
Dear friends!
We know we’re embarrassingly late in posting our answers to your questions. In our defense, we want to assure you that this is entirely because we did our best to give serious attention to as many of the submitted questions as possible.
We’ve done our best to organize all of your questions into a clear, readable format. Those that were written in other languages have been translated as closely as possible to the original text and meaning, so that nothing gets lost in translation.
Below, you’ll find the full list of answers. We’ve aimed to be as clear and transparent as possible in each response. Thank you for sticking with us and for sharing your feedback. It’s what helps us make the game better.
How realistic are going to be your answers and plans?
Will there be changes to the karma/zone systems?
Is the current state of the "Chaos" weapon enchantment considered balanced? It provides comparable damage to full "Madness"/"Eclipse" sets, with the possibility of guaranteed peak damage.
Why are hybrid Vocations weaker than specialized ones?
Will there be Mantras?
In what direction will the project's PvP component develop? The current roadmap doesn't give a clear understanding of its future.
Is randomized boss respawn timing planned? Currently, many players camp a single boss, logging in right as it respawns, making it difficult for others to engage.
What is the concept of the T4 (Royal) County mentioned in the roadmap?
Is content for high-level players planned? Existing content has a limited interest span, leading to a lack of long-term goals.
Will named mobs (mentioned in tooltips) and points of interest appear in T2 and T3 zones, similar to those in T1?
Will lore, stories, and plotlines be added? For example, it would be interesting to find notes with secrets leading to unique items with history.
Is it possible to add randomly generated finds in the world, like chests in various places, skeletons with gear near trees, something useful in abandoned houses? This would increase interest in exploring large territories.
When will a shared account bank be introduced? Its absence is very frustrating.
Will ability cooldowns (CDs) be revised? Currently, many have too long a CD, making them useless. Will CDs be reduced to, for example, 1-3 minutes?
Is controller (gamepad) support planned?
Will there be a font size setting?
Will quest journal entries include quest giver names and location markers? Sometimes it's unclear who exactly to turn the quest in to, markers display incorrectly or are missing.
Is it possible to rearrange the roadmap based on player preferences, or is the order fixed?
Is merging the EU and CIS servers being considered? This could make the game more interesting and lively.
Are more wipes (resets) planned?
But we understand the subtext of the question, so we'll answer a bit broader.
The pre-release wipe was a consequence of the game not just accumulating mechanics during Early Access but undergoing changes down to its core concepts, not to mention the approach to comfort, character progression, player wealth, etc.
In this case, the wipe was an opportunity to look at this project anew, even for veterans.
Is an advertising campaign planned to attract new players?
This week, work began on something not explicitly outlined in the roadmap: Dwarrhan’s tutorial and the UX of interacting with the world, which, based on the first month's results and feedback from new players, are frankly major roadblocks.
As soon as work on the aforementioned tasks, along with fixing other critical aspects for the start, is completed, we will return to our admittedly modest (to the point of tears) but still existent promotion budgets.
Will new weapon types be added, like bows and daggers?
Is there a plan to rework the Vocation system at level 3 and above? (Unreasonable quantities of rare mobs and their parts)
A further revision will happen together with Abilities 2.0.
What is the developers' view on Time To Kill (TTK)? PvP at different progression levels is punishing: even a small difference in gear leads to one-shot kills. Is there a plan to increase TTK to prolong PvP battles? + Will the health and mana (HP/MP) regeneration system be revised? Is it considered too strong, making healing and mana restoration almost unnecessary?
Following the aforementioned changes to armor and enchanting, if we manage to increase overall survivability without synthetic means, then regeneration—both personal and the effectiveness of the Druid—will be revised downwards.
Regarding the approach to personal regeneration powders. Believe us, the base scenario where PvE inevitably boils down to constantly switching between weapons/”Balm”/”Palms” is liked by only a select few.
Why does light cloth armor give so little overall protection compared to heavy/medium/large armor? If large armor gives cloth as much as medium and 10% less than heavy, then light cloth gives only 60% of heavy.
Will class balance be revised? Warriors have been strong from the start and have almost no costs until their weapon breaks. Mages are weak, their weapons (powders) are constantly consumed, requiring crafting or expensive purchase. Will mages have staves with permanent crystals emitting magic, rather than expendable charges?
The economy that should change is the crossbow's. Consumable bolts with various modifiers must appear in the game sooner or later.
Will there be more variety among small gear enchantment sets? Currently, many builds cannot use existing ones due to their specific requirements. + Can the elemental requirements on bracers and amulets be removed?
However, such extreme values indeed likely lead to monotony and predetermination for Vocations that have received significantly more pronounced specializations. We will definitely devote time to them as part of balance tasks.
Is it possible in the future to have enchanting for shields and shirts?
Will there be an opportunity to create unique stats for each Vocation? For example, allow players to modify Vocation bonuses, lowering unnecessary stats (e.g., Accuracy if you don't use physical ranged weapons)? Will armor require different attributes (Dexterity, magical elements), allowing players to fine-tune their build more precisely to their play style, without feeling tied to a specific weapon or equipment?
What is the vision for the Thief Vocation, and how might the idea and play style evolve from a casual street pickpocket laundering small amounts of coin, to the contrast of a more advanced PvP oriented “burgler” who might be able to disarm, and steal buffs or even items from unsuspecting enemy players?
If stealing valuable items directly from hands would likely carry a negative connotation, then disarm through temporary disappearance of an item in hands, and especially stealing buffs—these are truly wonderful ideas. Thank you!
Does the system allow killing allies by accident (misclick)? Are there plans to fix this?
How are tasks set, epics created and prioritized? (Addition to the question about the roadmap and implementation order)
In the roadmap, each chapter is roughly what timeframe (month, two, half a year)? Is there an understanding of the implementation timeline for chapters?
The closer a chapter is to release, the more "reserve" is left for unforeseen fixes/changes.
Experience with previous chapters showed that, except for the task of completely refactoring the tutorial (and the necessary preliminary refactoring—essentially rewriting from scratch—of the quest system), we did not significantly fall behind plans.
The situation with enchanting is such that for a single letter mismatch, the chance drops immediately by about 50%, and there's no point in trying to compensate with bonus points. Is anything planned to be done about this?
Will the chat be made more functional and the crafting system more understandable? Detailed guides on all aspects of the game are needed, as new players understand nothing, and existing guides are insufficiently informative.
Are changes to the crafting system planned? Currently, it's almost impossible to buy decent ready-made items at a fair price on the auction. If top-tier items become more accessible (including through the auction), there will be more PvP where skill decides, not gear.
Will recipe descriptions be reworked? Currently, it's impossible to understand what a recipe gives without placing it on a workbench. Logically, when you take a recipe in hand, you should see the necessary ingredients and a textual description of the result. + Can the system of bonuses from exceeding crafting points for Blacksmiths and Weaponsmiths be made more transparent?
Is there a plan to change the skill system? There was an idea to give players access to all skills and allow them to choose them for points, with different costs for different Vocations. There is a concern this would lead to finding one most profitable "template" and losing class uniqueness. Will this idea be reconsidered? We'd rather each class be unique, with 2-3 skills useful for mass PvP, plus a pool of common skills for additional customization.
Will the distribution of attribute points for Vocations be changed? Is it possible to remove stat penalties or make free distribution as desired?
There is a lack of PvE content, like in EverQuest 2 with hundreds of complex and epic quests. Is the addition of such content planned?
How and when will the economy tied to castles develop further? (NPCs in castles, resource collection for the treasury, caravans between mines and castles, caravan robberies).