![]() The idea is to reward roleplaying, taking the emphasis off killing everything you see and shifting it towards using your character's abilities to reach the end of the quest instead. Rather than rewarding your character with a few numbers every time another monster goes to his grave, experience is only awarded at the end of a quest and is made up of completion bonuses, loot collection and other factors predetermined by the adventure's creator. Slow CoingĪnother interesting twist is the way that experience works. We recently ventured into the beta test and after some initial headscratching, early quests showed simple signs of the way you'll be expected to do more than just kill things, with plenty of levers, switches, traps and narrative text descriptions setting the mood. Here, the focus is on adventuring around the city of Stormreach, with quests to be found behind every door. While Most MMO developers are at pains to describe how widespread and open their virtual worlds are, Turbine is taking a different tack with Dungeons & Dragons Online: Stormreach.
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