Resources
Players rely heavily on natural and found resources: lumber from trees, leather from animals, grass, scrap materials and rare objects of the lost modern civilization. -Constantly changing resources can be renewed or depleted.
-Availability dependent on season and weather conditions.
-Resources can be claimed by clans.
-A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items.
Skills
Players start the game with a selected set of skills. They gain new skills by learning from other players or by uncovering knowledge in books from the past. -Skills increase with use.
-Skills decrease over time if not used.
-Skills are affected by many external factors. -Many actions are dependant on several skills.
Creatures
-No set creature spawns or re-spawns. Animals multiply based on the current creature population.
-Creatures gain experience and power, potentially evolving into legendary beings.
-Creatures can overrun areas or be depleted.
-Creatures gravitate towards different areas based on mood and weather.
-Creatures can be tamed and ridden.
-Creatures possess realistic loot. If you see armor or a weapon on a creature you can take it. Animals can be carved up for raw materials.
-Creatures are a primary resource for crafters.
There are more features than that and I recommend taking a look at it even if it's only to dream a bit. Apparently, many of those features are not in the beta yet but the idea looks very cool.
I think Darkfall 2010 will polish everything already in-game and besides some more content, it will start to add more tools to improve Darkfall's sandbox. After Darkfall 2010 I hope Aventurine will start working towards making Agon a nice emulation of a realistic fantasy world, if you know what I mean. If Darkfall retains it's arcade/action feeling about combat and improves the rest so Agon feels like a true world, it'll become king of MMORPG.
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