David: “The game does follow the basic RPG character leveling and skill selections.
However, as a player progresses in their leveling they are given choices to specialize in their job classes. As players wander through the game world they will encounter quests and NPCs that gradually illuminate the overall storyline of the game.”
Q: Does the game have crafting, and if so, how does it improve the game over drops or quest items?
David: “Crafting is an important part of the game because it allows players to get gear that is often times better than what they can get from an NPC. Only members of Dealer class have the ability to craft. This class also has the ability to refine and dismantle items into its component materials. Crafting is done with a variety of normal monster drops with additional crafting materials to create special armor, weapons and projectiles.”
Q: Does the game support clans? What can a clan accomplish that the individual can not?
David: “The game does have a clan system, this system allows for a visible clan name and emblem as well as access to Clan Fields where there is open PvP and only members of clans can enter to level.
“There is also a Faction system that players can join which offers various quests and benefits for faction members. Factions have a small control over the politics, economics. Each faction has its own list of alliances and hostilities.”
Q: Do players have an impact on the game world? Do decisions they make affect what happens in the world? Is there housing?
David: “User involvement determines a lot of what happens in the game world. Spawn rates and boss monster spawn rates are determined by how many users are hunting mobs in a particular area.
“The user community also affects the quest system. Because materials for creating items are distributed differently in various areas, quests will be generated to acquire these materials. So for example, if the fur supply in town A is low, an NPC will give out a quest to get them even though this material may drop in abundance off some monsters near another town.
“The economy dynamically fluctuates based on supply and demand. As a result, when a town possesses too much of one item, the price of that item will go down automatically. Conversely, when the availability of a specific item goes down, the price of the item increases and the town immediately activates a quest which encourages users to gather the materials to balance out the economy. Users can take advantage of this in-game economy by buying an item at a low price in one town and selling the item at higher price in another town.”















