Post by Prometheus on Jul 26, 2010 14:25:04 GMT
Unique Features[/i]
Some of the unique features that can be found within Zulu Hotel Factions will remain secret, for the players to discover, and are therefore not listed here.
Player Towns and Factions
Race Starting Times
The life of every shard can usually be broken down into different epochs. Those players who get started in the first few months of Zulu Hotel Factions's history, before any player has trained their skills to cap levels, will be labelled as players "of the First Age" (e.g. Human of the First Age).
Once a few guilds have established themselves and the first Player Towns begin starting up, becoming Race Starting Points themselves, the Second Age will begin and all players who start a new character during this period will be labelled, for instance, a "Dwarf of the Second Age".
As the years pass and the times change, when I see it fit to do so, new Ages will come and go until those players of the First Age, and even the Second Age, become a rarity that is respected and revered!
Regional Resources
There are 10 new ores and 10 new logs, all with different strengths, weaknesses and attributes, that can be found at different locations around the world. It is up to the players to discover these regional ores and logs themselves.
The purpose behind the implementation of regional resources is to encourage trade across the world, to enhance the mystery of the game and to give a unique identity to individual towns and regions around the map which might base themselves next to, perhaps, the only mine where a certain ore can be found.
Some sets of armor will be incredibly rare in some parts of the world, whereas some will be common and will come to be a defining characteristic of a city, both in the armour worn by players and the decorations in houses.
New Zulu ore, Elven logs and Darkness logs have all been incorporated into regional resources. New Zulu ore, for instance, can only be found in Minoc Mines.
Ostards & Taming
Ostards will more often spawn in groups of two or three, rather than singularly, primarily to help players raise their taming skill at a pace that's faster than monolithic.
Ostards will also be spawned regionally. Expect Jungle ostards in the jungles around Trinsic, Fire ostards near the Fire Dungeon and Snow ostards on Ice Isle, for instance. Heavenly ostards have traditionally been the most valuable ostards due to their ability to resurrect players, but their location, like so many other things in Zulu Hotel Factions, will have to be discovered by the players themselves.
Hides
Dragons, Balrogs, ostards, ratmen, Undead Flayers and many other monsters will now drop more hides when skinned than they used to. Tailoring is no longer impossible to cap.
Arrows & Reagents
More arrows and reagents will drop in basic monster loot and will be available on NPC vendors. Without the ability to instantly recall this feature may crucially extend the ability of mages or rangers to hunt for longer.
Some of the unique features that can be found within Zulu Hotel Factions will remain secret, for the players to discover, and are therefore not listed here.
Player Towns and Factions
Race Starting Times
The life of every shard can usually be broken down into different epochs. Those players who get started in the first few months of Zulu Hotel Factions's history, before any player has trained their skills to cap levels, will be labelled as players "of the First Age" (e.g. Human of the First Age).
Once a few guilds have established themselves and the first Player Towns begin starting up, becoming Race Starting Points themselves, the Second Age will begin and all players who start a new character during this period will be labelled, for instance, a "Dwarf of the Second Age".
As the years pass and the times change, when I see it fit to do so, new Ages will come and go until those players of the First Age, and even the Second Age, become a rarity that is respected and revered!
Regional Resources
There are 10 new ores and 10 new logs, all with different strengths, weaknesses and attributes, that can be found at different locations around the world. It is up to the players to discover these regional ores and logs themselves.
The purpose behind the implementation of regional resources is to encourage trade across the world, to enhance the mystery of the game and to give a unique identity to individual towns and regions around the map which might base themselves next to, perhaps, the only mine where a certain ore can be found.
Some sets of armor will be incredibly rare in some parts of the world, whereas some will be common and will come to be a defining characteristic of a city, both in the armour worn by players and the decorations in houses.
New Zulu ore, Elven logs and Darkness logs have all been incorporated into regional resources. New Zulu ore, for instance, can only be found in Minoc Mines.
Ostards & Taming
Ostards will more often spawn in groups of two or three, rather than singularly, primarily to help players raise their taming skill at a pace that's faster than monolithic.
Ostards will also be spawned regionally. Expect Jungle ostards in the jungles around Trinsic, Fire ostards near the Fire Dungeon and Snow ostards on Ice Isle, for instance. Heavenly ostards have traditionally been the most valuable ostards due to their ability to resurrect players, but their location, like so many other things in Zulu Hotel Factions, will have to be discovered by the players themselves.
Hides
Dragons, Balrogs, ostards, ratmen, Undead Flayers and many other monsters will now drop more hides when skinned than they used to. Tailoring is no longer impossible to cap.
Arrows & Reagents
More arrows and reagents will drop in basic monster loot and will be available on NPC vendors. Without the ability to instantly recall this feature may crucially extend the ability of mages or rangers to hunt for longer.