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Systems that grow and shape player experiences in the game. | Systems that grow and shape player experiences in the game. | ||
− | * [[Weapons]], [[Armor | + | * [[Weapons]], [[Armor]] |
* [[Housing]], [[Node housing]], [[Apartments]], [[Freeholds]] | * [[Housing]], [[Node housing]], [[Apartments]], [[Freeholds]] | ||
* [[Mounts]], [[Mules]], [[Dragons]] | * [[Mounts]], [[Mules]], [[Dragons]] |
Version du 11 août 2018 à 20:59
Systems that grow and shape player experiences in the game.
- Armes, Armure
- Logement, Logement de noeud, Appartements, Propriété privée
- Montures, Mules, Dragons
- Progression, Nivellement, Compétences
- Inventaire
- Créateur de personnages
- Cosmétiques
- Succès
We will have a lot of content that is available, but those will be behind doors that are accessible through agency on behalf of the community. In a traditional sense, no we are not a theme-park, however we will probably have more content than a theme-park does, traditionally. Just because, in order for those choices to be meaningful, there must be meaningful content behind the door you choose.[1] – Steven Sharif