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Title: Roma Victor
Description: Informatic 3 Character


Xenophon - September 16, 2005 06:17 AM (GMT)
Man is there a lot of swanky info out there.

Levelling...

QUOTE
There are no character levels in Roma Victor. None. Instead there's the huge, diverse skill tree that we've already mentioned. There are no level-based restrictions by design or consequence like you'll find in most MMORPG's. You won't be forced to find people of a similar level in order to play in a group and you won't be restricted to certain types of encounter. Of course this also means that you won't be trying to catch up with friends that have played more than you (and therefore 'levelled' faster), or indeed trying to slow your own development and/or 'level up' your friends so that they can come and hunt with you again. Character development in Roma Victor is much more like real life.


A relief from all those that do have the level up system in rpgs, such as Final Fantasy, Star Ocean, Diablo, Morrowind, Baldurs Gate, Never Winter Nights, Dungeon Siege, Might and Magic, Knights of the Old Republic, just to list the ones I own... :barb:


Decay...


QUOTE
In Roma Victor, as in real life, your skills and personal statistics decay. This means that without practise your character's ability in a given skill will worsen. If, for example, as a newbie you spent a lot of time developing your archery skills but then moved on to focus on your farming you'd find that your archery decreased over time. You can easily counter this by simply practising with your bow every so often but it makes the prospect of juggling several careers quite daunting. Anyone trying to be a gladiator/cook/farmer/smith/potter/priest/carpenter/whatever-type character will find it near impossible to become highly adept at all of the involved skills.


Glad to see that you have to continue to work on the skills you want to keep. It stops on person from being the master of all. Also nice to see that you can still keep your stats even if you dont use them much.

Social Butterfly...

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Whether it be Roman military salutes, laughing, crying, yawning, taunting, cheering, clapping etc. there are around 200 unique character animations to choose from to help maintain the atmosphere and bring your character to life.


While not all that needed (nice to have a few of the basics but 200?!) it does add, like they said, atmosphere. Maybe we can program to the npcs to do some bowing (slaves) or salutes (soldiers) to our members... :rolleyes:

Character Creation...

QUOTE
Characters in Roma Victor are not all created equal. During character creation, players can decide the balance of six physical attributes, which can be considered similar to summaries of that character's genetic composition. Balancing Muscle, Vision, Agility, Dexterity, Intuition and Stamina will give you a well-balanced character but you can alter the balance to suit your wishes. It's worth bearing in mind however that characters with low Muscle attributes will find it harder, but never impossible, to become very strong. As in real life, you can come across people with a low genetic tendency for muscle development that have nevertheless hefted weights out most of their lives and are therefore very strong. Similarly you can find people that have an extremely good genetic tendency for muscle development that have hardly ever stretched their muscles and are therefore pretty weak by comparison.


Basic enough. Without this the game would sink faster then a rock. Also Stamina is likely the single best stat in the game. It a- Lets you perform more actions when at higher levels b- run farther and I think, though I am likely wrong, run faster.

Weight...

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Every object in Roma Victor has a weight. Weight has the consequences you might expect. Characters can only carry so much weight, pack animals can be overloaded and every time your character lifts or carries something heavy, it'll be stretching its muscles and therefore has a chance of improving its strength.


Almost every game has something like this. Those that don't have restrictions (like Kotor 2) fall flat on their faces when it comes to item management (I don't even want to think about how many items I had when I completed that game :duh:


Liquids...

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Liquids such as water and olive oil and liquid containers such as jugs and amphorae are essential aspects of ancient life - particularly where crafting activities are concerned. The liquid support in Roma Victor is more involved than simply providing pretty rivers, lakes, beaches and waterways. Drinking or tending your crops with saltwater is pretty futile, for example.


This is a step up from any other game I have played or heard about. Water is a mans lifeblood more then gold, oil or even air. Too bad they did not put in a thrist level, but I suppose that would be pushing it even if made campaigns much more then just go here in a the straightest line possible and attack the enemy.

Fire...

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Almost every object in Roma Victor has a combustibility factor, which means fires can be started pretty well anywhere and can even get out of control if not attended quickly enough. This also means of course that people can gather around campfires and bonfires for warmth and flames can be passed on and just as in real life, you can light a torch from pretty well any substantial flame and then use that torch to light anything dry and combustible enough.


For the pyro freaks amoung us, your going to love this feature :D Also good for lighting houses on fire and burning a city to the ground.

A leader even if you are just a regular member...

QUOTE
Every player has their own Household - it's a bit like a 'personal' guild. Household is the collective term applied to all the buildings and NPC's owned, employed and/or run by the player. There can be many buildings and NPC's within a household and using the built-in household management interface a player can set entry fees on their property, assign NPC's to act as merchants or guards, summon NPC's as an escort, hire and dismiss staff etc.


:o ................ heart attack. :rip: The single most thing in any game I wanted was the ability to own a house and have npc doing various duties. The ability to fix up and decorate as I pleased and the ability to send of npcs to attack various places. And look, the first I decided to play online (rpg that is) and it has this to the penny. Is that luck or what? Now I can do my duties and come home to my slaves and servants as well as having npc guards in my estate (likely a shack first, but that is not something i want to dwell on when having this glorious moment).

Look at this...

QUOTE
* Quests

The quest system in Roma Victor is dynamic and personalised. Quests are intricately linked with the NPC's and players that set them and can themselves often lead to further and more challenging quests. NPC's set quests based upon a number of criteria including the levels of resources and goods in the area, any hostilities, emergencies etc.

* Reputations

In its simplest form the reputation system allows players to 'rate' other players as to their helpfulness, aggressiveness, generosity etc. This combines with a ratings system used by networks of NPC's to gauge a player character's abilities and social standing. Players can therefore have some idea of how (in)famous, (un)popular and/or accomplished another player character may be.

* Friends and Foes

Players can also define their overall opinion of another player as a friend, a foe or ambivalent. Such systems of 'social moderation' are already used to great effect elsewhere on the 'Net and have demonstrated their ability to both help form social networks and identify trouble-makers.

* Badges

Badges are simply invisible tags assigned to players as they achieve various different goals. Using these badges along with the Reputations and Friends/Foes system as a guide, NPC's can accurately assess your character's social standing and achievements and interact accordingly. If suitably impressed they may even relate tales of your achievements to passers-by in your absence.

* Encounters

Using Reputations, Friends and Foes, Badges etc. NPC's can get a pretty good idea of who you are and what your character is about. So long as they have no reason to dislike you, your interaction with most NPC's should be fairly pleasant. They'll converse with you and may even trade depending on whether they actually have any money, goods or services to trade. Alternatively they may be more inclined to come running at you with axe swinging. Throughout your travels in Roma Victor - particularly off the beaten track - you are likely to encounter NPC's that have an irrational desire for your belongings. Alternatively you may simply come across a bear or a pack of wolves, equally keen to attack yet less interested in your goods. In either scenario fight or flight becomes a decision that should be taken pretty quickly.


Now if they can accomplish this... lets just say donating 10 dollars a month seems to little for the amount of stuff we are getting. Fuck graphics, this is where it is at guys.

They have gone down to nitty-gritty and made sure everything thought up is put in.



If they could accomplish even half of this, I would buy this game hands down. If they put it all in... move aside BF2, RTW, GTA, and even CoD (which is my favorite game by the way) hello ROMA VICTOR!

maf359 - September 16, 2005 12:28 PM (GMT)
Thank you for the inside information on Roma Victor Xeno. It really feels like the game is "really" comming out soon.

Well thanks again.

Mordhak - September 16, 2005 03:57 PM (GMT)
They may say that there's no leveling but actually upgrading those skills is completely the same as leveling.

For example if you want to create a half decent pottery product you'd first have to extract 100s of clays from a claypit (which also increases your pottery skill) before you should attempt it in order not to waste expensive resources. Same goes for construction. If you don't want your hut to collapse after you added 500 mud, dung and clay, you'll have to perform the same dead boring things over and over and over and over till you raised your construction skill a bit.

To be honest. It's even more boring than the real leveling system. But, to each his own B) I really don't want to draw you away from the game, I just don't want you to waste €50 on something that you wouldn't like in the first place.

Lhorkan - September 16, 2005 06:09 PM (GMT)
RedBedlam is really screwing it up to be honest. They're making the game way too complex to be ever playable. Certainly for an MMO. First of all, the reason Mordhak stated. Then, the decaying system. What's it good for? You have to work the looooooooooooooong way up to get any good, and when you want to improve your other main skills a little, the one you worked on is getting worse. I mean, if you're a master smith, how could you forget to make top quality swords when practicing your pottery skills for a while? O_o It's not really realistic, and also decreases playability. I'm not a big fan of the weight system either. But as long they don't make it so you can carry but 2 amphora's and be overweighted, it might work out.

Xenophon - September 16, 2005 11:44 PM (GMT)
I understand what you are saying Mordhak, about it getting tedious they should make it go up quicker. But, if you really into making swords, eventually you will be right up there (unless they have decreased stat build up time since I last played).

As for decay, personally I have never experianced this. Maybe because they did not have it in Beta..

Anyways, it will likely take a long time to decay and even then it will likely only be a little bit at a time. Like you said it would be stupid to suddenly lose the ability to make swords.

I do like this approch because it is baised on realism. I have studied french from 6-14 years old and spanish from 15-18 years old. Currently I remember only five words of french (which is really sad since I am half-french Canadian :paperbag: ) and I only remember about half of what I learned in spanish.

As for construction.... I think your skill will determine what types of buildings you can build (It would be lame if some half-wit barb was able to build a collisuem). It will possibly determine the amount of "hit points" each building has.

As a side note they are looking at making ships in a possible expansion... :D

invegarr - September 17, 2005 05:00 AM (GMT)
language doesnt mean realy about phsyical aproach i played basketball for 3 years quit for 2 and played again and was just as good or even better... soooo donno ;)

Xenophon - September 17, 2005 05:07 AM (GMT)
Well I played baseball since I was old enough to pick up the ball (about 3 years old) and played up until I was 15 (or 16). I played some highschool baseball about two years after that... suffice to say I still remember some, but I knew that I wasn't as good as I was.

Unfortunatly, Roma Victor will not be indepth enough to allow skills to regrow faster then if you learned them the first time.




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