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General FAQ
Q. When is the release date?
A. Q2 of 2006 is the plan, but always subject to change.
Q. Will there be an internation release?
A. They do have plans on it being world wide.
Q. How do I get into Beta?
A.People will get into the Beta in a number of ways. The Hero Council will be among our Beta Testers, and they released a survey some months back, those who filled out the survey will be invited. Finally, all current customers will be given access to the Beta, after that, they'll start looking for more.
Q. What will the system requirements be?
A. No official answer yet.
Q. What will the level cap be at launch?
A. 50
Q. What classes and races will I be able to play?
A. A list of classes can be found here and races can be found here.
Q. Will there be PvP?
A. Yes, there will be a few different kinds: Individual, clan and guilds. There will also be many different aspects to it a few examples are duels, games, tournaments and PvP quests.
Q. Are there going to be different servers for PvP and roleplaying?
A. Yes, certain play styles will very likely be determined by which server you choose to play on. Roleplay servers for roleplayers, PVP servers for PVPers, and so on.
Q. Will there be crafting?
A. Yes, but it is different than other crafting systems out today.
"As a Hero, you can (and will) spend time taking items and leveling them up. Advancing their abilities with enhancement decisions and making them into something unique and valuable. You can do this for your own benefit, but you can also do it for others, or for your character to trade or sell to others as you see fit. And, because of the plethora of options, it is also very likely people will take commission work to customize something to exactly what another needs. You can be working on multiple items at the same time, as you gain higher levels. So you can be crafting lots of these types of things. But it focuses more on the real craftsmanship idea of crafting, rather than mass production. The feel will be more like being Hatori Hanzo in Kill Bill. You don't create 100 blades a day, but everyone knows YOUR blades."
Q. What are the weapons going to be like?
A. You will be able to choose the weapon, customize it's appearance, and you'll have the opportunity to advance that weapon. This isn't the type of game where you will be changing weapons every 2 days. Building a good weapon will take time and investment. Your items will be like sub-characters in their own right. The items will go up in level, just like a character, and you get to customize their exact nature as you go.
Q. Will there be pets?
A. Yes. The relationship between a pet and an owner is far less casual than what is currently seen in MMOs. A player can define a unique appearance for his pet, and customize its abilities in order to create a pet that truly suits his character. How the pet grows will depend on the time, attention and personal investment that the player invests in the pet.
Q. Will there be mounts?
A. Yes. Similar to items, mounts will provide a player with additional abilities while the mount is in use. But some typical abilities will be unavailable while mounted, as they would be inappropriate for mounted combat. And just like pets you will be able to select the appearance of the mounts as well as advance the mounts abilities.
Q. How about flying mounts?
A. Some effects may enable a limited form of flight, but you are most likely to get off the ground with a flying mount. At launch we will not have high-altitude flying, but it might be part of an expansion.
Q. Will there be auction houses, other trade aspects?
A. There will be fully featured auction houses that facilitate trade on a global level. To deal with the congestion of traffic that is common to public auction houses, auction services are accessible from private inn rooms that can be rented cheaply. Inn rooms also provide the character with additional short-term storage, so renting them is a really good deal. Additionally, inn rooms open into a common area on each floor, where characters can set themselves up to trade services using mechanics designed to facilitate that kind of activity.
Q. Will there be player housing?
A. They are slated for future expansions to the game.
Q. What is the deal with the GameMasters?
A. Hundreds of trained GameMasters will be working every day to produce new quests, new hunting areas and new live events. These are the ones who will build the unique areas, quests, and items.
Q. What is the Mentor Society?
A. Many new users desire assistance with game strategy.In order to provide this support we employ a small army of organized, in-game player volunteers called the Mentor Society. The Mentors will have headquarters in every major town-center, and can be easily located or summoned at low levels.
While Mentors are often called upon to help answer questions about getting started in the game. The Mentors are very dedicated players who are interested in inducting players into the unique culture of Simutronics games: worlds with strong community and social depth.
Q. Will large gaps in level prevent teaming?
A. High level characters may elect to form a long-term mentoring relationship with lower level characters. Apprentices learn more quickly when hunting with their Masters, and also for a short time later while practicing what was learned. Masters also benefit from the exchange, gaining experience at a slightly faster rate when they’re assisting their Apprentice. All around, Master / Apprentice Relationships are a win / win situation that allows players to help their friends “catch up” if they’ve fallen behind.
Q. Will the quests be dynamic or static?
A. Both. The focus of the game will be on dynamic story-driven missions, but there will also be room for players who prefer hunting creatures in common areas to questing. |
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