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Posted by LlexX on 30 September 2012 - 12:56 PM
Now its only left to chose a class from the four available ones. But wont discuss it under this topic, there are plenty on the forum dealing with it already.
Please check this videos to see how the character creation and costumization was working in ArcheAge CBT5 phase.
As you can see, ArcheAge has a rich character creating tool with an incredible number of sliders to get the desirable results.
But this is not everything (i hope), there are many options missing from it, such as: character's height, muscularity, limbs size and length, tails length in case of ferres... and so on.
Posted by LlexX on 30 September 2012 - 12:44 PM
This guide will cover the character creating process from picking a race to visually customizing it.
This guide wont be dealing with class related stuff, there are other topics related to that on the forum.
Quick Look at the Races
During the CBT phases there were 4 races available to play:
There are 4 additional races revealed to be released:
The newest rumor revealed that there will be 2 more races added on a later phase to make a total of 10 unique races. Rumor concerning the ten playable races.
Here is a visual look of the 8 races from the official ArcheAge site:
The Races Starting Locations and the NPC Factions
Each race has its own starting location.
The world is divided into 3 continents:
- Eastern Continent (also known as Hariharan Continent),
- Western Continent (also Known as Nuian Continent),
- Northern Continent (uninhabited PvP continent).
And the races are divided into 2 NPC factions:
- Eastern Faction (Hariharan, Ferre, Warborn, Returned),
- Western Faction (Nuian, Elf, Dwarf, Fairy).
The Races from CBT5
Want to learn more about the four races from CBT's? Here you go, the history of the races in detail.
Have to say thats its a fast translation by google from RU->EN, so needs some correction, if you have some time, a helping hand would be nice... if not than im gonna fix the translation slowly.
Nuiantsy Noyi selflessly serve the goddess. This is evident in all areas. Nuiantsy fascinated indescribable beauty of nature and at the same time masterfully built fortified cities, to develop and distribute their cultural achievements.
They are majestic, it is inherent innate nobility. Stern faces nuiantsev male exudes confidence and strength, and in the high restraint women of this nation, bordering on coldness, coupled with the attraction.
Considering themselves followers of the goddess of the underworld, nuiantsy took the sacred mission. They are confident that Noyi continues to bless the whole world. This unwavering and unconditional loyalty to the covenant of the goddess passed down from generation to generation. So fearless nuiantsy to stay next to the gates of the underworld, waging an endless war with the devil incarnate.
The history of the race
Nuiantsy always live, not forgetting about the interests of race, gods and their mission. They hold in their hearts the image of the goddess of the underworld, but their feelings are not like the religious feelings of other mortals - it's more like the love child to his mother, faithful and full of tenderness.
Like plants that fell on fertile ground and, having strong roots, hard for her keep, nuiantsy value their home. After the Great Migration, they were in a new environment - interracial conflict erupted. People remembered the past, to be discussed plans for construction and development, hoping for a better future.
Unlike the human Kingdom Crescent nuiantsy create a more democratic electoral system. To become king, the people's love is not enough. Still need to be tested in a maze, which is under the capital. Also, the new system eliminated the struggle for power. Because of this Kingdom Crescent could save power for conquering the entire continent Noyi. At a peaceful and prosperous country with a strong ruler has created favorable conditions for the flourishing of culture. Nuiantsy provide economic and cultural impact on the entire world. Shining like a diamond nuianskaya civilization illuminates the world.
Nuiantsam is haunted by terrible memories - the war against the demons. Demonic army was invincible. Crescent kingdom ravaged brutal hordes, and there was no place for people to hide, since all building burned to the ground. Plundered the country, the demons were scattered around the world, leaving the devilish seed in the flaming ruins of the city. This fact gives a lot of trouble then the rulers of the Kingdom of Crescent.
Under the leadership of Queen nuiantsy not forget their purpose - not to retreat before the forces of evil. This warrior, keeping the covenant of the goddess of the underworld to defense from evil forces. Loving nature nuiantsy will sail in search of new lands far from the continent, opening a new chapter in the glorious history of a great civilization.
Start Location - Village Balachi
The village is situated on a peninsula Balachi Svozirid. The slope of the hill can be seen Yini island, which overlooks the lake with crystal clear water from underground sources. Quiet and tranquil village is arranged according to the new customs Kingdom Crescent. Simple-hearted people, and worship of the goddess Noyi - in that environment begins the story of the adventures nuiantsev.
They wheat-golden skin, so they are proud to call themselves "people of the sun." Since time immemorial, their flag have crossed swords in the bright sun. Hariharantsy want to conquer the eastern continent, but do not forget that they have to take revenge on his enemies. After the eclipse terrible war broke out. They moved across the ocean to the eastern continent, where once lived the ancient gods. Difficult natural conditions do not suppress their enthusiasm. Gradually, the wild lands grew prosperous empire. Over the centuries hariharantsy purposefully try to return the sunlight on frozen continent.
Spurred by the expansion of the passion for wealth and achievements in the blood hariharantsev. After moving to the eastern continent, they were able to quench their thirst for conquest of new lands. North attracts power and treasure hidden by the sea mist. That they will bring the ancient treasures? What challenges hariharantsam will face in the future?
The history of the race
called the daughter of the goddess, led his troops to the southern lands, it was predicted that the total solar eclipse will occur and the light goes out. This destroyed the last hope of the inhabitants of Salem.
After the war actually happened eclipse. Members of the royal family fled Salem to the eastern continent, hoping to return to its former greatness. The new governor called this desert land Harihara and founded a state Hariharudik. After moving, the people of the sun began to call themselves hariharantsami.
Hariharantsy love to build and win. So they can easily and quickly conquered the kingdom of the indigenous population.Rapidly developing, the empire has created conditions for the emergence of Mechanics and magical civilization. Hariharantsy became fabulously rich.
But prosperity was an illusion. The struggle for the throne of the mighty empire grew into a twenty-year civil war. In the end, Hariharudik split into four states. Former power dissipated like smoke. Due to its geographical location and favorable natural conditions, the western kingdom would be one of the most powerful and rich countries.
Not only internecine conflicts threaten peace in hariharanskih lands. Old continent was covered with ice and cracked. Nuiantsy try to beat hariharanskih navigators in the exploration of new routes, which offer great benefit. Will the long trips across the North Sea to the discovery of new lands? It all depends on whether hariharantsam their travels accompany the bright sun.
Start Location - Hatura
Basically, hariharantsy live in small villages, built centuries ago. They are grown for generations. Here, children are born and grow up, only to seek their goals and follow their dreams, a worthy man of the sun. Hatura city like a pearl in the desert, seeing sunrise at dawn, when the bright disk of the sun rises from the dunes. Caravans always come to this center of trade with its busy streets, finding refuge here from the desert heat and a place to sleep. They looked forward to the next birthday of the sun.
Elves are known to all other races because of the fabulous beauty, mystery and outstanding achievements in the study of magic. They are the descendants of a long line of noble Ifuna, which belonged to powerful magicians. This race could enter only one who possessed extraordinary powers. Unique memory to store knowledge of the events that are taking place all over the world, so the elves can remember a piece of the huge flow of time. Mourning the death of their king, they leave the forest to break the ice that covered the old continent.
King's death and the opening of the gates of the underworld most clearly etched in the memory of the elves. As they saw for the royal blood stains on the ground for thousands of years elves obsessed with revenge. They live long enough to plan everything properly. They know that the king killed the god of war. When the continent was split, the elves went to the north, singing songs about revenge.
The history of the race
Code old continent began to break down, mourners elves hit the road, playing dirge. Led by the goddess of the underworld Noyi, they made their way through the gates of hell in the New World.
But no one, even they did not expect that, during the Great Migration of the elves lost their impartiality and become violent.The royal court during the passage through the gates of the underworld gone, disappeared into the depths of the place.Memories of King's life turned into crystals, which flew through the underground kingdom. Passing through this world, the elves of the collected particles to his memory had become for the whole race a sad reminder of the history of their ruler.
After the Great Migration of the elves quickly got out of the original alliance to settle deep in the dense forests. Since then, people find their terrible as much as mysterious. Elves are not afraid to let a mysterious force noxious breath of the forest.Gradually, they become alienated, scaring the other races and the sides of their societies.
To the west and east people day after day struggling to recover their former power states, and then began to create a new history. But all this is of little interest to take refuge from the world of hermits. They do not like human vanity and desire as soon as possible to restore civilization in its present form. While world events still imprinted in their minds, however, the elves live in the past, wanting to be saved among the ashes of history.
Start Location - Camp Harfa
Many years ago in honor of the great masters of the elven ancestors cut down from the rock great harp and made sure that her beautiful music did not stop. Over the years, weathered rock, and beautiful sculpture has changed beyond recognition.Then this place was called Songbirds hills on which the camp Harfa. The new generation does not understand the high elves, who sadly are looking at an old broken statue. Only occasionally by the touch of the wind that stirs the leaves sound magic melodies, telling of his native land.
Ferret are descendants Fengshena (Aeolus). Their tribe is based on blood relationship, as they constantly roam the prairies.Ferre-men strong and sturdy build. Prominent nose and cheekbones make them fierce face like tiger muzzle. In women, almond-shaped eyes, neat ears and a tail. They are a shining example of the natural wild beauty. Ferriytsy most often used as a weapon, daggers and bows, as well as deftly jumping and climbing. Throughout their nomadic way of life on the prairies Ferre accompany snow lions.
Ancient race Ferre is the epitome of the prairie wind. The tribe has survived countless trials and suffering. Ferre eagerly awaiting the appearance of a brave young warrior who will lead them to Fengshenovoy (Aeolian) tower Yang to regain the name of the "Scourge of God." They are trying to revive the lost nomadic culture and return to the spacious meadows.
The history of the race
When hunting in the prairie, the soldiers are Ferre onions, white lions, like the wind, chase game.
Yellowed pages of manuscripts left only in the memories of Ferret. Many of these long-forgotten traditions of the tribe.Struggling for survival, Ferre and took risks, he found himself in the desert, to hire the service of the people of other races.
Ferre constantly moved around the continent. They are not only the nomadic civilization of a thousand years of history, but also the reputation of brilliant conquest. Ferrer fought with other races and almost always won a glorious victory. Legion commanded Ayfu Lindadzhuna earned big name "Scourge of God."
Although children prairie proud and brave, their fate is very sad. Ferry, who led a nomadic life, had to leave the steppe due to adverse climatic conditions. The once mighty empire Timi mired in the depths of internal strife and war, and then completely fell apart after the massacre of the royal family.
It seems that the gods turned against Ferrer, dooming them by a long way, sprinkled with blood and tears. They were scattered around the world, not knowing where their house. Settle whether Ferrer somewhere like the other races, or will continue to roam?
Fortunately, Sokolinoe plateau lives ferriytsev tribe that had not forgotten a free spirit prairie. They follow the ancient tradition of self-improvement through continuous training, allowing hone skill. These ferriytsy still tame fast, like a prairie wind, white lions that accompany their life. Protecting Fengshenovu tower Yang, they are probably the last hope ferriyskogo tribe.
Start Location - Wind Tribe
The territory of the tribe of the wind, who lives in the northern part of the Hawkeye plateau, is the spiritual home of ferriytsev.There is a circular felt yurts with a wooden frame, among the grasses dominate pitted ritual stone pillars, and run around the beautiful wild white lions.
Since the tribe is the most famous, it is natural that it contains a rite of initiation. Need to decorate the stone pillars bones bull. Every young ferriets must prove that he is a great hunter. Then he will get the recognition of the tribe and become a full warrior.
The Races Revealed
While there were 8 races planned for the release, we had the chance to play with only 4 of them during CBT's, but there have been 2 more revealed: Dwarves and the Warborn. Sadly about the Fairies and the Returned still no info can be found.
[spoilers=Dwarf]Dwarves in ArcheAge are similar to Dwarves in other games. Really, any other kind of Dwarf would probably cause Tolkien to rise from the dead and kill us all. They’re stubborn people who love precious metals and gems, but they’re also skilled warriors who will stand valiantly alongside their friends in the face of danger. They prefer to live in mountain caves, building complex villages and structures while mining for anything that shines.
[spoilers=Warborn]Warborn are neither demons nor humans, but a gigantic race who excel at killing things (such as dragons). No one knows for sure where they came from, not even Warborn elders, so they’ve joined the effort to discover the lost history of ArcheAge’s world on the northern continent in an attempt to learn more about themselves.
Posted by pathosgray on 04 December 2011 - 12:49 PM
Warning: I Americanized the translation as it is hard to find certain expressions in English language that exists in Korean. Also it'd end up being a horrible run-on...
Overview of 4th CBT
The final test for Archeage has arrived.
This test is 4th Closed Beta test and is focused around the testers chosen by the XL Games and the previous testers. Also various new contents will be revealed, and as previous CBT for Archeage did, will present new challenges and features (could also be read as attempts).
With the 4th CBT ahead, Jake Song looks back on the challenges he had faced.
When the first generation MMORPG developer Jake Song; 2009: Kingdom of the wind, Lineage, and etc., declared that he would develop a new MMORPG, Korean game industry begin to react. They were expecting the new generation of MMORPG and the changes as well as challenges it would create.
Jake Song was always captivated by Steve Jobs’ mind set. It was probably because the change in IT industry’s trends and new future is something that Jake Song wanted to achieve in Korea’s online game industry.
But Jake Song did not just push for new change. He did add new contents with various possibilities that pushed for chance, but he said that his goal was to create a game that gamers who were used to previous MMORPG would be satisfied with. As such, Jake Song stressed repeatedly that Archeage is not a game that is completely new and different from previous MMORPGs. He explained that Archeage is a game that used the familiar MMORPG as a frame and put changes and challenges on it.
At 12/31/2009, XLGames first revealed screenshots of Archeage. It represented their goal of holding a test at 2010 and would begin a new challenge starting at 2010.
The market’s reaction was more then expected. Popular search engines begin to register Archeage and Jake Song in the most searched list as the ‘father of MMORPG’ has come back. Also the game scenario, which included both Western and Eastern fantasy elements, was created in-joint with Minhi (?) who wrote the popular series Children of the Rune which caused excitement.
The Archeage website, revealed later on, did not use flash and as the result, was accessible from multiple platforms. It also created a difference compared to other game homepages by following the widely spreading social networking trend and communicated closely with the gamers. It shows well of Jake Song’s will to create a game that included gamer’s thoughts as well.
Archeage’s first CBT was from 7/22/2010 to 7/25/2010. It was composed of only 200 testers and many gamers had high expectations and interest for the game. As the result, many gamers gathered to the homepage to join the CBT, especially those that enjoyed Jake Song’s previous games.
In the first CBT, Archeage presented housing system with ‘Labor Points’ system Incorporated into it. Labor Points is necessary for production and the more people working on it, the faster the housing is completed. As it requires teamwork, it is a system that shows well of melting community into MMORPG.
In the 2CBT, they added the boats on top of housing system and allowed the crafted boats to have a naval battle. Gamers questioned the meaning and the possibility of building boats and having naval battles in MMORPG. Jake Song built many systems that allowed gamers to do many things as possible within the Archeage world, the boat, traveling by boat to discover new land/island, and naval battles were just one example. Archeage does not place meaning in one action nor results but looks at the infinite possibilities created by the underlying ‘freedom’.
But as it is such, there were also many problems that rose. As the tests were different gamers who were used to previous online games begin to complain about the battle, quest, and etc. content’s in-completion. Jake tried to use CBT to present new contents and watch gamer’s reactions, but gamers who were more used to CBTs being used as a marketing strategy voiced that the contents lacked in completion.
As the result, 3CBT raised up the completion of many contents and tried new contents, but didn’t get such a favorable response from the gamers. The variety of new contents and the possibilities were agreed on, but the basis of MMORPG; battle and character movement, was lacking according to the gamers.
So Jake Song decided, based on gamer’s opinions, to push back the date for CBT. Archeage has declared that they would being 4CBT at fall and open beta at the end of the year, but they choose instead to add onto what was lacking and open the 4CBT at the end of the year.
It is known that 4CBT has made many improvements in character movements and battle. For this alone, famous developers were hired and the date for the test has also been pushed back. We expect that in this 4CBT there will be improvements from before as well as even more new contents.
Also for this CBT, information was released that there will be methods and challenges that were not tried in previous MMORPGs in which as the result, gamers are excited about.
A game expert in Korea stated, “Jake Song’s Archeage’s 4CBT will be held soon. From this test, we will be able to see the world Archeage is aiming for. Also as it is trying tests in methods that previous MMORPGs could not decide on, the industry too is interested in Archeage.”
Graphics and Etc.
Archeage created a stir from the beginning. Unlike other games that showed the character, world, and system, it merely showed a single screen shot. A so-called jack pot has went off.
There was also the name value of Jake Song, but the realistic picture-like graphic and spectasular effects led to a question of if it was an actual and accurate screenshot of Archeage. Time passed and now, after 3CBT, no users hold question about the graphic being real or not.
Thinking about it, Archeage’s interactive based background alone makes it different from other existing games. If Minhe made the world, then we met those that broughtforth this world into the ‘reality’. /ThisisGame reporter Jung, WoChul
- Graphics team that makes the world of Archeage
When Archage was first revealed, there was a lot of talk about the screenshot. There was a conflict between if it was actual game graphics or concept shot.
Yang, Jong Guen (YJG), leader of background graphics team: It was an actual screen shot in which effects from the art style we aimed for was applied to. Designing background and world according to game’s concept is creating a gigantic seamless world. Within the world, we focused on reality. We also used CryEngine to the fullest. CryEngine’s best aspect is the outdoor rendering. So it could also be said that it is also thanks to such powerful engine.
Archeage was developed in CryEngine2 but now it is being changed to CryEngine 3. There should be a lot of effect on graphics.
YJG: The changing of engines is an important problem. In the converting process, the graphic is definitely improving. But the essence is not changing. CryEngine 2 highlighted the visual picture, but CryEngine 3 puts more focus on optimization. In another words, right now the changing of engine is focused more on optimization rather then graphical improvement.
Looking at it now, there is a difference between the world and background parts. What is the difference exactly?
Ji, Hwa Baum (JHB), world parts team leader: Previous games didn’t have such large world so there was a single background team that did both creation of objects as well as decorating the world. But Archeage’s world is so large and there is also a lot of object resources. So we divided the teams to fit the need.
It’s easier to understand to think that world part team decorates a land that is finished otherwise. We arrange the resources created from the object team to create an ‘area’.
It feels as if there are certain areas in which careful attention is put into.
Seen, Choung Sik (SCS) Background team leader: In the beginning, we focused on creating a background that fit into the concept. Now that most of the world background has been designed, there is a decrease of objects we must put in for the sake of scenario. The concept Minhe has created also includes parts in which scenario part and level part controled and changed slightly.
YJG: Minhe does make the game scenario, but there are certain aspects that is hard to express during actual game making. We try to express most, but there are aspects where we just have to cut off because it is not possible.
In the process of making background, the team must consider the objects, such as housing and castles, that the users will add. This may cause cases in which there many not be uniformity and/or look good compared to environment...
YJG: If you look at the world scenario, there is a lot of various races and designs relating to their cultures. In the process of making these, we tie some parts together or decrease the parts where it does not fit in. Instead of chosing uniformity, we chose combining variety.
In Archeage, you can cut a tree or climb it. Is there a seperate work that must be done?
Sung, Gi Baum (SGB) Object part team leader: To be honest, a lot more needs to be done in comparison to other games. Using tree as an example, we make the seedling to fully grown tree, tree that has been cut, and the steps of cutting the tree. We even have to make the fruits separately.
This also applies to the housing system. We have to make each process of constructing and also of destruction. Again for the trees, there was one person who made the trees for an entire year so we called her Mrs. Tree. Ah... The castle that was shown recently in the video was created by Mrs. Tree. She is not making something other then trees. (Laugh)
YJG: There is a lot of resources that must be within a single object, so it’s hard to increase the types. We must think about how users will enjoy the game while developing. In case of housing, ‘how must customizing do we give to the user’s so that they will be able to distinguish themselves?’ is the thought that we think and worry about the most.
I heard that there was a lot of cases when CEO Jake Song requests things suddenly and out of nowhere. What was the request that was the most troubling? Such as the request for escaping prison with a spoon?
YJG: The idea for digging out of prison by using spoon came from another person, not CEO Jake Song. The way ideas are thrown and chosen to be made is similar to other developers as well. If we agree on it, then we make it no matter how hard it is.
Though the process might be hard, if the result is satisfying then we have fun while working. There is a lot of elements like such being readied and will be applied soon. There is also different things other then spoon waiting in prison.
Areas are expressed by the weather and geographical features. For example, in ocean there is expressive environment effect such as sun set and rain, but on land there is only change of night and day.
YJG: Actually, the environmental effect is applied on both the land and ocean. It both has the same speed of time. But the effects gets covered by other effects in various areas. For example, in the mountains, the time flow is the same but it feels as if the sun sets much more quickly compared to other places.
It is because at ocean, there is no objects covering anything so it is easier to see sunset, but at mountainous areas sunset gets covered by the mountain’s shadows and etc. That is why it cannot be seen.
-New continent, the third continent is a place of fantasy.
It is now time for the third continent to appear. It is a large area compared to the two existing continents, is there objects and environments that can only be seen in the third continent?
SCS: If possible, we want to show the something new. In the other two continents, there are familiar environments such as desert. This is because we tried to make something special based on the weather and environment.
But the third continent, unlike the other original concept, is being created to fit into the fantasy environment. We are trying to make it so that it can hold many game systems, such as exploring and siege.
So is it safe to view the third continent’s concept as a fantasy world?
YJG: The third continent is located between Nuia and Harihara continent and we are following Minhe’s concepts.
The novel describes it as the main stage of events that took place 2000 years ago. The 2000 years have passed and because of some reason, the third continent has changed and been damaged.
Because of this state of damaged and etc. we decided it as an area where user’s can declare land ownership and siege. There is a factor that the land becomes purified as the result, but we don’t really know how it will be displayed in visual.
We are trying to show the reason for the world’s creation, and reactions to actions in a strange world. We want to show the world changing.
SCS: The largest event took place in the third continent and it starts during the age in which discoveries of gods and soul makes known as the races living on the continent becomes extinct. Then 2000 years later the survivors move onto live on Harihara and Nuia continent and forget about the third continent. Then they find the continent again by chance and see the source of power in there.
Right now, the concept is that users explore the area and advance it. We put in concept of this is my land and that is another’s land in order to encourage siege.
Looking back, there are also steam punk elements, such as goggles, flying ships, etc., along side the typical fantasy concept. What is the time of the concept?
YJG: Archeage’s concept for time varies. I remember when we held a concept meeting with a world map in front of us. We discussed certain location’s culture and the likes. So you can say that Archeage’s cultures originate from our Earth.
In another worlds, you can see it as a small mini version of Earth. Far East, Middle East, Polar area, they all have different cultures that fit their environment. Nui contienent, which Nuians have take over, have a lot of middle age European details. In Harihara, due to influence from Hariharans, there is more focus on Asian cultures.
But one thing for sure is that it is definitely not steam punk. We tried to take the steampunk factor out of various mounts, flying ships, carriage, and etc. For the gliders, we used Leonardo Da Vinci’s sketch as an example and tried to make it so that is could possibly work in real life as well.
There is no difference in boats and housing yet. In the contents that are to be added, castles, gliders, clothes, weapons, and etc. do you plan on putting the cultural difference?
YJG: It is a process that is constantly being adjusted. This is because not all systems in Archeage has been complete.
So as the system advances, there may be a lot of change. But in essence, there will be a style difference between Nuia and Harihara continents.
-World with difference, but harmonious in details.
Race’s different contents, such as Nuan is Western and Hariharan is Eastern, is important, but it is also important that is does not conflict with each other. Is there anything you are thinking of?
YJG: It’s the part I worry about the most. If the details conflict too much, then it feels as if it is not a single game. The difference architectures of different races have their own color, but should the players advance as play patterns are led to, then they can come in contact with these cultures naturally.
For example, in certain areas of Harihara, one can see Nuian’s architectural style as Nuians live there. We are trying to create harmony by doing this. But as the world is large, a lot of changes occure during developement.
You can’t fill a large paper in a single stroke. Right now, we are trying to create a whole.
Is there special mounts and WIP unrevealed monsters?
YJG: Types of boats, siege weaponry, new weapons, and more will appear. We are also preparing for systems that will allow the siege weaponry to work by cooperation. In case of areas that are not revealed, there will be trains with rails, tram, flying ships, etc in which will match into the background as well as functional.
How was the pirate island’s concept formed?
YJG: We revealed the island since the 2CBT. We needed an area where the two continents could swim out and meet. There was also the Dokdo incident during the time, so we put it in there for fun. We are going add in more things for the ocean, there are lots of ideas.
Is there anything you’d like to say to user’s who dream of background developement?
SCS: If background was once used for making the character stand out, I think that right now the background has come back to its original meaning. Meaning that character is also a part of the background and lives within the game. As hardware improves, engines improve and as of such there is hardly anything that the background cannot contain.
We tried to put in what we think. So we have more fun compared to other game graphic designing. Some parts have much more work and we all have different aspects of work. Archeage’s background design has a different approach and I believe that you’ll have more fun.
JHB: Looking at it from point of view of world parts, when we first begin it wasn’t fun because we made zones by boxes and textures. But now it is different. Right now I feel like the movie ‘Inception’s architect. As the tools advance, this category becomes more and more seducting.
YJG: If we just want to make the background pretty, we can do it in another method. But the world of Archeage reacts with actions and user’s can do a lot. There is also hidden aspects and systems so it encourages adventure that is hidden and visuals reflect that.
As engines advance, scenes become more and more like reality. The rendering and quality is kept so that you could almost feel the land. I think that this is more fun then making movies. This is the charm of Archeage background team.
Interview with Jake Song from inven. There are images and videos on the original site.
I didn’t translate the prologue as it was more less a repeat of the first article. Or a summary version of it anyways.
This interview is with Jake Song. No one else.
Every time Archeage held CBT, it had a concept behind it. In 4CBT what content is added and what is the concept?We prepared a lot of things. We fixed the contents from 1~3 CBT and there are also some that are just now revealed. The most important thing is, part of the third continent is going to be revealed. Users can take out a boat and go onto the third continent. There they can enjoy many contents that hold many possibilities. We are going to add siege and also there will be an addition of another race.
Instead of chosing just a single content, a lot of new contents were added. Gliders, in which you could use to glide from cliffs, new types of boats, donkeys that carry packages were added (Laugh), female characters got prettier, and if you go to the sea, there are gigantic monsters. So a lot of things were added overall.
It was said that you could take ownership of land, does this specifically mean siege?
Ultimately contents for taking over the land in the third continent, building castles on it, having a siege or a war, taking it and/or destroying it will be revealed. But it won’t be in the beginning of December but a bit later and with an update. But as we have to watch how the test will hold, siege might not be revealed during 4CBT.
The CBT will last for 3 months, what is the plan for updates?
We plan on updating every week no matter what it is. I really want to keep that promise. The test will go on for 80 days but the server won’t be open for full time and there will be testing time when the server will open. Also there will be a break once every week.
Is there a restriction on level and/or contents?
I am thinking about it. We want to see the time it takes for users to consume the contents. So right now, it would be either there won’t be level restrictions or a small restriction might be added. We haven’t decided it. But if we do add the restriction on levels, it’ll be higher then 3CBT’s maximum level, which was lv. 25.
Parts of the third continent is being revealed for the first time. How do you get there, can you get there by swimming?
Basically, you have to take a boat. You can swim across it, but there will be mobs in the ocean, so it won’t be easy. (Laugh)
From the video, Kraken was pretty big and had lots of various actions (animation). Is it event monster or is it a part of ocean content like a ocean raid?
In 3CBT, there was something lacking because there was only boats. It was fun with just that, but it was also true that it was lacking and not satisfying. So we developed it in kind of a raid mindset where monster appears and users get prizes for killing it. It’s not an event monster, it’d more of a type of field monster.
The ocean is too large. How are the users going to discover the Kraken?
I can’t say it in detail because the user has to find it themselves (Laugh). But we are not just going to say look for it without any clues, we will give clues as to it appeared.
A new race has been added, what is its concept?
Right now there are three races; Elf, Nuian, and Ferre. With the 4th addition, Hariharan, the 4CBT will have four races total. Hariharan in its essence is human race. There is already Nuian as human, but Nuians are more like Westerners. Hariharans have more Asian feel and look to it.
The 4CBT will last for over 80 days. Won’t open beta be held back because of this long test schedule?
Actually, we are doing this to pull the open beta test to be held earlier then intended. There is also parts where we are doing for the sake of developement alone but opinions of users and involvement of users act as an energy source and helps us along. So as the result, we are holding this test over such an amount of time so that development team can get driving power to the OBT. (Not sure how I should have translated this one. But Jake is saying that 4CBT is long because they are trying to pull OBT to an earlier date. It also helps motivate the development team.)
Archeage is a high-end game and the system is complicated. I am surprised that China is taking such a high interest.
Korea also preferred simple and repeating (grinding) game, like Lineage which is 100% grinding... (Laugh) I can diss this game cause I made it (Laugh). Anyways, such grinding games were popular and preferred. “We are all together and we can chat and attack.” There wasn’t such games back then it was something new. Then Lineage2 came, WOW came, Aion came and so the games advanced. So the opinion that China is poor so they prefer grinding games is a very incorrect sterotype. China is still advancing and Archeage came out during the right time of Chinese user’s advancement and so I think that is why it’s attracting so much attention.
How many people will be chosen for the 4CBT?
There will be around 5000 people, so it’s not different from previous tests. If it has a favorable reaction, we’ll add more people.
Character design was changed, worked on, and re-worked on since 1CBT but there are still user’s who have complaints regarding to it.
Ultimately, we want character customizing in which user’s can create whatever face they want. This update may come up during 4CBT or next test.
On behalf of the arts team, I am a mission-oriented (Not sure what this word meant. But in context it’s more of a strict mindset.) person and I told them from the beginning that “let’s not sell sex for our game.” This affected the character designs and I think that is why there aren’t any ‘sexy’ characters (Laugh). We got a lot of feed backs saying that characters were not pretty every single test, but it’s not that it’s not pretty. It’s just that it’s lacking to be something desirable in a sexual sense.
Did your thoughts change now?
Since user’s wanted it, I also changed my mind. But the way organization is that it has an inertia. So after going in a single direction for so long, it’s hard to change directions. So it isn’t something that happens immediately, it takes time. It takes even longer if the organization is older. So we are going to change it slowly and one step at a time. Changing design is the easiest part. People talk about sex appeal, but characters don’t get sexy by taking their clothes off. We want to give a more luxurious and refined look even if they lack cloth on their clothes.
That’s true. Just because it’s half naked does not mean that it is sexy.
5 years ago, when we first begin this project, I told my staffs; “When I play this game with my son, don’t make me feel embarrassed.” This thought still hasn’t changed.
What contents do you wish user’s looked at in detail?
There aren’t any specific contents that I wish that user’s take detailed note of. I want them to experience things in overall. And since it is a test, I wish that they wouldn’t focus too much on leveling alone. So just think of it as a testing server that is resetted every three months. I wish that they enjoy every aspect of the game instead of just leveling.
There were many that pointed out the lack of shortup to the interface. Did any special changes take on UI?
There was a lot of parts that were lacking and incomplete. But a lot of it was added and fixed on 4CBT. It’s not complete yet, but it’s improved.
Was there anything changed or improved housing wise? In previous tests, there were cases where user’s begin to build the house but didn’t and left it be.
There was a lot of worry about that. We don’t know if we should make limits on how many houses a user may own or make it more expensive.
Will the next beta be an Open beta or will it be another Closed beta?
First, we have to see the reaction. If we need to fix more, then it’ll be another closed beta. If the responce is favorable then it’ll be open beta.
The interest of user’s in Archeage is undoubtedly high. But as it is such a large project, it feels as if the interest is dropping. “This is a game that I like, but it’s not yet time to be published” kind of reactions are common.
I had the same worry. Did I start something too big (laugh). So now we are going to chose and focus on contents that users can enjoy and open faster. MMORPG is a genre that gets improved and closer to completion as contents are added in. In this test, we are going to focus more on completion.
In detail of what you could/should expect from CBT4
What is the reason for holding CBT4 over such a long period of time? This test will start from December 8th and will be held over 80 days. It's like 'going around the world in 80 days' concept. It's not like grand opening in which other games held in which all users could join as users will be selected.
We developed Archeage thinking that the end contents should be created first. During the previous tests, it was hard to see the cycle of these end contents. So this time, we held the closed beta over 80 days as we wanted to see a full cycle of this at least once. Also as we are publishing this game as well as developing it, we also needed test for maintaining it and for GM experience.
Of course, the contents won't stay the same entire time. There will be updates. During the testing time, we suspect that there might be difference in what we think and what users think. So we chose 80 days so that we could adjust accordingly.
What contents will you show on 4 CBT? Well, there will be the addition of the third continent. This continent is the point where all contents come together, so you can say that it's the final station for end contents. We also upgraded the completion of contents as well as the flow.
We made battle, so we made production. Then siege. It's been created at once, so it's hard to connect it. But we developed it as if we were to conduct orchestra. To user's eyes, it could be 'is this it for the contents?' but not all contents from 3CBT are where it once was. It'd feel that there was an overall improvement. How large (vast?) is the 4 CBT?
You can experience 15 zones out of 27. You could raise levels up to 25~30, but we are not planning on stopping you from going further. But since there aren't any high leveled mobs, you may feel restricted in getting higher levels. (A translator's note done with translator's powers; this has changed with the addition of kraken.)
We prepared up to parts where the third continent will be revealed somewhat. Housing system and siege system will also be in place. You could experience some contents that could only be experienced in the third continent, and the small details will be added later on. As leveling and/or growing your character will take time, there won't be much lacking in contents.
In the trailer released from China, there were gliders, siege, and sea monster. Can you experience these in this CBT?
You can experience the gliders. There will be a bit of a flight, but it's more like falling in an angle. There may be sky contents. You could also experience large sea monsters, but there aren't any under water dungeons. We are thinking of doing more after this.
What was the most common feed back after 3CBT?
We got lots of feed backs for lots of different areas. In the beginning of the test when it was held over 1~2 days, we got bitter feed backs of 'where is the sandbox (freedom)?'. But as time went and there were more tests, we got better and better feed backs. In the beginning of the game, there were lots of feed backs on guide and freedom. It's true that it did lack guides and was slightly difficult as we focused more on making contents. Now it has been considerably improved with addition of parts in which can help understand the game and the game world.
Also we never said that we are going for complete freedom. I think that there was some miscommunication and misunderstanding. Compared to theme park games from before, it's just an addition of more choices. There is a system where you could kill users of the same team and it's just thinking about 'should I kill him/her?' or 'is it okay to kill him/her?'. It's not to the point of Ultima Online or Minecraft. Archeage aims for something other then infinite freedom. So at this stage, it's hard to create something like Ultima Online. We do feel sorry and so we did put in some 'freedome'. I can't say in detail, but there is a plan for an update. It's a place somewhere on the ocean and you could decorate it to the point of Ultima Online.
There are also parodies and some contents that are for fun and gives users more choices. It's kind of like Minecraft.
There was a talk of AOS war content being added.
We do have plans, but it'll most likely be the last thing we'd add. It won't be just for earning fame points and PK, but a war that's fun to play in. The genre that is best at this is AOS genre and we want to put this kind of element into the game. The test will run for 80 days and it's almost the end of the game world at 60th day. So we think it'll be fun to have field wars and other instant contents and so we are planning on it.
What is the meaning of the new continent in the game?
'Final station' feel is definitely there. You'll see different beginning cut scenes compared to previous tests and there will be a feel that an arrow is definitely pointing at the new continent. Every story and end of events, many contents will combine and you'll see that 'oh, so this is how it'll be' in the third continent.
The story Minhe wrote took place 2000 years ago in the third continent. So when you go there, that is when conflicts will begin and story advances. To know the question and truth is the reason why users must go there. (translator's note; the word 'must' is a correct translation but with wrong feel. In Korean version, it feels less forceful.)
Could you know the story of 2000 years ago if you go to the third continent during the 4 CBT?
No. We are suspecting that user's will not be able to know the story. User will see the current third continent conflict. So the user's will actually feel 'we can go to the third continent again' and so they will see reason for it. This will take place during this test, but I think it's too early to say the reason.
When looking at feed backs for stories and quests, although developers understood the story after seeing it for so long, it feels that user's had hard time understanding this 'strange' story during the test time. So we arranged it so that in the beginning, it'd raise understanding of the game. Then the user may enjoy the story later on.
Since the testing period is so long, would it not be favorable for OBT and official publishing since all the contents will have been experienced?
It's better to experience it early on then later. (Laugh) Although we say 80 days, the actual play time will be a bit less then 2 months. To tell the truth, content consumption rate is also an important data. It's not like development just falls from the sky and into our laps, so we have to confirm the user's content consumption speed compared to developer's developing speed. Compared to recent games, I feel that current contents might last us a while, but we'll know soon enough.
Information/rumors; warning; Not all of them are confirmed.
Rumors have (?) next to it.
These are only info regarding CBT4. Not OBT, not the final product.
There will be no instant dungeons.
If multiple characters, it will no longer regenerate at the same time. It'll only regenerate one character at a time.
A system is implemented to 'buy' these labor points.
No item will be created that increases labor points in any way. (?)
Small, middle, and large.
There is a very large and expensive 2~3 floor house.
If you fail to pay tax, it will be sent to your mail box.
Spoon item will allow you to escape.
There is a soccer system implemented. However the scores must be changed manually and players use 'kick' action to kick around the ball.
It is also possible to escape by killing a guard or bribing a guard. (?)
Refined items and certain drops from monsters.
Cannot be stored in inventory.
If dropped from monsters, NPCs will give you lots of money for it.
Cannot run with the package on the back. This also applies to mounts. But it does not apply to public transportation; ex: carriage.
Cannot use warp/teleport/etc. while the package is on the back.
When killed or logged out, the package will drop and another player may take possession of it.
Created by refining Akium.
Treated as a 'package'.
Needed to purify 3rd continent and ownership of land.
Castle walls can be built only on the 100m area around the core.
There will be no NPCs there. (?)
There will be no way to refine Akium until the continent advances.
There may be hidden areas where cores can be inputted. (?)
The lowest level mob will be around 45.
It is possible to swim there.
There is a full sized adult Kraken roaming around.
It is most likely that there will only be one full sized adult Kraken and it will be obvious.
It can destroy a boat. (?)
Posted by Wanderer on 26 January 2012 - 01:09 PM
The First Expeditionary Force
The Tale of 12 Important Figures, Thousands of Years Ago
For some time, the official Korean ArcheAge website has been posting more and more content under the "worldview" section of the site. This information has not yet been brought over to the English mirror. Out of impossible curiosity, I embarked on a bit of a quest to try to make sense of the stories beyond that of simple Google translations. Bear in mind, that as I do this, I don't speak any Korean. My methodology for "translating" these stories, so to speak, lies in cross-referencing both Babylon translations, and Yahoo!'s Babelfish translators. I am also using several references for Hangul-to-Romanized Korean to locate proper nouns and refrain from jumbling them in to some kind of jumbled sentence (though I admit I might have slipped up and missed a few).
The "translation" I'm providing here may not be entirely accurate, but it will at least, hopefully, give you an early glimpse in to some of ArcheAge's Lore. If anyone here does speak a substantial amount of Korean, I very much welcome your corrections and will edit accordingly. My "translations" do include some literary embellishment that might not accurately reflect the original Korean text, just to give the story a little bit of a narrative flow.
Please note that I have already posted this information to ArcheAgeRolePlay.
I strongly encourage people who are interested in lore and/or roleplay to visit the site, sign up, and watch for updates there. I will continue to "translate" the stories of the important historical characters as they appear on the Korean website. It's not certain how long it will take me to cross-post to ArcheAge Source.
ORIGINAL KOREAN TEXT
ROUGH ENGLISH TRANSLATION
The First Expeditionary Force
Gene spoke without meaning to, realizing too late that Tahyang had overheard him. He sheepishly rubbed his neck.
"If you say that out loud, it only becomes more true."
"Never in Delfinad1 have I heard such nonsense. You'll make him faint."
Lucius said, approaching the edge of the sudden steep decline in to the deep cavern. This startled Eanna in to reaching for his collar and yanking him back, fearing he would fall in. At this, Aranzebia laughed loudly.
"And here we have the fearless poet."
"I wouldn't say fearless, per se. He was like this in Delfinad."
Eanna let go of his collar, then slowly swung a mock-punch up at Lucius's jaw. Lucius fell, playing dead, then Tahyang asked.
"What did you see?"
"'See,' my ass. There's fog everywhere."
Just then, Gene picked up a stone and threw it in to the cavern. They listened, but heard nothing. Gene blinked, then Tahyang began to pick up stones and throw them with incredible force. Despite the strength of the Ferre's arm, there was still no sound. Gene said.
"I'd guess it's deeper than two-hundred meters."
Gene understood the strength of his friend. As the colleagues spoke, they moved on to a narrow ledge around the inner edge of the cavern--a bridge, leading down in to its depths. Aranzebia cried out in bewilderment.
"Where are you going?"
There was no answer, then Aranzeb stepped forward and silently nodded to the rest of the force to follow along down the path.
"To measure the uneven width of the ledge."
Kyprosa, who, until then, had been lost in thought, lifted her gaze.
"Are you trying to figure out the radius of the entire cavern? Go a little further if possible."
They set off to pinpoint two positions along the curvature of the cavern's walls, so they could measure its radius, in order to calculate its circumference, as they had learned in Delfinad. Aranzeb then grinned.
"Of course, there is no guarantee, but."
"No. This rough circular cavern. Are we at the center of the world?"2
Both of the mages present understood what he was saying, but it seemed the others did not. Kyprosa didn't say anything but looked to the two men. She took hold of Lucius's hand and shook it.
"Mages have a general understanding of the cipher. Let's continue moving. Do we happen to know how to make the lift emerge?"
"Isn't there a handle for the lift?"
Olot said and Lucius laughed loudly.
"Indeed! Perhaps we'll let the girls lead."
The twelve adventurers soon began their expedition further in to the cavern, along the ledges. To their right was an endless wilderness. To their left, the infinite darkness of the cavern, captivating them with such contrast, emanating in their hearts. The simple fact that they were present here now, was nothing short of miraculous. The world had many hidden secrets, and they had to be revealed someday.
Finally, they happened upon something. It wasn't a lift, but floating stone stairs. They could use them like stepping stones. One step at a time, descending further in to the cavern.
Eanna was pressing on, admirably, but she continued to glance down with fear. She looked to Melisara when the latter said.
"It cuts off."
Melisara had amazing eyesight. She was peering down at the stairs, overlapping in some places, but clearly broken in others. Having even better eyesight, Tahyang came to her side and also peered down.
"No. It joins back together towards the bottom."
Ferre eyesight was more than twice as strong as human eyesight. What Tahyang saw was invisible to everyone else. Ollo stroked his beard, looking uneasy.
"Is there anywhere from here to go but down?"
"If you're worried, I'll let you hold on to my skirt and you can follow me."
Aranzebia teased. The female elf didn't seem to be in the least bit worried about the stairs.
"How will you get down there? It's blacker than night, you don't even know if there's a floor there. You might not be able to come back up."
"Even so, will you not go?"
It was the first time anyone heard Inoch speak since beginning the expedition. His tone was almost excited. His voice was always so calm, it was strange to hear it crack a bit with excitement. Then Aranzeb spoke.
All eyes turned on to him. Lucius nodded and muttered.
"I don't know if we'll ever return from this. Hell, my world's been turned upside down just by the mere proof of the existence of this place. I want to experience it, for future generations."
Anyone who was that concerned for their own well-being wouldn't have come so far. Suddenly, Gene gave the rock he was leaning against a friendly pat.
"Want to leave our names? Carve them right here?"
"This should do."
The stone was glowing on one end. Kyprosa was the first to take up the glowing rock, and carve her name in to the wall. It carved through the wall with ease, like drawing in the sand on a beach. She handed it to Orchidna, who sloppily and lopsidedly added her name, then handed it to Tahyang as the Ferre laughed.
Tahyang awkwardly scribed his name in the official language, like everyone else, simply to make it collaborative, he claimed. Gene wrote his name with some difficulty. Gene handed the stone to Melisara. Melisara hesitated for a moment, looking a bit detached. It seemed that Gene, somehow, had never heard Melisara's name before."
"Come on, I'm next."
Lucius was growing impatient with Melisara and eventually snatched the stone out of her hand and wrote. Then Eanna. She wrote her name neatly, then handed the stone to Aranzeb, who said.
Aranzeb wrote, then passed the stone to Aranzebia, who also wrote before passing it to Ollo, and he too wrote. Inoch's had a short name to write, then turned around.
"I will write a name for you."
Naima didn't speak the language. She couldn't write.
In the beginning, the Mother created the twelve ancestors, and future generations returned to the place they discovered. They walked a long road back to that world, to the Hill Forgotten3.
The carvings in the rock were left for thousands of years. Since then, those who come across this rock will see this.
1 "Delfinad" is my bad guess at the romanization for the term "Delpinadeu," which was the name of the capitol city on the Continent of Origin / Lost Continent, where all races lived together in harmony 2,000 years ago, before the great Nuiyan / Hariharan schism.
2 "The center of the world" will more than likely be named something unique upon localization. It seems like the mages in this story regard it as something significant enough to where they have commonly studied it.
3 "Hill Forgotten" is a translation I'm completely unsure of. I think that there's a proper noun in there somewhere. If I recall correctly, there are ruins on a hill on the Lost Continent that apparently play a big role in ArcheAge's lore. I'd bet that this is supposed to be the name of that location. But, again, I can only speculate.
4 "Orchidna" is my rough guess of what "okideuna" will translate in to upon localization. Okideu does translate to "Orchid," so this is a somewhat educated guess. I don't know if Orchidna is a male or female. I've referred to this character in the story as a male but it is unconfirmed. EDIT: Orchinda confirmed as canon name.
5 Tahyang's first name is spelled differently in two locations on the official English site. I used "Tahyang," arbitrarily. The last name in Korean is Kaljiteu, which I've guessed is just "Kaljit." This website makes the same guess, denoting it, of course, as just a guess. EDIT: Tahyang Kahlzit confirmed as canon name.
6 Lucius Quinto is a fairly educated guess on the romanization of Rukiuseu Kwinto. Researched separately, the Hangul "Rukiuseu" brings up articles on men named Lucius, and "Kwinto" brings up results about people with the name Quinto, each in their roman spellings. This website again makes the same guess. EDIT: Lucius Quinto confirmed canon localized name.
7 "Anna" may be incorrect, but I went with it for ease. Since simple names like "Gene" also make an appearance, I thought this might not be a huge stretch. "Nimos" was derived by separately researching the Hangul for "Nimuswe." Her name in Korean phonetics is "Eanna Nimuswe." This website once again also has a guess, but it's different than mine. This author guesses her name will be Eanna Nimush. EDIT: The author was right. Canon name confirmed as Eanna Nimush
8 The Korean phonetic for Olot is "Ollo." I did independent research on the Hangul for his name and found references to a city named Olot. This character is assumed to be a male because, if the translation was right, he was described as bearded. Possibly means he's a Dwarf too. No idea. EDIT: Canon name confirmed to be Ollo, and he is a dwarf.
9 Naima is the Korean phonetic of this name. It's hard to tell how they might localize it. Naima is a Western name, as is Nayma, and other similar names. The scene where Inoch writes for her suggests this child doesn't speak the common language. It's possible she's some kind of other race... or maybe she's a fairy, and Inoch wrote for her since she was so small. EDIT: Name confirmed to be Naima. Not sure if she's a fairy still.
Posted by KeksX on 18 June 2013 - 11:55 AM
The ArcheAge world: "Ark"
- Skill lock. Once you've began casting a skill you don't stop if your target runs out of range.
- Obstacle detection should be improved.
- Ground-based AoEs ignore any kind of detectiion - they work even through houses.
The character system actually gives you the opportunity to create a class that best fits your playstyle.
For example, if you like to tank, there's the Fortification tree which has powerful shield and self-support skills together with some CC. Combine that with Combat and you got a decent sword and board character. Now you only need to ask yourself: Do I need more damage or do I need more utility? This will decide what third tree you want.
But of course, this doesn't mean that everyone with Combat and Fortification is just a pure tank. The Predator, which is Combat, Calling and Fortification, is a powerful CC burst class with the ability to tank as well.
To "stay on the carpet", as we Germans like to say: there are cookie cutter builds. As you can imagine, the Predator is a really popular class because of it's powerful CC and burst combo as well as the Grim Reaper, which has really high magic burst that is hard to avoid. You can do a lot with gear and proper skillpicking though. You can react to "the meta", however there will be always someone that has the perfect combination against you and you will end up dead.
The combat in pvp is really gear dependant. If you are Lvl50 and face another Lv50 that has better gear than you, it feels like you are Lv1 again. This can be very frustrating for players not in a guild or dedicated group, but personally I don't have a problem with this. The real problem is how hard it is to get to that gear, but I will talk about that later.
Conclusion: Classes and Combat System
The class system definitely has the possibility to become one of the best we've seen in the past few years. There are some issues still, such as the cookie cutter builds that take away from the feeling that you can truly do anything, but that is only a minor problem in my opinion. With the current combat system, you really have the opportunity to make many things work that look weird or even bad on paper.
The gear dependancy can be seen as either bad or good. In my opinion, it is okay, but it is way too hard to get highest tier gear. For more information on getting gear, see the crafting section
With synergies and the heavy focus on group play, we have a nice system that rewards players thinking for themselves, doing things that are not just standard and general smart play. Tab-Targetting doesn't hurt the game at all, as with the current featureset(collision detection etc) it feels advancade and it works pretty well in any situation.
Both systems are definitely a strong point about ArcheAge.
The difficulty of leveling is in general pretty low. The record to Lv50 is currently 12 hrs 34 mins(source: Fido). It is much harder to get all trees on Lvl50 for the simple reason that you have fewer quests available.
When you make a new character, you also get a lot of help from the game such as better Lvl20 gear and Adventurer's Potions that really boost your overall efficiency. You don't have all that in high lvl and thus have to work hard for every bit of XP, making Lvl50 something not really worthwhile if you don't aim for "high end content" straight away. The real deal is getting all trees on max level.
Leveling in ArcheAge is nothing unique, but it is also not bad. You have plenty of stuff to do. Whether it is crafting, sailing or simply just grinding on a spot that looks lovely: you will rarely get bored in the open world. However, the same old quests that are absolutely needed to do can get boring if you are not interested in crafting or doing anything else. Dungeons are a nice change for those players, but I would rather see a better open world questing system.
If you are like me, someone who enjoys the open world much more than the instanced world, you will have fun as long as you try to take everything ArcheAge gives you. Take your time crafting, farming and participating in the open world and you will have a blast leveling. Rush through the game and you will be burnt out pretty quick if you don't know how to level to 50 in <24 hrs.
Posted by LlexX on 30 September 2012 - 12:50 PM
The process of character creation is elaborate and complex, even tho that it was still a beta. Each facial feature can be fully customized according to your preference with an impressive number of sliders, helping to create a set of unique individuals. Cosmetic options (especially in female characters) are highly diverse, with the game there are several types of facial coloring. The options for hair is somewhat limited.
Face decorative touches as tattoos or scars implemented in the game pretty interesting way. After selecting a desired item, which will be decorated with the face of your character, you can change its size, position, and direction.
Now im going to walk you through the character creation process and showing all the options available for customizing the appearance of your characters.
1. Race and Gender
First you have to chose one from the available four (CBT5) races, and to play as male or female.
Each race have different bonus passive skills: Source: Racial Skills
Ressurection buff (the one buy-able from NPCs at respawn points) is more effective (apparently 20% instead of 10%?).
Can build houses and castle related buildings faster by 50% (The countdown timer when you place the ressources is shorter, but they still need the same amount of resources).
Timer of "return to your last binding point" skill is shorter by 30%.
Can cut and dig ressources faster by 30%.
Can hold breathe 2 times longer underwater.
Can memorize more teleport locations to 10.
Falling damage is reduced by 30%.
Climbs on trees and ladders faster by 30%.
2. Customization and Presets
After selecting the race and the gender, a new menu shows up, where you can customize the look of your character's, sadly only to change the look of the face and the skin color were available during CBT5.
On the right side there are 9 presets available, under them there is a button, and by clicking on it new options will be available with lots of sliders for tweaking your character's face.
Some races have additional sliders available compared to the rest. For example the elves and the ferres have additional sliders for the ears.
3. Eye Sliders
4. Nose Sliders
5. Mouth Sliders
6. Face Sliders
Here you can chose the:
- Hair style
- Hair color
The number of available options to choose from hairstyle were relatively little during CBT5.
8. Eyes and Eyebrows
Here you can chose the:
- Eyes color from a color picker
- Eyebrows style
- Eyebrows color from a color picker
9. Eyeliner, Beauty Marks, Facial Hair
Here you can chose the:
- Eyeliner style
- Eyeliner color from a color picker
- Beuty marks such as powder, birthmark, fleck in case of a female
- Facial hair in case of a male
10. Age and Skin Color
Here you can chose the:
- Age of the skin
- Skin color
11. Face Makeup and Tattoo, Scar
Here you can chose the:
- Face makeup, mask style
- Tattoo, scar style
- Tattoo, scar position on the face
- Tattoo,scar size
- Tattoo,scar direction
Posted by dengar on 17 December 2011 - 12:12 PM
I know my articles are usually devoid of visuals, so hopefully a short little montage of what I'll be discussing helps folks out a bit.
Questing and "End Game"
Now, to be clear, I can't read Korean. I can barely remember any words in Korean unless I hear them, and most of them are things like "hello" and "thank you." I also have a limited play time; the Korean beta is not open 24/7, but at certain times, which for me are 11pm-6am, which is usually when I do this thing called "sleep." I also tend to tell friends, family, guild mates, and strangers not to judge an MMO until you get past "level 10", which is usually when you get out of the starting zone, except for Darkfall (to which I always say, "Find a guild first, then try it, because it drastically changes your game play experience"). Starting zones tend to be very different from the rest of the game, in that they're very boring. They may introduce a few combat mechanics, like multiple schools, AoEs, or combos, and if you're lucky, you may get to experience a higher level feature like vehicle combat, but it's not something you can have yet. No, you have to go out and earn the right to see the rest of the game, and it's usually pretty different from what you get at the end.
Most MMOs have something called "end game." There's a reason it has a special title- the game you experience while leveling up is rarely the same game you end up with these days. I never talked about "end game" in, say, Asheron's Call, but once developers made easily achievable level caps, people started to realize that without leveling, they had to find something else to do. This was also around the same time questing was changed from something fairly epic into the dirty word I'd previously described.
I'm not going to lie, though, when I tell you that ArcheAge isn't changing this. The leveling process for me is much easier to do in TOR than AA simply because during or at the end of the quest, I get a little "choose your adventure" video experience, sometimes shared with my friends. It's simple most of the time, especially if I use my map and read the quest, but it isn't quite as simple as WoW or Rift quests. However, with TOR, I always have this nagging voice in the back of my head that says, "What happens at the cap?" Voice acting and cut scenes take time to create. I know I can't quest forever unless I go at a very slow pace or try to play through all the character stories and options (which I won't; I'm getting too old for alts).
The exact opposite is true for ArcheAge. Quests are usually very simple because there's arrows everywhere that tell you where to go. If you're collecting an item on the ground, it'll have a blue exclamation point screaming at you to touch it. Maps give you a vague idea of where to go, using maps and large icons that even your mother should be able to follow. A few quests are harder to figure out due to the language barrier, but none of the ones that give these features are like that (well, the glider took a bit to figure out that I had to press a hotkey button to deploy it, but that wasn't so bad). It's very boring and unchallenging, but in all honesty, even single player RPGs are like this today. That's why we have story to try to hide how boring the task it. However, I'm not worried about the end game. Heck, even the quests tend to have the option for me to complete them for doing some work rather than all of it (other players, for example, said they got their glider at level 6-7, but I got it at 4 because I hate questing). The whole time I'm thinking things like, "OO! If I had some friends, we could build a forest maze." These aren't things like raids or group quests, affording the highest tier of loot for this content patch, etc. It's things I get from sandbox games. Leveling is honestly a means to an end, rather than the meat that strings me along until I meet up with this strange "end game" concept. It's not like Darkfall that throws everything at you at once, but it's different from WoW because it doesn't misguide you about what the game is about. It's in the middle, and it's very refreshing, which is why I'm breaking my usual "level 10" rule.
It always happens. You're out questing with Jim and he needs to answer the phone. You need to kill 10 rats, but you just cleared out the spawn and want to go over that hill to kill the rest. The problem is that Jim won't get credit. Lame.
Solution? Multi-passenger combat mounts! It won't always be the fix you need, like if he needs to pick up 4 of the tails, but it's a start. Get his butt on the back of your mount and you can do the quest and move him.
But what happens if you have to go afk? Jim is ultra casual, and multi-passenger mounts tend to cost a lot in game, even other sandbox titles like Darkfall. This is where ArcheAge pleases us once again: you get the mount for free as part of a quest at level 2-3. Yes, you'll need cash to pimp it out, and it needs to gain levels too, but at least you get to keep it, unlike WoW's combat vehicles that are tied to a zone or quest (and in some cases, need to be re-earned). It's a happy compromise between the two: easy access to the feature, but you have to work to improve it.
I still remember when I got my raft in Darkfall. It took me several days to gather the materials, but I didn't use it often. I was so afraid to lose it. I won't lie, I once drove 10 minutes to the local coffee shop when I had a power out, just because I was worried about someone finding my raft and taking it while I was offline (which was a real possibility in DF). I have a lot of stories about that raft that I won't have about my AA boat, but that's not a terrible thing.
My boat in AA, as you can see, if mainly for travel, much like my raft. However, it also makes me want to create a bigger, better, badder boat. One with canons and a sail and such. Controls were not what I was expecting (I had to hold "back" to go forward, which makes sense), but that lets me know that ArcheAge isn't going to make ships glorified mounts. Something is different about them right from the start, and my little row-boat only makes me want to see more of this.
I'll be the first one to talk about how problematic flying is in World of Warcraft. It's a fun feature for a single player game, but in MMOs, it brings more problems than solutions in my mind, especially when only high level players have access to them. I'm sure WoW pvpers who weren't the first to the level cap can recall someone dive bombing out of the sky to kill them. Other may remember setting up an ambush, nearly killing the assailant, only to have him get out of combat and fly away while you stood there, jaw on the floor, knowing that he was going to get away and there was nothing you could do about it for several more levels, and even then, your character's aerial combat options were closer to different ways to suicide than ways to get retribution.
Gliders are yet another happy compromise. Going from a high to low place, it's not bad, but when you land, you're down. Gliders only go down, so if you see a tree you wanna chop down, you have to ask yourself if you want to walk the rest of the way. The same goes for anyone that attacks you. If they want to land and kill you, their escape options are the same as the victims. If there's a nearby cliff you can use, they can use it too. If there's no jumping points, you're both stuck there.
Now, for WoW players, you're probably thinking, "What about the level difference? Flying is usually restricted to higher levels or, in some cases, the highest levels." While this is true for WoW, I was able to get a glider at level 4. No taking my lumps for 60 levels without the possibility to escape or get friends to follow the ganker as she runs away. The sort of freedom the glider gives is very liberating in general, and experiencing it at such a low level makes sight-seeing more viable, and a hell of a lot of fun!
Let's get to the meat of the situation: I was growing a small grove before leaving the lowbie area. It wasn't instanced. Anyone could have chopped it down, or helped to add to it. It's still in the game world as far as I know, and there wasn't any kind of blue-print that said "add seeds here to build!" such as in games like Horizons/Istaria. When my saplings grew, I was so excited! I made a real impact on the world. A place that was once barren now had life, and as I traveled around a bit, I'd find other areas with grape vines, apple trees, and other plant life, and I'd ask myself, "Did someone make this?" The fact that even the lowest level of players (because, again, I did this before hitting level 10, without guildies or even spending a lot of money) can make their mark on the world in a way that others can interact with it is... there's no words for it. I can't think of another game that's allowed me to do this. The closest would be Animal Crossing, and that's, at most, a 4 player game, and time travel can make that feature seem trivial. As someone who only had about an hour a night to play, this feature felt very rewarding to me.
Final Newbie Thoughts
I hate questing. XL GAMES' quests aren't going to change that. I'm still going to tear at my eyes, even if I can kill 1 rat instead of 10 to get it over with. However, I love the features. I wasn't in thinking "get to end game and then see if this is a good game" like I have to do with almost all other MMOs. From the start, I was exploring and building and being rewarded, not so much with in-game trinkets, but a sense of wonder and pride, something I can't remember feeling in an MMO since... maybe Star Wars Galaxies (sorry TOR, you're fun, but your big brother's features were funner. RIP SWG). I still haven't figured out how to kill my fellow lowbies, seen prison, the pirate faction, the third continent, castles... but it's ok. The newbie introduction has been enough that I wait for 11pm to roll around, every night, just so I can have one blessed hour with a game that actually shows itself to me as a new player.
Posted by Amaterasu on 30 January 2012 - 07:34 PM
Racial skills for your pleasure~
If you enter a post-ressurection state, you receive the blessing of the Goddess Nui (a buff that increase HP/MP by 10% ). The lenght of the Goddess Nui's Comfort effect is increased by 100%.
The time required to build houses and castle-related construction is reduced by 30%.
Underwater breathing time is increased by 20s.
Your swimming speed is increased by 5%.
The cooldown timer on your recall ability is reduced by 30%.
Tree-felling and herb collecting gathering time is reduced by 10%.
Damage from falling is reduced by 20%.
Can climb trees and ladders 30% faster.
Note: All skills are passive.
CBT4 racial skills.
Ressurection buff (the one buy-able from NPCs at respawn points) is more effective (apparently 20% instead of 10%?).
Can build houses and castle related buildings faster. (The countdown timer when you place the ressources is shorter, but they still need the same amount of ressources).
Can breathe longer underwater.
Can memorize more teleport locations.
Timer of "return to your last binding point" skill is shorter.
Can cut and dig ressources faster.
Falling damage is reduced.
Can climb faster.
Posted by Seatbelt on 29 January 2013 - 03:18 PM
Translate the important stuff from this video.
I would like to preface this by saying that this is pretty much everything Garro says in the video, other than the introduction and some jokes. At first I wanted to transcribe the entire video but pausing after every sentence in order to translate it and write it down proved bothersome, so instead I only transcribed only the parts in which he discusses the game mechanics. I put some of my personal notes in square parentheses "[ ]" in order to help the text be understood better. Please let me know if there are any spelling or grammar mistakes or if something doesn't make sense. Enjoy and don't be shy to let me know if you want anything else translated.
The likelyhood of you getting a part of a top 50 set with decent item rarirty and a low crafting skill is incredibly miniscule, and you are about to understand why. From levels 20 until 40, there are 5 sets for each armour type. For those of you who aren't familiar with the system, a set is a collection of equipment and when a player wears a certaing ammount of equipment from the set, he acquires special bonuses. For low-level sets all you need is akhium and the neccessary resource (leather, ore, etc.) After you've collected the needed materials you make the level 20 set and upgrade it gradually up to level 40. In order to do this you'll need a gradually increasing ammount of akhium, resources and jars. that can be crafted with resources that are gathered from farms. All of this is fairly simple.
Hardcore crafting starts with the crafting of the level 44 set. There are 4 of these sets for each armour type [light, medium, and heavy]. What's really fun, is the fact taht when you upgrade your set, you don't know which of the 4 set options it will turn into. As you can see in the video [2:15] when I upgraded my set from level 40 to 44, I got 2 items from the 1st set, 2 items from the 2nd, 2 from the 3rd and 1 from the 4th. And now in order to collect the rest of my desired set I have to repeat the process and pray to the Great Gods of Korean Random Chance that I will get the items that I need. Obviously players can trade these set items amongst themselves in order to collect the set they want, but certain sets will be more popular and easier to obtain than some others. This is only the first step in hardcore crafting, so let us continue. There are no level 48 sets, but instead there are low level 50 sets, a middle level 50 sets, and a high level 50 sets. In order to craft the lowest level 50 set you'll have to get a certain level 44 set, meaning that out of the 4 level 44 sets, only one can be upgraded to level 50. Those level 44 set items that can be upgraded to level 50 have 3 stat bonuses, while those that can not only have 2. There are 7 low level 50 sets, only one of which can be upgraded to it's middle level 50 counterpart, of which
there are also 7, out of which also only 1 can be upgraded to the high level 50 set. But the complications don't end there. It is also important that the crafter is high enough skill level so that the set items are at least blue, or preferably purple or gold [item rarity].
To upgrade the level 40 [medium] set to level 44 you need 21 blue akhium cubes, which can be farmed on the Northern Continent, bought from the Auction House or grinded from mob drops. You also need 28 improved leather. If you chose to get the leather yourself from your own pig farm, you'll also have to upgrade the leather yourself. You'll need 3 regular leather to make 1 processed leather. In order to make one improved leather, you'll need 10 processed leather and 1 red jar, which is crafted out of 25 rice and 15 corn. This is specifically for medium armour, and in order to upgrade sets of different armour types you'll need different colour jars made from different plants. After fathering all the improved leather you will need dye [amount not specified, I assume one per each item in the set], and 7 round red jars, on per each item in the set. These jars are also made using resources from farms. For a single red jar you will need 25 peanuts, which take a while to grow, 20 wheat, 9 seaweed from an underwater farm and 1 special [I think he might have said thunderstruck, but I'm not sure] rice, which can be acquired randomly when farming regular rice. The chance of a player getting the special rice depends on his or her farming skill level. A mage will need 1 special clover leaf for a yellow jar, which is used to upgrade cloth, which means he would
have to have 2 skills - farming and picking herbs - at a decently high level. The simplest of plants grow around 2 hours, while the more complex ones like seaweed and peanuts can grown for 10 hours.
The higher the level of the crafted item, the more complex the resources get. Level 50 sets require items that can only be dropped by mobs and have a fairly low drop rate.
Weapons adhere to a similar upgrade pattern. There are 4 level 44 weapons of each weapon type, only one of which can be upgraded to the low level 50, of which there are 7, and out of those 7 only 1 can be upgraded to the middle level 50, of which there are also 7 and of which also only 1 can be upgraded to it's final high level 50 form.
Posted by spider0804 on 11 May 2012 - 02:27 AM
Most of the videos you see came from closed beta 4 which ended a while ago.
No servers are up
Closed beta 5 is speculated but you prolly have to of played in 4 to get in so tough tits there
<---new member who can read.
Posted by Amaterasu on 04 February 2012 - 07:57 PM
Lvl 1; CT 1.5s; CD 3s; range 0~25m
Deals damage on target.
-[Target under "charm" effect]: confuses the target (same effect as fear, ie victim will run around).
Lvl 2; CT instant; CD 12s; range 0~20m
Inflicts paralysis for some seconds on target and adds the "charmed" effect.
Lvl 6; CT instant; CD 4s; range self
Song, AoE, for 15s, increase movement speed of caster and allies in a 15m radius around the caster. The longer the song is played, the better the effect. Will be cancelled if caster use another skill.
-[Charmed target]: Reduces movement speed.
Lvl 10; CT 1.5s; CD 18s; range 0~25m
Reduces target's melee damage by 40%. Effect last for few seconds, victim is damaged when effect wears off.
-[Charmed target]: damage increased by 70%.
Lvl 14; CT instant; CD 4s; range self
Song, AoE, for 15s continually heals HP and MP of targets and caster in a 15m radius. The longer the song is played, the better the effect. Will be cancelled if caster use another skill. MP recovery effect is only added at rank 3 of this skill.
-[Charmed target]: will continually loose HP (magical damage).
Lvl 18; CT 1.5s; CD 6s; range 0~30m
Gives a buff that decrease casting time for 30mn.
Lvl 22; CT 3s; CD 1mn; range self
AoE, sings for 10s, and put ennemies in range to sleep for 20s.
Lvl 26; CT instant; CD 4s; range self
Song, for 15s increases attack (both physical and magical apparently) of allies and caster in a 15m radius. The longer the song is played, the better the effect. Will be cancelled if caster use another skill.
-[Charmed target]: decreases victim's attack.
Lvl 29; CT 1.5s; CD 7s; range 0~30m
Buff that increases Intelligence of target for some minutes.
Lvl 32; CT instant; CD 4s; range self
Song, for 15s increases defense (both physical and magical apparently) of allies and caster in a 15m radius. The longer the song is played, the better the effect. Will be cancelled if caster use another skill.
-[Charmed target]: decreases victim's defense.
Lvl 35; CT 2s; CD 30s; range self
AoE, Sends a shock wave that deals damage and push back ennemies.
-[slowed/snared target]: damage increased by 50%.
Lvl 41; CT 5s; CD 1mn; range self
Creates a "non-fight" zone where no agressive actions can be taken. Shuts down combats that were ongoing in the area.
Cast time delays when hit is decreased.
When player successfully lands a magical crit attack, he will receive a buff that increase his magical crit rate by 4, and his magical crit damage by 2 or 4.
Increase the range of songs' effect to 25m.
Musical instruments' cooldown is reduced by 50% (description isn't quite clear but I'm guessing it applies to all skills that requires instruments?).
Didn't find any complete and up-to-date video for this tree. If you find one, please do link it. Thanks!
Posted by Amaterasu on 02 February 2012 - 12:20 PM
Lvl 1; CT 1.5; CD 0s; range 0~28m
Deals magical damage and add the "burnt" effect on the target.
-[frozen target]: damage increased by 30%.
-[burnt target]: adds a strong burning effect (description doesn't say what this effect does, but i'm guessing DoT?).
-[Conjury: lvl 2 skill DoT]: Absorbs 50% of the damage dealt into MP.
Lvl2 ; CT 2.5s; CD 12s; range 0~28m
Deals magical damage on target and freeze it for few seconds. The target's speed is then reduced for some seconds. Also adds the "frozen" effect.
-[Burnt target]: damage increased by 40%.
-[Frozen target]: adds a 30s long freezing effect.
-[target under sleep effect]: damage increased by 30%.
Lvl 6; CT 2s; CD 45s; range self
Creates a shield that absorb a fixed amount of damage. Also allows caster to see stealthed players.
Lvl 10; CT 3s; CD 15s; range 0~25m
Deals magical damage and add the electrocuted effect on target. Will then deal periodic damage on target and mobs/players 2m near the target.
-[Death: Lvl10 AoE paralysis]: damage increased by 85%.
-[Electrocuted target]: damage increased by 30%.
Lvl 14; CT 2s; CD 30s; range self
Summons a circular glyph on the ground. Magical attack of the caster is increased while standing on it.
Lvl 18; CT 3s; CD 1mn; range self
For 7s, every footsteps leaves ice crystals behind, that freeze anything upon touching for some seconds.
Lvl 22; CT 1.5s; CD 1mn; range self
AoE, creates a zero-gravity space around the caster for 12s. Everyone (except caster) in that zone will be lifted in the air and unable to move.
Lvl 26; CT 2s; CD 18s; range self
Channelled (cancelled if target moves), AoE, creates a rain of fire in a 15m radius around the caster.
-[Frozen target]: damage increase by 50%.
Lvl 29; CT instant; CD 24s; range self
AoE, deals damage to all targets in a 8m radius around the caster. Also has a chance to root them for some seconds.
-[burnt target]: damage increased by 40%.
-[Frozen target]: 100% chance to root.
Lvl 32; CT 2s; CD 24s; range 0~25m
Throws a lightning bolt at target that will deal magical damage and then jump from target to target in the nearby area. Will hit up to 5 targets.
-[Electrocuted target]: Damage increase by 20%.
Lvl 35; CT 1.5; CD 45s; range self
Makes a barrier of fire in front of the caster. Will burn targets upon touching.
-[Frozen target]: damage increased by 60%.
Lvl 38; CT 2s; CD 45s; range self
AoE, creates a stationary lightning storm. Will deal magical damage, that gradually increase over time.
-[Death: Lvl 10 Aoe paralysis]: damage increased by 100%.
Lvl 41; CT 5s; CD 30s; range 0~28
AoE, summons a meteor that deals damage and knock down the targets for some seconds.
-[Frozen target]: damage increased by 30%.
Increases maximum MP by 7%
If the player successfully "resist" a magic spell, will reset cooldown of magic skills.
Will increase the range of Magic skills by 4m.
Reduces the MP consumption of Magic skills by 12%.
Increases magical crit rate by 5%.
Video is not mine, all credits go the author (many thanks to him).
Posted by Amaterasu on 30 January 2012 - 09:55 AM
Lvl 1; CT 1s; CD 15s; range 0~25m
"Roots" the target. Also damages the target when effect wears off. Has a chance to break on damage.
-[Target under "bubble"]: Increase duration of root by 5s.
Lvl 2; CT instant; CD 18s; range 0~25m
Deals magic damage, and then damage over time for few seconds.
-[Target under "fear"]: Deal 120% extra damage.
Lvl 6; CT 1.5s; CD 24s; range 0~20m
Traps the target inside a bubble and lift it in the air for some seconds. Can be used on self, friendly targets and ennemies. Effect is cancelled if target is hit by magical skill.
-["burnt" target]: will be lifted higher
-["electrified" target]: damaged over time.
Lvl 10; CT instant; CD 45s; range 0~25m
Inflicts "fear" on the target for some seconds. Effect has a chance to be cancelled upon damage.
-["burnt" target]: duration of fear is increased by 2s.
Lvl 14; CT 1.5s; CD 18s; range 0~30m
Removes harmful effects from target, and increases magic defense for some seconds. Can be used on friendly and ennemy target.
-[Melee skills locked (sort of a silence for physical skills)]: silence for some seconds.
Lvl 18; CT instant; CD 3mn; range self
Channelled (effect cancelled if caster moves), feigns death. Increase recovery rate by 30%.
Lvl 22; CT instant; CD 24s; range 0~25m
Increases target's casting time by 50% for some seconds.
Lvl 26; CT instant; CD 9s; range 0~20m
Gives immunity against sleep and fear for some minutes. Can be used on others.
Lvl 29; CT instant; CD 18s; range 0~25m
Target hit by this is slowed down for 3s, and then falls asleep for some seconds.
-["frozen" target]: sleep last 6s longer.
Lvl 32; CT instant; CD 1mn; range around caster
AoE, inflicts fear on all targets around caster for some seconds. After fear wears off, targets are stunned for 2s. Has a chance to break on damage.
-["burnt" target]: fear last 3s longer.
Lvl 35; CT instant; CD 18s; range 0~3m
Removes all buffs from target and deal some damage. Doesn't damage if the target has no buffs.
Lvl 38; CT instant; CD 18s; range 0~5m
AoE, pushes back target in front of caster and deal some damage.
-["electrified" target]: deals 150% more damage.
Decreases casting time on all skills by 12%.
Gives back 5% of the damage dealt into MP.
Increases magic defense by 15% and magic stability?(not sure what this is, it's not in the character stats) by 500.
Increases duration of root/bubble/fear/casting time debuff by 20%.
Video is not mine, all credits goes to the author (please give him some thumbs up~).
Posted by 0badiah on 03 February 2013 - 01:22 AM
die hard fans of archeage is one thing, but spuring interrest outside of this group is what i speak off, because u have to admit the archeage fans aren't a mass community that will hold up a game like archeage, and tbh the only road block i hit when spuring interrest in the guild for a game like this is the potential of the subscrpition based model.
P.S. GW2 is doing realy well with there cash shop system because you just don't need £8 a month to run a game now a days also they rely on expansion pack revenue asmuch as anything else, only problem it has is keeping players playing
Bro, who do you think is keeping the backbone afloat for the last 25 years?
Many of us "oldschool" players, have kids on their own and playing MMORPG's.. Heck, half of silicon valley was playing Ultma Series and not too many people had internet connection when Ultima Online came out, let alone Meridian. What is $25/month to a 40 year old? I don't even have to play for months on hand, if I don't want. Who cares, right?
So, most 18+ year olds don't have an issue with the $300/year to be part of the ArcheAge Story, or the Norrathian Story (oops).
The backbone (pre-WoW) doesn't have to be verbally loud. They are too tired to vote by mouth. But, make no mistake, most of us oldsklerz have no problem voting with our wallets, for a premium experience.
Coincidentally, there is at least 1,000,000+ people in the united states, that would be willing to pay $25+/month subscription to the right game. That a solid sum of money/revenue, that would essentially be locked up for years, because oldschool people don't like to jump to game-to-game.. to game..
Once the world is proven to have worth, player's sink-in for the long game. Wouldn't take long for others to come sniffing.
Design & mechanics:
Many forget that an EQ wizard had to med 11+ minutes to get full mana..? Often, that was because you took on too many killer wasps and had to win by force, etc. Point is, not every wizard had the same 8 spells memorized. Spell selection is what made each character/person different, yet in the end... most uses the same spells. such a shame people forget the subtleties...
Posted by Sephiroth on 29 January 2013 - 07:19 PM
CURRENT PVP SYSTEM
MMORPG: How will PvP work in the game? Is it an open system?
Jake Song: The answer is half yes and half no. In ArheAge, players can attack
another player if they wish and can steal crops that the other user
raised. Such sandbox features can give fun, but it can create conflict
and disputes between players, and might damage the game play. Especially
free PvP is favored by some but hated by some others. So in ArcheAge
there is the trial and jail system. Players who kill another player
will be put under a trial by the other players and be judged whether the
activity was reasonable or not.
[Source: http://www.mmorpg.co...72/feature/5367 ]
Massively: Some Western fans have asked for PvP servers, and many of our commenters are very interested in
ArcheAge but are turned off by the fact that it has open PvP. Most sandbox games
default to free-for-all PvP these days, leaving these sandbox PvE fans
with nowhere to play. Are there any plans for dedicated PvP servers or
will it be left up to the players to avoid FFA areas on all shards?
Jake Song: I know that some players like PvP and some don't. ArcheAge
features a half-open PvP system. If a player kills another player of the
same faction, he/she will get penalty points. If a player's penalty
points (blood prints that appear after killing a player work as evidence
of a crime which leads to penalty points) reach a certain level, he/she
will be summoned to court, will receive a trial, and might be
imprisoned. Though ArcheAge is half-open PvP, it is not the
main fun feature. It will be developed as a game that PvE-lovers could
enjoy too, while also enjoying the PvP system.
[Source: http://massively.joy...ensual-pvp-inf/ ]
As the poll says. I'll change the options up if people want more.
Please +1 (green arrow on the right) if you feel like this poll is creating a healthy discussion on the PVP debate. ------>
Posted by Acina on 28 January 2013 - 02:05 PM
So on to the fun part, sort of!
Two quick points to note, you have to make special trade packs (they have a Hariharan flag poking out of the top), these can be made a Trade Caravans that are dotted around the different maps:
and you will need to hand them in at special merchants that are also dotted around the different maps:
The NPC marked with the red arrow will reward Delphi Star Coins and the other NPC (yellow arrow) will reward gold coins.
1st Trade Route Quest:
Turmeric from Rainbow Fields to Falconry Plateau
So you need to make a Spice pack (1 Work order and 50 Turmeric)
Turmeric = 심황 (for growers it is on the last page of produce seeds, and looks like a potato)
Work orders can be purchased from general goods vendors for 50 silver (they are also sold by an NPC close to the Trade Caravan.
So the route starts in Rainbow Fields (Hariharan start zone):
and ends in Falconry Plateau (Ferres start zone):
2nd Trade Route Quest:
Cotton from Falconry Plateau to Rainbow Fields (rewards a donkey mount)
Next you need to make a Bedding pack (1 Work order and 200 Cotton)
Cotton = 목화 솜 (for growers it is the very first seed at the produce vendor)
The route starts in Falconry Plateau:
and ends in Rainbow Fields:
This rewards the donkey mount and I would suggest that you take the time to grow it ready for the next quest in the chain
3rd Trade Route Quest:
Stone from Tiger Spine Mountains to Ostera
Next you need to make a Brick pack (1 Work order and 30 Stone)
Stone Bricks = 석재 (refined from Rock - 암석 at a rate of 3 to 1)
The route starts in Tiger Spine Mountains:
and ends at Ostera Port:
This is the longest over ground route you will have to do and even though you now have a donkey mount it is far easier to use the taxi service - it starts just over the road to the west of the crafting station and you need to change at Hariharan City!
4th Trade Route Quest:
Bananas from Mahadevi to Solzreed (rewards the large scarecrow)
Next you need to make a Fruit pack (1 Work order and 15 Bananas)
Banana = 바나나 (can be grown on a banana tree, but it is far simpler and fairly cheap to purchase from the AH)
The route starts in Mahadevi:
and ends at Cresent Throne Port in Solzreed (Western/Nuian Continent):
This one is best attempted in a decent size group (with an armed escort if you can) the trade point is generally camped by pirates and members of the Nuian faction, also you will have had to survive the boat trip over as well.
Point to note you don't actually have to hand this pack in to get the scarecrow reward, you just have to get to the landmass where the hand in is!
Posted by Fido on 13 April 2012 - 12:21 PM
Here´s the package from our page:
http://archeage-onli...ge CBT4 OST.rar (66,4 MB)
Featuring the following tracks:
ArcheAge Ancient Forest Theme
ArcheAge Cradle Theme 1
ArcheAge Cradle Theme 2
ArcheAge Elf Theme
ArcheAge Ferre Theme
ArcheAge Garangdol Theme
ArcheAge Gweonid Theme
ArcheAge Hawk Hunt Theme
ArcheAge High Price Victory Theme
ArcheAge Instant Camp Theme 1
ArcheAge Instant Camp Theme 2
ArcheAge Login Theme 1
ArcheAge Login Theme 2
ArcheAge Mahadevi Theme 1
ArcheAge Mahadevi Theme 2
ArcheAge Marianople Theme
ArcheAge Nuian Theme
ArcheAge Silent Colossus Theme
ArcheAge Solzreed Theme
ArcheAge Two Crowns Theme
ArcheAge White Forest Theme
You got many of them already featured in your starting post.
There are still some missing like Golden Plains Theme...
Have Fun with the music, it´s totally adorable.
Posted by Amaterasu on 12 April 2012 - 09:58 AM
Track 1: Nuian theme
Track 2: Elf theme
Track 3: Ferre theme
Track 4: White forest theme
Track 5: Marianople theme
Track 6: Gwionid (elf starting area) theme
Track 7: Inistel theme (the new lvl30+ map on hariharan continent)
Track 8: Ancient forest theme
Track 9: Two crowns theme
I also took the liberty of extracting them, and made a .rar file that you can get here, with the 9 tracks.
They obviously didn't add all the tracks we could hear in-game yet, but hopefully they will at some point. Enjoy~
Posted by Amaterasu on 11 March 2012 - 09:32 AM
Lvl 1; CT instant; CD 12s; range 2~25m
Deals ranged damage to the target and applies the bleeding effect. Target will lose some HP over time for some seconds. Damage is increased if the player has "awareness" buff.
-[Target under bleeding effect]: Bleeding DoT is increased.
-[Target under poison effect]: Damage increased by 100%.
Lvl 2; CT 1s; CD 18s; range 0~18m
Deals ranged damage to the target, and stun while also pushing back.
-[Target under stun effect]: damage increased by 85%.
-[Target under bubble effect]: target is knocked down.
Lvl 2; CT instant; CD 3s; range 2~25m
Deals ranged damage to the target and has a chance to apply an effect that reduces magical accuracy. Can be stacked up to five times.
Lvl 6; CT instant; CD 24s; range self
Roots enemies in a 5m radius around the player for some seconds.
Lvl 10; CT 3s; CD 30s; range 5~30m
Deals ranged damage in a 6m radius around the target, and set the ground on fire, damaging enemies standing in the area.
Lvl 14; CT instant; CD 1mn; range self
Buff, increases the ranged attack stat of the player for 30mn.
Lvl 14; CT 0.5s; CD 9s; range self
Buff, increases the ranged attack stat of the player for some seconds. Effect is cancelled if the player moves.
Lvl 18; CT instant; CD 1mn30s; range self
Lifts the player in the air, and increase the ranged of skills by 50% and damage by 30%. Player cannot move, and the skill cannot be used if under the root effect.
Lvl 22; CT instant; CD 30s; range 2~25m
Add the "mark" effect on the target for some seconds. Marked targets have their movement speed lowered and receive 30% more damage. Each physical ranged attack increases the amount of mark stacks (and thus of damage received).
-[Marked target]: adds 50 stacks to the target (Yes I realize how crazy this sounds, but i don't think every stack = 30%).
Lvl 26; CT instant; CD 1mn30s; range self
Buff, increases movement speed, attack speed of ranged weapons, ranged critical rate, and ranged attack stat for some seconds. While the buff is active the player is immune to fear.
After the buff wears off, the player's movement speed, attack speed and casting speed is drastically lowered for some seconds.
Lvl 29; CT instant; CD 1mn; range 0~20m
Creates a circle of bones around the target, trapping it. The bones can be destroyed, and disappears after 10s.
Lvl 35; CT 2s; CD 45s; range 5~40m
Deals ranged damage on the area selected (AoE).
Lvl 41; CT 2s; CD 3mn; range self
Creates a static tornado that blow away all players and mobs upon contact.
Increases movement speed by 10%
Increases ranged weapon attack speed by 10%
Increases dodge rate of ranged attack by 7%
Increases the range of bow attacks by 5m, and the ranged accuracy by 2%
Ranged critical rate is increased by 2%, and critical damage by 50%.