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− | [[File:2INdUqX 1.png|thumb|450px|[[Kaelar]] [[Armor|armor]] [[3D renders]] by [[Keith Kovach]] and [[Chris Atkins]].{{livestream|27 September 2019|50m01|pQIH2YGfknY}}]] | + | [[File:2INdUqX 1.png|thumb|450px|[[Kaelar]] [[Armor|armor]] [[3D renders]]. Modelled by [[Keith Kovach]] and [[Chris Atkins]].{{livestream|27 September 2019|50m01|pQIH2YGfknY}}]] |
Systems that grow and shape player experiences in the game. | Systems that grow and shape player experiences in the game. |
Version du 28 juillet 2022 à 22:55
Systems that grow and shape player experiences in the game.
- Armes | Armure
- Progression | Nivellement
- Logement | Logement de noeud | Appartements | Propriété privée
- Montures | Mules | Dragons
- Créateur de personnages | Apparences d'équipements
- Cosmétiques | Apparences | Costumes | Accessoires
- Inventaire | Consommables
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.[2] – Steven Sharif