Hellgate: London Interview Hellgate London Bill Roper

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Bill Roper exclusive @ Hellgatelondon.de (en.)

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HellgateLondon.de/gamona:
The only thing we know about the level-limit is that it will be "obscenely high". How long will it take to reach the maximum level? Weeks? Months? What will you, besides randomization, do to provide motivating high-level content? Will there be a few really difficult and epic instances like in WoW, or are you trying to create a bunch of areas that are profitable for high-level-players?

Bill Roper:
We haven’t set a level limit, and we probably won’t for quite a while. We tend to find this through continued playing and iteration rather than arbitrarily setting it at the beginning of the project. We do want players to have a very complete and long-term experience with the game, but this involves much more than just gaining the maximum level with their character. We have a lot of ideas as to what kind of compelling game play we will offer to high-level characters, including the creation of different game “types”, raid-level content (epic areas and quests), time-based events (areas that are not always available) and a few other tricks we can’t quite talk about just yet. We’re looking at our past experiences with what players like to do at high levels and incorporating those ideas into Hellgate: London, so rest assured that we want our players to be able to have fun with the game for years and years!

HellgateLondon.de/gamona:
Could you tell us something about the general class-design of Hellgate: London? We only know about the templer-class, which seems like a hybrid-class to many players. Will the other classes be based on stereotypes (the traditional "fighter, caster, rogue, ranger"-theme) or will the classes be hybrid-creations, hardly connected to known class-schematics? Are you trying to reinvent the wheel? And.. *cough* are there any hints about the other classes? *cough*

Bill Roper:
We’re not trying to re-invent the wheel as much as redesign it for better performance and traction. The Templar is a good example of the hybrid-class concept we’ve been working with, as they are both a strong melee combatant and have a range of divine abilities as well. Any character should be able to complete the game on their own if they want to, so we are specifically not creating “support” classes that are only really successful when in groups. That being said, we are certainly creating skills and spells that offer real reasons to have each character class in a party of adventurers.

As for hints on the other character classes, all we’ll say is that from the feedback we’ve had from our community as to the types of things they would like to see in this area – they won’t be disappointed.

HellgateLondon.de/gamona:
We´ve recognized that a lot of players are afraid that there will be no traditional mage-class in Hellgate: London, since a lot of spells are delivered by weapons and others seem to be more subtle. The light-armored, fragile mage that calls up impressive arcane powers to create devastating and spectacular spells seems to be something not really possible in a world that is dominated by swords, guns and science, and that’s why caster-players are afraid of ending up as a ranger-type class. What are your plans for those smart casters out there?

Bill Roper:
The classes in Hellgate: London are being designed to offer a lot of options to players so that they can create a character that matches the way they like to play. The Templar appeals to players who love to jump into the middle of a fight and mix it up while also having subtler shades of group benefits through their Divine spells. With skills and abilities focused on both offense and defense, a Templar can decide whether to focus more on dishing out damage or sucking it up.

That being said, players who love the challenge and tactics of lightly armored, high damage classes will find we’ve taken them wholeheartedly into consideration with the design of other classes.

HellgateLondon.de/gamona:
Will there be something like crafting in Hellgate: London? We’ve heard you may come up with a Horadric-Cube system, but besides that, will there be some kind of professions, adding to the depth of the gameplay? A simple example would be a first-aid ability you are able to learn from a trainer.

Bill Roper:
Since our items are randomly generated, having traditional MMORPG-style crafting just doesn’t make sense. However, there are a lot of other ideas we’re playing with that might be pretty interesting to players who want other game elements to fiddle with. As we try these out and decide which ones work well, we’ll talk definitely talk about them. But for now, it would all just be speculation as to what might actually make it into the game.

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