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The Repopulation [MT] - sci-fi sandbox, 3 factions, plenty non-combat activities

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#1
mynsc

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Official Site: TheRepopulation.com

Status report: Alpha testing currently in progress. (sign-up form). No timeline on Beta yet. Release hopefully towards the end of 2013.
Official FAQ: http://www.therepopu...res/faq-section

Early Adopter program: http://www.therepopu...p/early-adopter

 

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PAX East 2013 Teaser

 

 Overview
The Repopulation is a Massive Multiplayer Online Role Playing Game. The action takes place on the planet Rhyldan, with the only known remaining human population fighting for their very existence. The indigenous life forms did not meet their colonization efforts with open arms. Worse yet, humans have managed to splinter themselves into warring factions.

It is a sandbox oriented MMORPG with an eye on innovation. Rather than forcing players down preset paths they are instead allowed to walk the path which they enjoy the most. With a variety of combat oriented and non-combat activities to pursue, we believe we’ve created a game that can stand the test of time.

 

 

 Nations  (more details)

  • Unique three faction PvP system where the third faction allows characters to create their own independent Rogue Nations.
  • Player created city system allows players to form and design their own cities, structures and homes.
  • Nations can own multiple cities, and even besiege the cities of their enemies.
  • Mayors can be assigned to oversee a city and manage it using strategies. Keeping your citizens happy is important.
  • Military advancement system which rewards players with unique titles, abilities and items.
  • Set your reaction to other nations to one of five different levels ranging from Ally to Nemesis.
  • Create up to 99 ranks for your nation, each with their own customizable names and settings.

 

missions.jpg

 

 Missions  (more details)

  • An Advanced Generated Mission system allows us to create complex multi-stage missions which are tailored specifically for your character.
  • Missions can have branching outcomes based on a player’s actions.
  • Generated missions are mailed to your character as job offers and are accessible from anywhere in the game using your in-game PDA system.
  • NPCs can talk about things that have happened to them to other players and NPCs.
  • Your actions will be remembered by NPCs, and they may exploit your tendencies if you let them.
  • One Time Missions spawn in random locations throughout the wilderness to encourage exploration.
  • Players can filter which types of missions they wish to receive, so only those missions are generated for them.
  • Missions are not all combat oriented. There are crafting, harvesting, diplomatic, and other non-combat variations available.
  • Completing missions in a group will generate bonus rewards and automatically split them among your group.

 

skills.jpg

 

 Skills and Abilities  (more details)

  • Skills based gameplay which features 75 unique skills, and 14 tiers within each skill line.
  • Players are not forced into combat roles. Crafting, harvesting, diplomatic or other non-combat oriented skills can operate and progress independently of combat.
  • Skills increase automatically through use. Abilities are earned and not given automatically.
  • Skill Imprinting system allows you to imprint knowledge of skills into yourself, to make up for time lost while doing activities such as missions.

 

 

 Fitting and Socket System  (more details)

  • Fitting system allows players to customize their appearance and stats to their playstyle.
  • Most of the equipable items in The Repopulation are cosmetic shells which set the category of armor or weapon in that slot. The bulk of their stats come from their five fitting slots.
  • Fittings are similar to sockets or augmentations in some other games, but are available on most armor and weapon items from the very beginning of the game.

 

engagements.jpg

 

 Engagements  (more details)

  • Engagements are similar to public quests which can mutate and spread throughout an area, changing its appearance or content.
  • How players respond to an engagement will affect how it progresses or spreads.
  • Engagements are intended to get players working together from the early stages of the game or encourage exploration.
  • There are both combat and non-combat oriented engagements.
  • Settlements can turn into dungeons and towns can be overrun. Allowing this to happen can seriously alter the content available in an area.
  • Player vs. Player engagements are similar to Open World battlegrounds.

 

pets.jpg

 

 Pets  (more details)

  • Three unique types of pets: Tamed, Genetically Engineered and Robotic. Each has their own systems and benefits.
  • Tame animals when they are young, then have them slowly grow into fully matured pets if they receive proper care and feeding.
  • Genetically engineer species and hybrids by splicing DNA and Tissue from different species.
  • Robotic pets can serve a variety of different combat and non-combat roles.

 

 

 Crafting  (more details)

  • Advanced Crafting systems which allows players to create thousands of variations of items through a total of 23 different trade skills.
  • Harvesting system allows players to harvest their resources in both combat and non-combat related fashions. Over-harvested areas will run dry of resources and recover slowly, rewarding players for discovering more remote locations.
  • Event system will require players to make decisions during the crafting process which will influence their result.
  • Each of the game’s recipe has its own mastery level which can be increased to produce higher quality items.
  • Access the Auction Network from anyplace in the world using your in-game PDA.

 

combat.jpg

 

 Combat  (more details

  • Two distinct modes of combat: Action Mode and RPG Mode. RPG Mode works like traditional RPG combat. Action Mode allows players to control the game in ways similar to a First Person Shooter. You can toggle between these modes at any time.
  • Several twists to make combat more interesting including Momentum, Limb Targeting, Species Mastery, Energy Shields, Cover, and Postures..
  • Generated special abilities system for bosses will force groups or raids to adjust on the fly when fighting bosses, rather than simply looking up spoiler information on the internet.
  • Encourages grouping with a slew of social features such as skill gain bonuses and treasure bonuses while grouped. Along with those bonuses, abilities make use of openings created by other abilities allowing for players to exploit those openings.
  • Vehicles can serve in combat roles.

-----------------------------------------------------


 Recent News


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#2
Draykorinee

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well, it certainly looks like they have tried to fill it with as much as much stuff as possible, ill keep an eye out but cant see me trying it, never been in to sci fi mmos.

#3
mynsc

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They've released a video showcasing the crafting system. I've added it in the appropriate section, in the first message.

Seems quite grindy, but it definitely has potential and I think it is well suited for a sandbox. Depends on how its implementation will evolve I guess.

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#4
Sarnakyle

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This game looks like it has the potential to be epic! The emphasis on community, yet without diminishing the role of the individual, is incredible. I love the ability to have a nation with multiple cities and currency and resources that can be distributed among them. This will get incredibly complex for the nations that rise to the top and will be a full time job managing your nation and cities if your top tier. Hell it will be hugely time consuming just running one city. And I can't wait to see what kind of cities people build! I don't even know if I'm interested in the combat to much. I would want to explore new locales to gather new resources, but I'd be much more interested in managing the city's defenses, military, populace, building expansions, currency, and resources. Also, I get a strong sense of Fallout when I view this game, which isn't a bad thing. 

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#5
mynsc

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 We have more to come this week and if you are going to be attending PAX East please be sure to come and visit us on Friday and/or Saturday at booth #581 (it is listed as the Inidie MiniBooth).  We will have a late alpha build to show of The Repopulation and we will be available to talk about the project as well fan or press alike.  We will also be attending PAX Prime at the end of August so if you cannot make it to Boston you might want to look at attending Prime in Seattle if you get a chance.

 

The UI and some of the combat still looks quite... raw, but keep in mind the game is still in its Alpha stage.

 

They've done a ton of improvements and changes in the last few months and the game is shaping up to be one of the most pure and daring sandboxes we've ever seen. To get a feel of this, just check-out their plans for Player Housing.


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#6
Sarnakyle

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Raw, yes. However it looks quite beautiful outside of combat. I really like some of the locations showcased and how it doesn't have that... MMO... look to it. I'm not 100% sold on this game yet, but I would love to see more of it. Keep us posted mynsc.


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#7
mynsc

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Crafting process explained. Warning: lots of stats and procs and ingredients, etc, etc. This video is not for the casual crafter. :D

 


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#8
mynsc

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Alpha Testing is starting up this month. Here's the form you need to fill in if you're interested in singing-up. Beta stage is still quite a while away, with no clear timeline attached to it just yet.

 

In other news, the monthly (April) development update is out and as usual, it's a huge one! Here are some of the highlights:

 

 

We continued our NPC and AI improvements, adding a plethora of new NPC features. This includes new hooks, trigger types, communication options, and more. These changes allow our content team to create more advanced NPC reactions than was previously possible, and should make the world feel more lively than was previously the case.

 

 

We also introduced the new harvester system. Previously harvesters were only available in player created cities and we had been planning a revamp of that area for a while. They can now be placed on new types of harvestable resources in the world. These nodes are not a replacement for the traditional whack a node harvest method which is also still in place. Instead they are a new system which allows up to four players to slot harvesters on a single node

 

 

Other new features this month include player-deployable turrets, stampedes, persistent NPC personality trait changes, optional gore effects, and harvesting masteries.

 

 

T'Seef have been introduced to the den system. This fast-breeding and passive livestock species make for an easy prey, but is also prone to mutation. These dens have been set up in many small towns around the world. 

 

 

Introduced our first weather based engagement. This engagement provides new spawn types and a more dangerous overall environment with bonus rewards if players manage to defeat all the new bosses before the weather clears up. 

 

 

A large waterfall area has been created in between Plymouth City and the Control Center. This area includes a variety of species, an underwater cave, and two OWON military stations centering around the research of the lurker species near the falls. While there are many research opportunities here for players, the lurkers do not like being used as test subjects, and will eventually take action against either of the two bases if things get too out of hand. If one base falls the other base will provide new missions and direction to retake it, and will become vulnerable to attack itself. The first time you visit the research center you will receive a small but permanent boost to your Genetic Engineering.

 

P.S. Working on updating the original forum post as well, so stay tuned. 


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#9
mynsc

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Quite a "technical" new article from the Repopulation team, describing in detail how resource harvesting will go. It also goes hand-in-hand with the previous article, about the exact extraction process. Here's some highlights from this latest post.

 

 

 

In April we expanded the harvesting options adding the harvester system. In addition to having a number of smaller nodes that spawn at a fairly constant rate within specific regions, we have resource clusters that will randomly appear throughout the world of Rhyldan. The system operates globally, assigning harvestable clusters out to all available areas in the game. The clusters contain a larger stash of a single resource and has a better chance of yielding higher quality results.

 

 

 

The system right now is fairly straightforward with four available harvester slots for each cluster. Each slot has a maximum efficiency associated with it starting at 100% then going down to 66%/40%/20% respectively. Each player can only have one harvester per cluster, this allows people who discover the cluster later to share in the bounty, encourages groups to explore together, or to give the harvester’s guards a percentage of the resources.

 

 

Once the harvester is in place it will extract a set amount of resources from the cluster. The harvester currently has a rate value per hour along with a hopper size. You can return to the harvestable cluster at any time and collect the resources. ...  The average time to empty out a cluster will be roughly 2-4 hours depending on yield, harvester type used, and how many harvesters are present

 

 

Resource control should add an interesting wrinkle to the game's PvP mechanics. There will be semi-static cluster points, along with the previously mentioned randomly assigned clusters, in the contested (PvP) regions, which feature higher grades and yield rates to compensate for their more dangerous location. We anticipate these becoming points of conflict for nation's battling to control the resources.

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#10
mynsc

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It's time for the end of the month (May in this case) update, and as usual it's an incredibly long and detailed one! Here are the highlights:

 

Plymouth Area

Most of the content updates this month focused on the Plymouth area in preparation for the recently started Alpha 2, but we also found time to sneak in a number of new features.

 

Rogue

Thievery saw a number of improvements, and we introduced several new mission templates that center around Pick Pocketing NPCs or stealing from shops.

 

New Locked Container System

These containers or inventory items require Hacking skill to unlock.

 

Improvements to the Mission System

This includes improved mission chaining, generated mission selection, mail event notifications and prop interaction features. It also includes several new types of generated mission templates.

 

Progress on the Work Order System (not launched yet)

 

And many, many bug fixes.

 

Also, the game is in Alpha 2 right now and they're getting ready to let in a few more testers.


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#11
Templar

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This game looks very interesting :D


LF S/O WHO CAN MAKE BOMBS AND GOOD FOOD. /W WITH OFFERS. :D

 

 


#12
mynsc

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This game looks very interesting :D

 

 

I think it's the only pure and decent sandbox on the horizon. ^^ It can get a bit "technical" (the crafting system for example is very complex and hard to quickly understand) and they're pretty terrible at marketing (so far at least), but the game definitely has potential. personally, they had me at Player Factions and player-owned (and built) cities. :D


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#13
jonnyshiz

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I think it's the only pure and decent sandbox on the horizon. ^^ It can get a bit "technical" (the crafting system for example is very complex and hard to quickly understand) and they're pretty terrible at marketing (so far at least), but the game definitely has potential. personally, they had me at Player Factions and player-owned (and built) cities. :D

 

Me and you Mynsc. Player Factions and player-owned cities is what excites me most about this game.



#14
mynsc

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End of June update is here! :o

 

Work Orders

 

 

We introduced the Work Order system this month, which is similar to a reverse auction. Players can Request certain work orders are filled, specifying the amount they want to spend, along the with the grade, quantity and items they need created. Crafters can then step in and fulfill those orders if they accept that price.

 

Training Facilities

 

 

The largest news in testing this month was the introduction of the new and improved Training Facilities. These facilities are the games tutorial. We felt the original system was taking a bit too long to get through, and that we were overloading players with too much information at once. The new system gets you into the game world more quickly, and is much more interactive. Players get into combat much more quickly, and are then given some training chits to spend on areas they would like to improve upon. Also, we moved the training NPCs into locations outside of the tutorial, who will offer their training for a small fee to players at any points in their careers.

 

FPR Faction

 

 

We also put a lot of work into the FPR side of things this month, in preparation for reintroducing Freedomtown soon in testing. We plan on unveiling new information on PvP and Sieges in the coming weeks, and the FPR content paves the way for us to begin testing those features.

 

Misc

 

Other improvements include new cinematic features, moving platforms, item stacking changes, a command alias system, and ability based goals for missions.

 

Check the link for extremely detailed notes!


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#15
mynsc

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As if I wasn't already extremely hyped for it, the guys behind Repop went out and explained the PvP system they have planned. And with that, this is officially THE MMO I'm waiting for. And it's not just hype and promises. The game's features are well known and have been fully explained and it's getting very close to beta. Here are the PvP Highlights. If you want to read the full thing, and you do, check the full article.

 

General Setting

PvP can range from enjoying combat in the contested regions, doing battle with your faction allies against the other main faction, or enemies as decided on by alliances with other nations in the game.The nation system is one of the core elements of The Repopulation. It can lead to numerous PvP opportunities such as the sieging or defending of cities, or battling for control of vital resources. Independent nations that we refer to as “Rogue Nations” can form their own alliances and become a bastions of peace, or a chaotic group of mercenaries attacking anything on sight.

 

 

Newbie Protection

Players begin the game as Reserve members of the military, which means that they may not attack or be attacked in Protected regions. Each of the two main factions has roughly a third of the world marked as owned and protected by their faction. Reserve military members may not attack or be attacked by rival factions while in these protected regions. There is a full complement of tiers in these protected regions, so players who wish to avoid PvP entirely, may do so on Normal servers.

You may switch to Active military at any time, but if you do so you will be unable to switch back to Reserve for a period of time. Active Military members can attack or be attacked by other Active Military members of hostile nations. Once you step outside of the protected regions and into the contested regions you are under the same rules of active military. Enemies of your faction or nation are able to attack you at will.

 

 

Contested Regions

The Contested regions exist between the OWON and FPR faction controlled areas. Once a player enters a contested region they are open to PvP, but don't expect a never-ending you-versus-the-server gankfest. If you are OWON or FPR, your entire faction is friendly to you, while the opposing faction is hostile. Rogue nations can be friendly, neutral, or hostile based on their alliance setting. The contested regions are fairly large and include missions, engagements, resources, creatures and plots of land that can be used to build nation cities.

 

 

Engagements (think rifts, with a PvP focus)

PvP engagements are another key aspect to PvP in The Repopulation. These goal oriented events occur in contested regions, and can significantly alter local content and spread into nearby areas. Outposts are a common type of PvP engagement and begin as small camps that offer engagement goals such as espionage operations. If players are able to complete goals, the outposts can grow in size and become more dangerous to nearby cities.

Outposts can provide a number of strategic advantages. They spawn soldiers of your faction type, providing you with some protection and can serve as a base of operations to contest resources or launch sieges. They can spawn new NPC vendors, or mission opportunities that are only available when they attain certain sizes. Having an enemy outpost sprout up near one of your cities can also benefit your faction, as you will now have the alternate goals to destroy that outpost.

 

 

Nations / Cities

Nations can take control of plots of land in contested regions to build cities. Once a plot of land is taken, the nation and those in charge of the city can increase the size of the city by providing resources for the city and structures to help the city prosper and grow. As the city grows, it will be better suited to defend itself.

Cities can also be used to launch sieges on rival nations. We'll cover sieges in detail in a future article, but suffice to say that the sieging process will require careful planning, and will be window based so you won’t wake up to find your hard work completely lost. The risk of losing a city is very real though. Nations would be wise to form alliances, and not alienate themselves from the rest of the server. Cities provide defense to friendly players, as well as being hubs for shopping, entertainment and missions.

 

 

Fight in Action or RPG mode!

During combat players have the choice of fighting in Action Mode or RPG Mode. Action mode is a simulated FPS style combat setup where the mouse controls the camera and character’s rotation making it easier to move and aim at something. 

RPG Mode is the more traditional “tab targeting” mode that is available in most MMORPGs, and uses traditional camera controls and ability bars. Both systems function almost identically on the server, leaving you to choose the mode that works best for your play style rather than which one gives you an advantage over the other.

 

 

Roles and Techniques

There are no levels or classes in The Repopulation. Instead, we offer a variety of skills that progress naturally. For example, firing a rifle will increase your Rifle Tactics skill. Equipment is upgraded through the use of the fitting system. Fittings are socket like objects that increase the stats of your base equipment. Our base equipment, which we refer to as shells, contains baseline stats that can be tweaked with the addition of fittings.

 

Vehicles

Vehicles also play a large role in PvP. Vehicles can seat multiple passengers, and be used both for transportation, or for attack. There are specialty types of vehicles designed specifically for sieges or vehicle to vehicle combat. Vehicles can be destroyed, and tactical vehicles require a garage to be spawned or repaired. These garages can be placed in player-created cities. This adds a tactical element as they must be mobilized from distance and can not simply be dropped into the middle of a firefight. Similar to pets and equipment, vehicles can be upgraded and improved using a vehicle upgrade system, which allows for significant customization.

 

Hardcore Servers

The Hardcore ruleset is tailored towards players who are looking for a more PvP centric experience. Under the normal ruleset the protected areas are safe from non consensual PvP. However, on the hardcore servers the game world offers no safe areas, and the only protection you would have is from faction guards or other players. We are still in the process of finalizing the exact mechanics of this ruleset and will continue to develop the ruleset with the community and guilds that are interested in the play style offered.

 

:unworthy:

If this MMO does not keep me busy for a while, then nothing will!


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#16
mynsc

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The latest article from the guys and gals behind The Repopulation is all about sieges! All-out, highly risky but also highly rewarding city sieges. As usual, they go into great details explaining the system, including all the rules of the 3-day siege period and an actual example. Check the article for these specifics, I'll just highlight here some of the general mentions.

 

If a congregation of players can just show up and lay waste to everything, it will quickly turn into a numbers game, and whomever can recruit the larger collection of players is going to quickly find themselves miles ahead. While you cannot completely get around this issue, adding a cost that is not measured in body count count will help. Also, having sieges impacted by other material costs puts significant impact onto the frequency of siege attempts, forcing it into something more than a numbers game. An organized group with flawless strategy will have the advantage over a mindless zerg, but for either side allies can make or break the siege. This cost also puts a heavy burden on conducting city sieges as they will often take away from the ability to invest in your own city or protect it from others looking to siege you. This makes sieges a risky proposition for attackers, and makes it extremely complicated to do it on more than one front.

 

The other primary concern a lot of people have is in their ability to defend their city if it is attacked during off-peak hours. Our design allows for strategic planning for both the attacker and defender. You simply cannot roll into a city and take it over. The process laid out below takes around 3 days and allows for plenty of confrontation and negotiations during the process. These mechanics give the defender a lot of control over when the siege happens, but the attacker has a few available options that can give them a leg up.

 

Having played Warhammer Online for quite a bit, I know for a fact that zerging and late-night "surprise" attacks were the most annoying factors for guilds trying to defend a keep.

 

At first look, the system in Repopulation seems to highly diminish both these issues. Defenders will know a few days ahead when the main siege will take place, and they can even set the time, within a certain range ofc. On the other side, Attackers still have the element of surprise, thanks to the Persecution Phase and the fact that they decide when the entire Sieging process begins.

 

Also, of course numbers will always play a role, but this system seems to also favor available resources and tactics. The Defenders can hurt the sieging process even before the main siege phase begins, with skirmishes and surprise attacks against the attackers that are bringing in resources or building units. They can even make the Persecution phase work for them, if planned accordingly.

 

The system may not yet be perfect (for example I think it's a bit too rigid and maybe a bit too spread-out - going for 55 hours, to perfectly fit in a weekend, would be more ideal I think - ), but I definitely like how they're going about it.

 

Another common concern is the general “safety” of a city when it is not being sieged. Part of our design is to allow smaller defense options such as turrets and armed guards to help police the city. The mayor of the city has control over these automated defenses, and can even allow unfriendly people in if desired

 

During the sieging process, the energy grid needs to be depleted before the city can be attacked. It will be important to keep the grid stocked and ready just in case there is an attack. In order to attack the city, siege units will need to be created to drain down the grid along with help from players and vehicles. The siege units have a resource cost, and those resources are ones that might be needed to help defend your own city from a siege. It will require the help of these units to successfully take down a well prepared city, and there will also be the burden of getting resources to the siege to fuel these siege units.

 

They also posted an interview with Associate Creative Director Kayletta about Sieges and PvP in general. Here's Part 1 ->

 


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#17
mynsc

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Inquiry Preview

 

You can check out the details on this dialogue / quest system in the article, but I think the following fragment says it all and it's exactly why I'm so incredibly hyped about this game.

 

Let’s take the case of an old school MMO approach to a hidden quest. You might speak to one NPC in town and hear about a relation of theirs that had disappeared when traveling to a far off location. You’d receive a keyword which you could then use on an NPC hidden somewhere in that location. Some players would pay attention to this, and others would simply dismiss it as random NPC chatter. If you mentioned that keyword to the proper NPC in that far off location it would open up a new quest and reward the player for paying attention.

 

The single player approach to that solution would be that the first NPC would give you a new hidden piece of knowledge that allowed you to ask questions about this missing person to NPCs in the far off location. Some might offer clues to where the NPC was located and if you found the proper NPC he would give you the new mission. If you weren’t aware of the missing person you would not be able to ask questions about them and you would be unable to obtain this mission.

 

The modern day MMO approach this this scenario would be very different. When you spoke to the first NPC you would receive a new quest with a journal entry telling you where to go with a map marker right to their location. You’d follow the map markers to that NPC and advance the quest from there. While that may be desired in many cases, there are others where these things are best hidden from players. After all if what you’re doing is following markers to the next point and clicking the right mouse button then you really aren’t solving a quest, are you? You’re doing the equivalent of reading an interactive book.

 

In Repop this type of opportunity would work similar to a single player game.


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#18
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Exalted.GM.Inferno

Even with the recent info about EQ Next, The Repopulation still is THE upcoming sandbox as far as I'm concerned. ^_^ After quite a few very interesting recent updates (City Sieges and the Inquiry system for NPCs), it's been a quiet a 10 days for the game. We only got an End of the Month update that does not have any major highlights and also news that the game will be available for play at PAX Prime, towards the end of August.

 

Some Highlights from the July Update

Vehicles received a series of upgrades this month. New hover-cycles, hover-speeders, and a mech were introduced, along with a number of other physics and control related improvements.

 

Our voice features also gained refinement in the form of new Master Volume and Voice sliders, audio upgrades and important fixes. We also began adding voice overs to the tutorial NPCs.

 

Accuracy was removed as a weapon modifier and instead we introduced distance modifiers that impact optimal (100%) damage based on range. This includes getting to close or stepping out of the optimal firing range. The previous accuracy UI was updated to reflect these new changes.

 

@ PAX Prime

If you are going to be attending PAX Prime at the end of August in Seattle be sure to stop and give us a visit at booth #681 (we will be listed by our studio name of Above and Beyond Technologies). We are going to have a public, playable demo available at PAX available for all attendees via a handful of gaming rigs we are bringing to the conference. If you are part of the press and would like a longer demo or interview we strongly encourage you to contact us via admins@therepopulation.com so we can get a reserved time and date setup. If not we will be able to try to accommodate the request as best as we can.


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#19
mynsc

mynsc
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Exalted.GM.Inferno

Char Creation


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#20
mynsc

mynsc
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Exalted.GM.Inferno

 

Not too bad for a game in Alpha that is focused on large battles and all possible sandbox features and not on shiny graphics.


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