But that's not all! Secondly, we will also be conducting an open playtest in mid-December. This is a great opportunity for you to evaluate the game in its earliest stages of development and share your feedback and suggestions.
Steam Page
And now, let's move on to the most interesting aspects of our work!
Some things are already available on the normal servers, while others are still being tested on the PTR servers:
- A threat system that works through abilities and powders.
- Combining rebounds and strikes.
Character progression:
- Taking into account mob resistance for experience calculation.
- Different amounts of experience for mobs, depending on their difficulty at the same level.
- Penalty for significant imbalance in one direction of character development.
- An item that allows you to delevel to level 15.
Karma and drop chances:
- Death in PvE now has the same consequences as in PvP.
- Introducing a 100% chance of dropping certain types of items (resources, skins, loot).
- Decreased losses upon death for characters with neutral and higher karma, as well as an increase in the number of safe slots.
- Increased losses for characters with bad karma and below.
Crafting, enchanting, and repair:
- Enchanting - ingredient requirements depend on item level.
- "Repair" mechanics of repair.
- Recipes do not expire over time, but have a significantly lower resource cost per use.
Mobs and Loot:
- Named mobs have received a new concept of levels relative to the county tier.
- Named mobs have received a fundamentally new and unified concept of loot distribution.
UI/UX:
- Information about other players on the 'F' key;
- Expanded information in tooltips for game items;
- Visual emphasis on debuffs that significantly affect the character;
Fixes for the most unpleasant problems for players:
- Problem with buffs when transitioning through seamless zones;
- Disappearing recipes;
- Equipment that didn't maintain its attributes;
- Character sliding and sluggishness when overloaded.