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Gods And Heroes: Gods and Heroes WarCry Dev Chat Log is UP

| 5 May 2005 00:28

[Minotaur> Welcome everyone to the inaugural Gods and Heroes Dev Chat hosted by WarCry! Questions tonight will be of a General nature, so feel
free to ask about any part of the game you are curious about. All questions should be PM'd to our Question Takers, [QT]Orson, [QT]Teleios. To
send a PM, type /msg [QT]<nickname> <your question>. Please only submit questions to the Question Takers, since any that go to the Devs directly
will not be addressed. WarCry will have the logs posted at http://gh.warcry.com following the Chat. Why don't we get things started by letting
our guests from Perpetual Entertainment introduce themselves.
[Perpetual> Hi, we have Stieg, Christine, and Richard here
[Perpetual> Stieg is of course our lead designer
[Perpetual> Christine is development director
[Perpetual> and Richard is VP of Support Services
[Minotaur> Ok, let's get to some questions!
[Minotaur> [IronLion> Can you talk about the strs and weaknessest of the classes?
[Perpetual> Stieg - the soldier and the gladiator's strengths are fighting in melee, of course
[Perpetual> Stieg - scout is good at ranged combat and tracking
[Perpetual> rogue - stealth
[Perpetual> and dirty fighting
[Perpetual> mystic and priest are more spellcasters
[Minotaur> [IronLion> what will the currency be? as in will it be like physical form like in UO that you can pick up or like SWGS matterless money
[Perpetual> Stieg - Diablo style coin piles (joke)
[Perpetual> Actually, it takes no inventory space, but you can pick it up and drag it from loot containers to inventory
[Minotaur> [sonofzeus> What efforts are being made to make Rome feel like Rome?
[Perpetual> First of all, it's pretty huge
[Perpetual> We're basing a lot of the buildings off historical buildings, and aiming at a general sense of skyline, vistas
[Perpetual> But of course, not so accurate that it's not fun
[Minotaur> [Corydon> How flexible will the guild system be? ie. will you be able to make your own ranks? Will there be a MotD?
[Perpetual> Christine - our guild designer is pretty passionate about this topic, so I can say it will be pretty full featured
[Perpetual> We will definitely have features such as motd and configurable ranks
[Perpetual> We're actually putting in guild functionality right now
[Minotaur> [King_of_Dragons> in one sentence, what will distinguish your game from the other mmorpgs on the market?
[Perpetual> In the words of our founder, do you want to be an elf, a dwarf, or a son of a friggin god?
[Perpetual> Seriously, a great setting, great combat, and squads.
[Minotaur> [Corydon> Will there be areas for players to gather and talk, look for group/guild, kind of like cantinas in SWG?
[Perpetual> Absolutely, there are taverns, bathhouses, and forums.
[Perpetual> We will have various structured social features specific to those areas, not ready to discuss those right now though
[Minotaur> [JazH> PvP is very important to many people, How will GnH provide for them?
[Perpetual> At launch, we're planning on allowing PvP as duels and arena combat between individuals and squads
[Minotaur> [IronLion> Can you expand on the differences between the Gladiator and Soldier?
[Perpetual> The Gladiator is more focused on finesse fighting, more agile and complex moves
[Perpetual> And the soldier is more a powerhorse, more disciplined
[Minotaur> [Breyer> Could you please elaborate on the game mechanics behind your claims of an "action-adventure" oriented design? Will a player's
skills outside of tactics, such as "twitch" skill, play a hand in their success/failure in combat?
[Perpetual> We aren't making a button mashing twitch game
[Perpetual> But it is very important for success to be engaged in the game and pay attention at all times
[Perpetual> For instance, managing a squad plus your own combat will require skill in playing above and beyond your character's stats
[Minotaur> [sonofzeus> In squad based combat, will there be any chance to take control of an ally's squad if he's knocked out in a fight?
[Perpetual> If you're taken out while you're fighting with a squad, your squad will continue to fight
[Perpetual> Unless they're completely out of morale
[Perpetual> Group members can't control other group members squads though
[Minotaur> [IT_Hesperos> What kind progression system can we expect? And how severe if any can we expect death penalties to be?
[Perpetual> Experience is pretty much what you'd expect, experience for quests, discovery, and combat.
[Perpetual> There will be cool rewards for every level and you can train some skills between levels
[Perpetual> Death results in experience debt, which basically results in gaining experience more slowly
[Perpetual> And debt is cleared when you level
[Minotaur> [aksel> Will you include only the very first (historically) enemies of Rome, listed on your frontpage, or will you include later
enemies like Carthagenians, Greeks, Illyrians, etc?
[Perpetual> There are Carthaginians and Greeks, but not Illyrians
[Perpetual> So no, it's not just the first enemies of Rome
[Minotaur> [IronLion> Speical/Magic weapons..How common will they be?
[Perpetual> Stieg says - they wouldn't be very special if they were common :)
[Perpetual> But there will be a pretty wide variety of interesting items
[Minotaur> [Kaeso> when creating a character, choosing a name, will we be able to create the traditional latin name, containing the name, family,
and nickname?
[Perpetual> You will be able to have more than just a first name, with the cognomen etc.
[Perpetual> But some of that will be a reward later on, not at character creation
[Minotaur> [King_of_Dragons> What will players have to do if they feel like taking a break from battle?
[Perpetual> There are a number of activities around managing your squad and equipment
[Perpetual> Plus various social activities in towns, exploring, quests, etc.
[Minotaur> [Corydon> Will players be able to help Rome expand more quickly/slowly or will events happen per history? Or will time kind of "stand
still?"
[Perpetual> The world will definitely advance and change with new content and events, so it won't stand still
[Perpetual> The player's involvement in that in the public areas wouldn't feel nearly as influential as the dynamic areas where you are the center
of the story
[Minotaur> [sonofzeus> Will you allow for a fully-moddable UI?
[Perpetual> Christine - yes the UI is scriptable and extremely customizable
[Minotaur> [aksel> Will the game involve the politics of the Senate and the noble families?
[Perpetual> Yes of course. When people think about Rome they think about political intrigue.
[Perpetual> And that's certainly something that we have a lot of in our story line.
[Minotaur> [sonofzeus> You've a lot of star developers from hit games. Do you think anyone's personality really sticks out?
[Perpetual> Richard says, being a non-developer, everyone's personalities here are interesting to say the least
[Perpetual> Christine says - I think you would all be amused by our afternoon teas and Friday group dim sum lunches
[Minotaur> [JazH> Do you prefer the Star Trek world or the Roman world?
[Perpetual> Aside from Richard, we're in the Rome world so of course we prefer that
[Perpetual> But both teams are great and doing great things
[Minotaur> [sonofzeus> Will there be any massive group abilities in squad based combat? For instance, will I be able to use a skill that affects
other players' squads for good or ill?
[Perpetual> There will be a whole set of abilities related to managing squads, which include abilities to boost the abilities and morale of
squads, or vice versa
[Minotaur> I would like to thank the members of the Gods and Heroes Team for taking the time to answer our questions this evening, and all of the
players for coming tonight and showing support for the game!
[Minotaur> Remember, WarCry will have the logs posted at http://gh.warcry.com and feel free to hang out and talk more about Gods and Heroes right
here in #gh-warcry.
[Minotaur> Thanks again!
[Perpetual> Thanks all

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