Mitra
09-06-2005, 01:34 AM
Exploration
There are many trades, combat or social, but exploration will really constitute a third significant branch.
The explorers have access in three branches:
- Control of espionage: This branch corresponds to the activities of exploration, recognition and espionage
- Control of time: This branch allows the explorer to create and manage his own network of teleportation.
- Control of the domestication: This branch allows the explorer to tame and draw up animals all the way to dragons.
In Dark and Light, the explorers will play a significant social role. Exploration is its own unique character path, and while some races may appear more favourable than others, every race/class will be able to explore, whether part time, or totally devoted. Something to note, that while skill points are 'relocatable' to certain a degree between skills, these points are not moveable from Exploration to Combat. Exploration will be an essential activity for all the communities (esp. Guilds) of players. Some will have to be devoted to it fully for the explorers "open ways through the Kingdoms". They move very quickly and can open personal gates within the four corners of a kingdom. They make it possible for a guild to move quickly, being able to react easily.
The explorers at a certain level will be able to move more easily even on difficult ground. One can thus easily imagine an explorer sent as a scout in a remote zone having the simple mission of opening a passage for his fellow-members.
Moreover, the most gifted explorers will have the possibility of taming savage animals. Taming is a skill mainly open to the explorers, making it possible to take the control of a wild creature. It will be possible to give them orders (to attack, defend, etc.) or to direct it like a dodo. However, the reaction or the behaviour of the animal can vary according to its type.
Taming
It will be possible to sell these tamed animals to other players. According to Zedux, the engine of Dark and Light makes it possible to tame up all the creatures present in the play (skeletons, spiders... and even the Pegasus, being quite present in the play). But for reasons of gameplay and balance of the play, certain creatures will resist being tamed. These tamed creatures - 'Pets' are controllable by the owner (there are for example dodos of attack, being able charge the adversary and equipped consequently) but can die. In the event of disconnection of the character, the tamed creature remains at the side of its master. A tamed creature can acquire experience (without really having levels in a strict sense of the term) or new aptitudes. Some can also be equipped (but not all) like mules, for example. These pets will however not remain systematically at the sides of the character. It will be possible to leave them "on standby", then ‘bring forth' later. The creature returns then with its experience and its ability. A creature can also tire gradually, but a dodo, for example could be replenished at a feed/water trough (just like a horse).
Quests
There will be quests based on exploration such as ones with small animals which will be only in the 'out of the way' places. An example will require a player to find it, see it and then takes a kind of photograph (sketch), for their personal album. Quests involving the collection of a special grass mushrooms to make a potion. Thus there is a whole management completely based on exploration which will make it possible to the players to have access to special things such as unique skills and objects.
Cartography
Explorers via a skill in cartography will be able to trace charts and maps, and will be able to sell these to other people.
Skills
The explorer will have abilities allowing him to camouflage themself, to be even be "more or less invisible in certain cases". An explorer can move more easily on the various types of ground and will have less aggressiveness from hostile creatures (less aggro) since he is not combatant. The explorer is poor at attacking and does not defend himself well either. According to Zedux, an explorer may find it rather beneficial to flee engagements (it profits from special predispositions to escape). He also has a great knowledge and can easily "recognize certain things" - thus being better to the battle alive as scouts, rather than dead. The Explorer has been designed as a character that can evolve/move up to high level, without fighting (they have access to many pacifist quests "collectors"). These quests of collection can take the form of a sketch (screenshot) to be brought back to 'so and so'.
The level of the explorer will determine his ability to draw up increasingly imposing creatures, to venture more and more further in the wild regions of the kingdoms furthest away from civilization (accessible only to the characters having competences from high level exploration).
These areas will be moreover the theatre of new quests "collectors" (sometimes begun a long time before and with hundreds from kilometres from the quests origin.
The explorers are very qualified in facilitating the voyage of their companions or members of guild by whole groups. Although transport was the particular care object, certain zones will be accessible only to foot and in these cases; the explorer’s skill will make the difference.
More especially as it will be sometimes necessary to visit certain distant areas to fill certain activities.
There are many trades, combat or social, but exploration will really constitute a third significant branch.
The explorers have access in three branches:
- Control of espionage: This branch corresponds to the activities of exploration, recognition and espionage
- Control of time: This branch allows the explorer to create and manage his own network of teleportation.
- Control of the domestication: This branch allows the explorer to tame and draw up animals all the way to dragons.
In Dark and Light, the explorers will play a significant social role. Exploration is its own unique character path, and while some races may appear more favourable than others, every race/class will be able to explore, whether part time, or totally devoted. Something to note, that while skill points are 'relocatable' to certain a degree between skills, these points are not moveable from Exploration to Combat. Exploration will be an essential activity for all the communities (esp. Guilds) of players. Some will have to be devoted to it fully for the explorers "open ways through the Kingdoms". They move very quickly and can open personal gates within the four corners of a kingdom. They make it possible for a guild to move quickly, being able to react easily.
The explorers at a certain level will be able to move more easily even on difficult ground. One can thus easily imagine an explorer sent as a scout in a remote zone having the simple mission of opening a passage for his fellow-members.
Moreover, the most gifted explorers will have the possibility of taming savage animals. Taming is a skill mainly open to the explorers, making it possible to take the control of a wild creature. It will be possible to give them orders (to attack, defend, etc.) or to direct it like a dodo. However, the reaction or the behaviour of the animal can vary according to its type.
Taming
It will be possible to sell these tamed animals to other players. According to Zedux, the engine of Dark and Light makes it possible to tame up all the creatures present in the play (skeletons, spiders... and even the Pegasus, being quite present in the play). But for reasons of gameplay and balance of the play, certain creatures will resist being tamed. These tamed creatures - 'Pets' are controllable by the owner (there are for example dodos of attack, being able charge the adversary and equipped consequently) but can die. In the event of disconnection of the character, the tamed creature remains at the side of its master. A tamed creature can acquire experience (without really having levels in a strict sense of the term) or new aptitudes. Some can also be equipped (but not all) like mules, for example. These pets will however not remain systematically at the sides of the character. It will be possible to leave them "on standby", then ‘bring forth' later. The creature returns then with its experience and its ability. A creature can also tire gradually, but a dodo, for example could be replenished at a feed/water trough (just like a horse).
Quests
There will be quests based on exploration such as ones with small animals which will be only in the 'out of the way' places. An example will require a player to find it, see it and then takes a kind of photograph (sketch), for their personal album. Quests involving the collection of a special grass mushrooms to make a potion. Thus there is a whole management completely based on exploration which will make it possible to the players to have access to special things such as unique skills and objects.
Cartography
Explorers via a skill in cartography will be able to trace charts and maps, and will be able to sell these to other people.
Skills
The explorer will have abilities allowing him to camouflage themself, to be even be "more or less invisible in certain cases". An explorer can move more easily on the various types of ground and will have less aggressiveness from hostile creatures (less aggro) since he is not combatant. The explorer is poor at attacking and does not defend himself well either. According to Zedux, an explorer may find it rather beneficial to flee engagements (it profits from special predispositions to escape). He also has a great knowledge and can easily "recognize certain things" - thus being better to the battle alive as scouts, rather than dead. The Explorer has been designed as a character that can evolve/move up to high level, without fighting (they have access to many pacifist quests "collectors"). These quests of collection can take the form of a sketch (screenshot) to be brought back to 'so and so'.
The level of the explorer will determine his ability to draw up increasingly imposing creatures, to venture more and more further in the wild regions of the kingdoms furthest away from civilization (accessible only to the characters having competences from high level exploration).
These areas will be moreover the theatre of new quests "collectors" (sometimes begun a long time before and with hundreds from kilometres from the quests origin.
The explorers are very qualified in facilitating the voyage of their companions or members of guild by whole groups. Although transport was the particular care object, certain zones will be accessible only to foot and in these cases; the explorer’s skill will make the difference.
More especially as it will be sometimes necessary to visit certain distant areas to fill certain activities.