Most of the emphasis in developing the World Of Torr was placed not in the
content but in the features that make a persistent world playable for a long
time.
The game world was not designed to be full of static D&D quests that just
happens to be played with 100 other people on it. World of Torr was created
more like a fantasy "playground" for the players to have fun with the
different activities while they are here. We've put in many
different kinds of systems that allow for many different kinds of game play,
essentially setting up various
"Jungle Gyms" and "Sandboxes" (not to mention a few
dark alleys) of a fantasy RPG world. The players can have fun with
the "equipment" in whatever way they choose whether that be role-play, power
gaming, Tradeskilling, exploring and adventuring with friends or stealing
from and killing people. You are encouraged to look around for what you'll enjoy
the most. We've tried to make sure that players are not forced to
participate in any type of game play that they are not interested in. The
different activities were designed to interact with each other however, so don't be
surprised if while power gaming you started exploring which led to an
adventure about tradeskills that involves killing another evil player!
Persistence: Much effort was placed on making your character and the
world they are playing in persistent. Virtually all the houses and buildings
in all the cities are ownable by the players. All housing has various
persistent storage chests also. Very few buildings, if any, are simply put
there for effect. Housing is NOT expensive, it is expected that most
characters, even at low level, will be able to afford at least a small home.
Housing does carry a maintenance cost however which if is not kept paid up
will reset your home and kick you out. There are also ways to decorate your
home and change the effects and lighting making every home unique.
Questing:
We try to make a "quest" out of almost anything to give players a little
more direction than looking for the best place to kill monsters for
Experience Points. Almost all quests are repeatable without penalty. Many "quests" are as
simple as killing a certain number of monsters in a certain place and can be
initiated simply by entering a certain area. There are also very long epic
quests players can undertake which can take days to complete but the rewards
can be staggering (See Quest System). We
also have "PvP Quests" which deal with Player vs. Player interaction. PvP quests are designed to pit opposing players against each
other for XP rewards. This implies that the players (or groups of players)
are either after the same goal such as stealing the same item from a castle
or are directly against each other like when one player is charged with
defending a small village against the other players invading army. See
PvP Quests
Economy: This server offers a supply and demand based economy between
the various cities. The buy/sell price range for all merchants fluctuates
according to what players buy and sell. As certain types of goods
are bought and sold (Armor, Weapons, Gems etc), the prices of those types of items across the world
change in response. Prices on popular items will go up and merchants that get a lot
of junk dumped on them will offer almost nothing for more of the same, See Economy and Trade
for more details. Players can also hire their own merchants using the same
system which have a very useful administration feature (See
Merchants).
Tradeskills:
World of Torr also has an elaborate Tradeskill system. The system is not the
ATS system or any other system you've seen. Progressing in a tradeskill is
not done by repeatedly producing mountains of junk at a high price until
your skill is high enough to make something useful. The tradeskills are
advanced through spending special skill points when you level up much like
normal D&D skills and not by actually making of items (see
Secondary Skills). Much like other
non-combat activities, tradeskills earn you good XP (when you succeed).
Creating useful items earns enough XP to compete with the people who
adventure and kill monsters for levels. You can conceivably go to level 20
by tradeskilling almost as fast as any other player. The items you create
with tradeskills are almost mandatory for the economy to move. If there were
no tradeskill players at all, players would have a hard time finding
replacements for their weapons and armor as almost everything players use in
the game is crafted by other players and traded through the markets (see
Tradeskills and
Economy and Trade for more information)
Player vs Player: We didn't just turn on PvP to appease bored people
who want to grief other players mindlessly.
We've tried to make a fun and rewarding "game" out of PvP without
making it annoyance to people who don't want to get involved with it. If you
do choose to
get involved with PvP it can earn you just as much XP and rewards as
adventuring or killing monsters. There is an elaborate system for enforcing laws in
cities and bounty hunting felons who attack players and run from the law. Players can't simply slaughter and pillage other players in a city
unless they want to spend hours languishing in prison and lose serious XP
when the courts execute your character. Mindless pick pocketing doesn't pay
either. Pick pocketed
items will be returned to the victim automatically if a guard arrests
the thief (or you kill him yourself). Players who are victimized can attend
the public trial of their assailants and even vote for their execution. Killing players and stealing is NOT
frowned upon however, if it's done "in character" (and you don't get caught)
it can be quite rewarding for the player in question. There are several
quests in which the goal is to steal from or kill other players in the game. In general the PvP is done
between the good players and the evil "Exiled" ones. See (The
Law and Becoming an Exile for more
details).
Game Balance:
This is a game and good games are balanced and challenging even at the
expense of realism or "effect". This is most evident in things like spell
changes and multi-classing penalties but game balance is also our top
concern in all aspects of the game like the economy and Experience Points. We do our best to balance everything in terms of usefulness and power.
If there is a "Best Weapon" or "Best XP spot" then we are screwing up our
play balance. Everything in the game should have a highly debatable "Best" and
no one thing should obviously stand out. Sure a Steel weapon is better than
an iron one, but it might be debatable if its all that much "better" since
it takes more than twice the effort to produce and the benefits of a steel
weapon are not staggering over iron ones. Galvorn is the rarest metal in the
game but it doesn't make weapons very well at all and usually only carries
big bonuses with no special powers. Eog is stronger than
Ithilnaur but Ithilnaur is usually enchanted with stronger magic for the
same amount of effort. Is an extra +1 or +2 better than the ability to throw lightning bolt twice a day? As long as several people can reasonably debate over
what is better and no one type of item or game aspect is being swarmed over
or dominating the server than we know we're doing ok with our play balance.
If everyone is walking around with the same "uber" item than we need to
tweak something, usually bringing the weaker stuff up to par as opposed to
"nerfing" the uber stuff.
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