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OnRPG: With the game having features that you can find in other P2P MMOs, what do you think is different in Eternal Land’s features aside from it being F2P?įeature wise, I don’t think we have more to offer than big house P2P games. They will generally help you if you ask questions, some will even give you free items and many will return the items you lost when you died. Since last year, we added 15 new quests (real quests, not just kill 10 rats), and many more small quests, as well as 5 daily quests, some of them with 20-30 random objectives.īut what I think gives us an edge over other games is that our players are more friendly and helpful. We started adding quite a bit of quests lately, and we will keep adding. In terms of features, I don’t play other MMOs, but the only big feature we are lacking is thousands of quests. RuneScape is a testament to that, it is one of the most played MMOs in the world, and their visuals are not the best. In fact, I don’t think the artwork matters that much in a MMO. And while we are still lacking true 3D terrain, I don’t think that is a crucial factor. You can compare our latest screenshots with the screenshots of other MMOs and see for yourself. I think that after our latest update, Eternal Lands looks just as good, and sometimes even better than many other MMOs out there.
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OnRPG: With the seeming graphic and feature limitations of the game compared to other MMOs, what do you think is Eternal Land’s edge against them? Again, we could have split it in 2 skills, but I am not sure that would be better. The alchemy skill is used both for making ingredients that are used in magic spells and refining metals (smelting). Of course, we could have split the Harvesting skill in other skills, such as Plant Lore and Mining, but sometimes less is more. You can use it to pick flowers, mine coal, all kind of ores, and even dung from the outhouses to make potassium nitrate, which is used in the gunpowder for mines. Harvesting is the generic skill for collecting resources of any origin. Magic and summoning are also two skills that play a role in combat. We have two skills for melee combat (attack and defense), one skill for ranged weapons (ranging) and one for making and placing devices such as caltrops and mines (engineering). Does that mean you can do more things than in a game with just 10 skills? Some games have a skill for every weapon, like sword, axe, staff, hammers, etc. Some games have a skill for everything, and then they can brag: Over 100 skills and professions. I think 12 skills is quite nice actually. Is this a disadvantage for Eternal Lands or now? Why do you think so? OnRPG: The game seems to be limiting itself and the number of actions a player to only 12 actions where other games have more than that. Many other games are Beta, they just won’t admit it. And I would like to add 200 new NPCs in the game and more quests. One of those things is have full 3D terrain support.
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There are still a few things that I would like to have before removing the Beta part from our game. The term “Beta” is not very well defined, it just means something like: “almost done, but not quite”. The interface has been changed a bit too and now some tasks are easier, and being able to have emotes is quite nice. Another benefit is that we added a few features that allow us to have better quests, and an improved tutorial. Now the game looks much better than it did before, and all players seem to enjoy it. The main benefit of the update is that 90% of the artwork (2D, 3D and animations) was totally redone. It seems you’ve just released version 1.9.0 of the game a few days ago, what has been the effect of the patch update on the game? OnRPG: Hello, thank you for giving us the opportunity to talk to you guys. Questions by: Vincent Haoson, OnRPG Journalist Eternal Lands Interview: Yes it’s still in Beta-But it packs a punch
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