Gods and Heroes: Rome Rising details
In a quick Q&A with Design Director, Stieg Hedlund, several details were revealed about Perpetual Entertainment‘s upcoming Gods and Heroes: Rome Rising. Here are some of the more interesting bits from it:
As far as the Action Combat System goes, the Design Director says that it will be a hybrid between standard point-and-click MMO systems and console fighting games. He says that they’re continuing to fine tune the system and that when it is already fully tested, it should provide players the best of both worlds. Anymore details would be telling, or so he says.
He says that at ship they plan to have around the usual PvP stuff you expect from MMOs. Dedicated servers, standard duels, all that. However, he does add that they’ve got big plans for the future. For one thing they’re working on an area fighting system with a full lobby and a ladder system that can work around cheating like fight throwing and other such dastardly deeds. He says that it will be part of the end game content. They also plan to include other nations in future content releases such as the Carthaginians and the Germanic Tribes.
When it comes to the minion system, he says that there are three main types of minions: Infantry (hand-to-hand fighters) Skirmishers (ranged fighters) and Spellcasters (who obviously cast spells). Early in the game you can only have a single minion in your squad, but later on you can have as many as eight. Squads can contain three units, a unit being any number of minions of a particular type, so the mix of units that your squad is made up of becomes strategic as well. Well, Romans do love their slaves after all.
He goes on to say that the maps in the game have stuff to offer people on both sides of the instanced maps issue. He says that there are 26 areas in the public world, each of which is about two square kilometers plus the instanced areas. Good thing that multiple modes of quick transportation are available so players don’t have to hoof it all the time.
As expected, the interview ends with the Director saying why we should go out and get this game. Well, since you guys are probably used to hearing that already, we’re not putting that part up here. Anyway, we’ll update you when we get more details about this game.
Via Killer Betties
In a quick Q&A with Design Director, Stieg Hedlund, several details were revealed about Perpetual Entertainment‘s upcoming Gods and Heroes: Rome Rising. Here are some of the more interesting bits from it:
As far as the Action Combat System goes, the Design Director says that it will be a hybrid between standard point-and-click MMO systems and console fighting games. He says that they’re continuing to fine tune the system and that when it is already fully tested, it should provide players the best of both worlds. Anymore details would be telling, or so he says.
He says that at ship they plan to have around the usual PvP stuff you expect from MMOs. Dedicated servers, standard duels, all that. However, he does add that they’ve got big plans for the future. For one thing they’re working on an area fighting system with a full lobby and a ladder system that can work around cheating like fight throwing and other such dastardly deeds. He says that it will be part of the end game content. They also plan to include other nations in future content releases such as the Carthaginians and the Germanic Tribes.
When it comes to the minion system, he says that there are three main types of minions: Infantry (hand-to-hand fighters) Skirmishers (ranged fighters) and Spellcasters (who obviously cast spells). Early in the game you can only have a single minion in your squad, but later on you can have as many as eight. Squads can contain three units, a unit being any number of minions of a particular type, so the mix of units that your squad is made up of becomes strategic as well. Well, Romans do love their slaves after all.
He goes on to say that the maps in the game have stuff to offer people on both sides of the instanced maps issue. He says that there are 26 areas in the public world, each of which is about two square kilometers plus the instanced areas. Good thing that multiple modes of quick transportation are available so players don’t have to hoof it all the time.
As expected, the interview ends with the Director saying why we should go out and get this game. Well, since you guys are probably used to hearing that already, we’re not putting that part up here. Anyway, we’ll update you when we get more details about this game.
Via Killer Betties