold shopkeepers
replacing the humans, elves, dwarves, Ogres and
Leshy's formerly doing business there. Players
also can acheive a place in the game lore if they
play a significant role in these live events.
Currently the in-game Ralix scrolls foreshadow
dark times to descend upon the land where more
brave adventurers will be needed.
What do you think
could use the most improvement in the game?
There are always areas to
improve on, it is a never ending cycle because we
always want to make the game better than whatever
its current state it. The improvements we are
currently focusing on is the aforementioned combat
system changes, as well as graphical/visual
improvements. We are integrating a 3rd party 3D
tree library to give us a greater ability to
display extremely realistic trees, and dense
forests. We are also revamping our character
models as we have decided to go with a slightly
more realistic look to them, as they are somewhat
cartoony at the moment. We soon hope to port to a
later version of our 3D engine which will allow us
additional capabilities of doing spectacular
effects on the models and the game world.
And of course there is
always the fine tuning of gameplay to be done. But
because we have such a close relationship with our
players, they get a lot of opportunity to
influence adjustments and improvements to how the
game plays and balances out.
Do you feel that
your PvP system is properly balanced?
Currently PvP combat
exists in Rubies of Eventide in the form of
consensual duels between two parties. Each player
is given the choice whether or not to enter the
battle, and any that refuse are prevented from
entering the combat instance. As expected from a
completely consensual system, it is a rather minor
focus in the game at this time.
We are, however, planning
on increasing the meaning of associating with
certain factions in the game, and giving people
that openly join a group certain in game
advantages, with the disadvantage that they would
now be considered consenting to war with the
enemies of the NPC group that they have chosen to
affiliate themselves with. As always, players must
choose wisely in their actions, and decide for
themselves whether or not they want the
responsibility that comes with affiliating with
powerful allies.
What was the
reasoning behind adding the Gentry account this
soon?
We wanted to reward our
early adopters with a nice package combining
discounted subscription rates, free timecodes,
magic items (including a teleport ring), more
character slots, and access to otherwise hidden
zones. Although all these perks make The Gentry a
bargain, most of the people who've upgraded to
Gentry do so for ideological reasons. The #1
reason being, "I really like what's your
building here and its tremendous potential".
We're glad its worked out this way because
positive players who care about the game community
stick around longer thanks to the Gentry package.
Care to mention any
future additions worthy of note?
Yes, an Eeeevil city.. coming soon along with a
beautiful new northern megazone! We'd also like to
introduce a new (non-credit card required) trial
membership option sometime in early November.
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