A few questions regarding the game in general
Posted: 04 Jun 2013 12:33
Hello everyone,
The new guy here again, trying to understand the game.
I have a few questions with which you all could perhaps help me:
1) How do the quests work ? Is there a 100% chance that the available quests from the orbs are fully functional code-wise ?
2) How does quest-exp affect overall growth ? I know about the brute system, but still would like to have more information regarding growth. Meaning, is it possible at all to reach, for example, the highest level (myth) with the quests in the game ? I've been reading the forums for any information about it, and read that some quests gave more qexp in the past - is this something from which we new players are affected ? I mean, are they only big because of it (the players) ?
3) As a fighter character, which stats should I concentrate on in order to better acquire the skills offered by my guild ? Is it a stat or level cap ?
4) How does the money system work ? Is killing and selling the only way to make money for skills ?
5) A question to the wizards: are all the quests really doable ?
6) Is there a way to know in advance which areas require a good align and which an evil ? It was pretty harsh to have been murdered once by guards for being evil aligned without a warning.
On another topic, but still a valid question:
The development path for a fighter is pretty straight forward. You start, you grab a sword, you join the Cadets, you train, and then try to develop yourself further. How does this path differ for a player who wants to be a caster ? I guess the academics are there, but what about afterwards ? Does a character directly join a caster occ guild after being in the academics and reaching, lets say, adventurer, or does he have to deal with guildlessness and/or join a "free to join" guild like the mercenaries in order to put on some muscle before attempting a caster occ ? And, should a move like this make sense ? I mean, lets take for example a gnome (good intelligence stats?), who joins the magical side of the cadets, and then graduates - would it make sense to develop fighting skills in the mercenaries when he clearly wants to be a caster character ? Should this person concentrate on magic stats from the beginning, or balance them out until a certain level ?
I'm asking all of this because these are the questions which have been posed to me by a couple of friends from the university who see me playing on breaks and, being interested in fantasy yet also developers like me, are therefore interested in the game mechanics and inner workings as well.
I think I'll be bringing at least 2-3 friends over from college now in about two weeks. We're now in finals, but afterwards we have 3 months off, and they found the Mud fun when they saw me playing, so they want to give it a try as well, just not during finals because otherwise their GPA will significantly drop, as mine has
Thanks for your help in advance, and sorry for any typos. I'm writing this in haste in a short break
The new guy here again, trying to understand the game.
I have a few questions with which you all could perhaps help me:
1) How do the quests work ? Is there a 100% chance that the available quests from the orbs are fully functional code-wise ?
2) How does quest-exp affect overall growth ? I know about the brute system, but still would like to have more information regarding growth. Meaning, is it possible at all to reach, for example, the highest level (myth) with the quests in the game ? I've been reading the forums for any information about it, and read that some quests gave more qexp in the past - is this something from which we new players are affected ? I mean, are they only big because of it (the players) ?
3) As a fighter character, which stats should I concentrate on in order to better acquire the skills offered by my guild ? Is it a stat or level cap ?
4) How does the money system work ? Is killing and selling the only way to make money for skills ?
5) A question to the wizards: are all the quests really doable ?
6) Is there a way to know in advance which areas require a good align and which an evil ? It was pretty harsh to have been murdered once by guards for being evil aligned without a warning.
On another topic, but still a valid question:
The development path for a fighter is pretty straight forward. You start, you grab a sword, you join the Cadets, you train, and then try to develop yourself further. How does this path differ for a player who wants to be a caster ? I guess the academics are there, but what about afterwards ? Does a character directly join a caster occ guild after being in the academics and reaching, lets say, adventurer, or does he have to deal with guildlessness and/or join a "free to join" guild like the mercenaries in order to put on some muscle before attempting a caster occ ? And, should a move like this make sense ? I mean, lets take for example a gnome (good intelligence stats?), who joins the magical side of the cadets, and then graduates - would it make sense to develop fighting skills in the mercenaries when he clearly wants to be a caster character ? Should this person concentrate on magic stats from the beginning, or balance them out until a certain level ?
I'm asking all of this because these are the questions which have been posed to me by a couple of friends from the university who see me playing on breaks and, being interested in fantasy yet also developers like me, are therefore interested in the game mechanics and inner workings as well.
I think I'll be bringing at least 2-3 friends over from college now in about two weeks. We're now in finals, but afterwards we have 3 months off, and they found the Mud fun when they saw me playing, so they want to give it a try as well, just not during finals because otherwise their GPA will significantly drop, as mine has

Thanks for your help in advance, and sorry for any typos. I'm writing this in haste in a short break
