How significant will quests or missions be in Phylon, and what are the key things we should be aware of with respect to this element? Quests are a pathway to gaining levels, acquiring new equipment and exploring the world. They are optional, but to get the full experience of what Phylon has to offer, quests are quite important. One thing that our game has over many other competitors is our questing system. All of our quest bots are dynamic, and can be added, changed, altered or removed from the game at any time, with no patching required. As the game grows, the world will change, and the quests will be in a constant state of change to match it.
Community flourishes best in communal spaces, so we’ve tried to create common areas that encourage players to congregate for trading, shopping, recruiting squad mates, or just hanging out. Given that dying is probably inevitable, at least occasionally, what kinds of penalties are you implementing? Humiliation is its own penalty – that and the possibility of being looted if you are killed on the planet’s surface. You earn your equipment. You gain a feeling of accomplishment for acquiring it. Losing your gear because you die, we feel, would be cruel and discouraging. Now, anything that is not considered equipment is all up for grabs…
How will grouping function? Are there different ways to do so, and if so, what differentiates them from one another? Players can group together in three ways. They can join one of the eight factions. These were devised by the EXG Initiative to further the conflict between the inhabitants. If a member of a faction holds the top position on any one or more of the Phylon leader boards, all its members gain bonuses appropriate to that particular board. For example, if Tomak, a member of the Black Fork faction, becomes the top PvP player, he and all other members gain +10 damage dealt by any weapon for as long as that position is held. Each leader board grants a different bonus, and all bonuses stack. A faction is obtained through questing, and is designated by floating banners on either side of the character.
Players can also join squads. Squads are small, player-created, semi-permanent units consisting of two to six members. The squad name is projected over each character’s name. All members can assist in looting each other’s kills. They can also share health amongst each other, and can teleport to one another within a zone.
Finally, players can join groups, which are temporary hunting parties with no size restriction. Groups, as well as squads, get their own chat channels for communication across multiple zones, and can loot each other’s kills. Members of a group are marked with an indicator that can only they can see. Unlike squads, group membership is lost when the player logs out.
Regarding the broader topic of community, what are your main goals in this area? What forms of support are you providing for the users, both in the game and outside? We started with communication, since that’s the bedrock upon which communities are built. We wanted to make it as easy as possible to find your friends, join groups and communicate. With that goal in mind, we’ve developed a robust chat system with public and private channels. Since communication is both textual and visual, we’ve created a number of emotes that players can use to express themselves.
Next, we designed a grouping system that allows players to band together for hunting in temporary groups, or to join more permanent groups like squads or one of the eight factions. Community flourishes best in communal spaces, so we’ve tried to create common areas that encourage players to congregate for trading, shopping, recruiting squad mates, or just hanging out.
Out of game, players can communicate with each other and the developers through our forums. The website features leader boards, which list top players and factions. It allows us to keep players up to date on the latest changes to the game, as well as solicit feedback on new features. We’re currently integrating a polling system so they can give us more focused feedback on what they’d like to see in the game.