Imagine a vast, detailed world of swords and sorcery, of dragons and knights, of fiery swords and chests overflowing with treasure; a world in which a myriad of sentient races and creatures, many of whom players will be able to base a character on, live and affect change. A place where players can follow very different paths of advancement, including assuming the roles of adventurers, crafters and merchants.
Characters will not only own buildings and vehicles, but they will also whisper into the ears of kings, manipulate the hand of justice, and change the direction of history. They will make their mark on a world we initially create but they ultimately shape and form.
Players will experience settings ranging from enjoying a drink in a tavern to walking through the streets of a bustling city. They will travel with trade caravans across deserts and they will fight pirates on the high seas. They will ascend the highest peak in the land and also explore the depths of eerie dungeons...
Vanguard: Saga of Heroes will be the premier third generation massively multiplayer RPG. A vast, seamless, immersive virtual world filled with elements of familiar High Fantasy, including traditional themes and more, all depicted using cutting-edge graphics technology. Sigil's expertise and experience in the field will bring groundbreaking static and dynamic content to the genre. Vanguard will build upon the successes and strengths of earlier MMOGs to improve popular game mechanics and features, but also address these pioneering games; mistakes and deficiencies. Vanguard will focus heavily on interdependence, challenge, and reward, while simultaneously addressing tedious and annoying issues, including camping, excessive downtime and more.
http://www.vanguardsoh.com/
Deze game ziet zichzelf als 3de generatie MMORPG waar crafting en diplomacy zeer word uitgebreid
Uit de FAQ:
http://www.vanguardsoh.com/faq.php Official
http://www.silkyvenom.com/pages/faq.php Unofficial (must read)
How big is the world?
We feel world size should be determined by how much compelling content we can create in the development time we have. Content should drive world size and not really much else.
If a world can support 3,000 or 6,000 or 20,000 people simultaneously and the community works, people can find each other, and there's stuff to do for all levels, then it's all good.
Is the world seamless or zone based?
The world of Telon will not be zone-based in the traditional sense. Every square kilometer of the world we define will be there, all interconnected in a virtual grid. In other words, if you can see it, you can probably go there.
Seamless worlds offer a lot of cool things... a more immersive world, more room for a dynamic world, etc.
What is your goal for crafting in Vanguard?
Vanguard will feature a more advanced crafting system than has been implemented to date; just like combat, you need to decide what you want to use during the process and you have to actively make decisions based on the situation. For example, attempts to gather resources well above your level could have dangerous or even potentially deadly results. If you attempt to chop down a particularly tough tree you may break your axe. Also, while mining for resources, lack of attention could cause a cave-in, trapping some players and wounding or killing others. Some resources may be in areas inhabited by your enemies, requiring cooperation between adventurers and crafters of high level. You will need to be aware of your resources, and the situation around you to reap maximum benefit.
What are your aims with the Diplomacy Sphere? Why include it?
Diplomacy I think is very exciting because it adds something to MMOGs that's been missing, and that's that it doesn't make sense that combat solves everything. No, I'm not down on combat (I love it), nor am I trying to make a statement about too much combat or whatever in a game, nor am I wearing a make peace not war t-shirt.
What we're trying to do, and have been going all the way back to EQ 1, is create a virtual world similar to the ones we've played in single player RPGs and in MUDs, but also similar to the ones weve read about in fantasy novels. And when looking at these fantasy worlds, especially in the books, I see a lot of intriguing diplomacy and politics going on... using ones influence to speak with the king, saving ones hide not by fighting but by convincing the lord of thieves to spare your life, bribing a guard to let you pass (especially when he's 20 levels above you, e.g. you couldn't have killed him), so you can gain access to an area
I think these alternate approaches provide additional dimensions to gameplay and more immersion, not just because it's another advancement path, but because it's something we've grown up reading about, and it's something I think we expect a fantasy world to have, but perhaps have forgiven game worlds for not having because it wasn't possible or even that it didn't occur to us.
I also think Diplomacy will help Vanguard appeal to a different set of core gamers, perhaps those who are more interested in strategy games and the like. This is especially true when later, as a diplomat, your skills and abilities are crucial when building player towns and cities. So its really cool, IMHO, and will hopefully broaden the games appeal: win-win.
So, the player characters will not be clones, especially once equipped; the opposite is actually true, as I addressed above, with the additional clothing and equipment that will exist. And Diplomacy is not about virtual bottlenecks, though it certainly involves contested rolls, but no more so than does combat. Your decisions will be important. The equipment you wear will be crucial. The abilities you choose to activate when in parlay with an NPC are critical. The correct reactions to what the NPC is doing, especially in terms of countering one of his moves, or using the right ability in response to his last move, involves strategy and thinking.
And yes, so does luck, because, as I mentioned, there are definitely 'rolls of the dice' going on, as there will be in combat and crafting and as has been fairly fundamental to RPGs in general for some time.
Will there be player owned housing and how will that work?
Player housing phase one is already in. If you want to compare it to something, it's probably most similar to SW:G. You own a house, it's not instanced and is in the real world, you can arrange objects in it, place objects in it that you found while out in the world, and store items like a bank.
We have big plans to go beyond this and have hinted at player cities and the like. We are being a bit tight lipped about it though because we're implementing this big plan piece by piece. In other words, I don't want to hype one aspect of it but then not have it turned on until after launch.
Player-owned ships?
Both NPC-controlled as well as player-controlled and owned.
Player-owned ships will need to be crafted by the appropriate crafting classes.
Various types of player owned ships will be available, including 'coast hugger' ships, as well as ocean going vessels, some better for defense, some better for hauling equipment, etc...
Players will, just like with their residences and their horses, be able to both store goods in their ships. They will also be able to enhance their ships by equipping them with items.
Will there be horses? How will they work, how important will they be, and are they just a status symbol or integral to the game?
Horses are integral to ground-based travel. We expect characters to own a horse fairly quickly to help with travel. Horses will also be able to store goods and even be enhanced with certain items, just like your character and/or your ship.
It is also possible for combat to take place while on a mount, or even while on board ships
Races
On the continent of Thestra:
Quote:
Dwarf
Half-Giant
Halfling
High Elf
Thestran Barbarian
Thestran Human
Vulmane (wolf people)
On the continent of Qalia:
Quote:
Ahgramun Human
Dark Elf
Gnome
Mordebi Human
Kurashasa (cat people)
Qalian Barbarian
On the continent of Kojan:
Quote:
Goblin
Half-Elf
Kojan Human
Orc
Raki (fox people)
Wood Elf
Adventuring Classes
Protective Fighters
Dread Knight
Inquisitor
Paladin
Warrior
Offensive Fighters
Bard
Berserker
Monk
Ranger
Rogue
Healers
Blood Mage
Cleric
Disciple
Shaman
Arcane Casters
Druid
Necromancer
Psionicist
Sorcerer
Screenshots



Costs?
Yes. Most likely the game will follow the traditional model of buying the box in the stores, receiving a free trial period, and then paying a monthly subscription fee. Other payment plans and options may be made available.
Release date
2006
Voor mij een MUST-HAVE spel van 2006 en zeker de 3de generatie waard in MMORPG spellen.
Characters will not only own buildings and vehicles, but they will also whisper into the ears of kings, manipulate the hand of justice, and change the direction of history. They will make their mark on a world we initially create but they ultimately shape and form.
Players will experience settings ranging from enjoying a drink in a tavern to walking through the streets of a bustling city. They will travel with trade caravans across deserts and they will fight pirates on the high seas. They will ascend the highest peak in the land and also explore the depths of eerie dungeons...
Vanguard: Saga of Heroes will be the premier third generation massively multiplayer RPG. A vast, seamless, immersive virtual world filled with elements of familiar High Fantasy, including traditional themes and more, all depicted using cutting-edge graphics technology. Sigil's expertise and experience in the field will bring groundbreaking static and dynamic content to the genre. Vanguard will build upon the successes and strengths of earlier MMOGs to improve popular game mechanics and features, but also address these pioneering games; mistakes and deficiencies. Vanguard will focus heavily on interdependence, challenge, and reward, while simultaneously addressing tedious and annoying issues, including camping, excessive downtime and more.
http://www.vanguardsoh.com/
Deze game ziet zichzelf als 3de generatie MMORPG waar crafting en diplomacy zeer word uitgebreid
Uit de FAQ:
http://www.vanguardsoh.com/faq.php Official
http://www.silkyvenom.com/pages/faq.php Unofficial (must read)
We feel world size should be determined by how much compelling content we can create in the development time we have. Content should drive world size and not really much else.
If a world can support 3,000 or 6,000 or 20,000 people simultaneously and the community works, people can find each other, and there's stuff to do for all levels, then it's all good.
The world of Telon will not be zone-based in the traditional sense. Every square kilometer of the world we define will be there, all interconnected in a virtual grid. In other words, if you can see it, you can probably go there.
Seamless worlds offer a lot of cool things... a more immersive world, more room for a dynamic world, etc.
Vanguard will feature a more advanced crafting system than has been implemented to date; just like combat, you need to decide what you want to use during the process and you have to actively make decisions based on the situation. For example, attempts to gather resources well above your level could have dangerous or even potentially deadly results. If you attempt to chop down a particularly tough tree you may break your axe. Also, while mining for resources, lack of attention could cause a cave-in, trapping some players and wounding or killing others. Some resources may be in areas inhabited by your enemies, requiring cooperation between adventurers and crafters of high level. You will need to be aware of your resources, and the situation around you to reap maximum benefit.
Diplomacy I think is very exciting because it adds something to MMOGs that's been missing, and that's that it doesn't make sense that combat solves everything. No, I'm not down on combat (I love it), nor am I trying to make a statement about too much combat or whatever in a game, nor am I wearing a make peace not war t-shirt.
What we're trying to do, and have been going all the way back to EQ 1, is create a virtual world similar to the ones we've played in single player RPGs and in MUDs, but also similar to the ones weve read about in fantasy novels. And when looking at these fantasy worlds, especially in the books, I see a lot of intriguing diplomacy and politics going on... using ones influence to speak with the king, saving ones hide not by fighting but by convincing the lord of thieves to spare your life, bribing a guard to let you pass (especially when he's 20 levels above you, e.g. you couldn't have killed him), so you can gain access to an area
I think these alternate approaches provide additional dimensions to gameplay and more immersion, not just because it's another advancement path, but because it's something we've grown up reading about, and it's something I think we expect a fantasy world to have, but perhaps have forgiven game worlds for not having because it wasn't possible or even that it didn't occur to us.
I also think Diplomacy will help Vanguard appeal to a different set of core gamers, perhaps those who are more interested in strategy games and the like. This is especially true when later, as a diplomat, your skills and abilities are crucial when building player towns and cities. So its really cool, IMHO, and will hopefully broaden the games appeal: win-win.
So, the player characters will not be clones, especially once equipped; the opposite is actually true, as I addressed above, with the additional clothing and equipment that will exist. And Diplomacy is not about virtual bottlenecks, though it certainly involves contested rolls, but no more so than does combat. Your decisions will be important. The equipment you wear will be crucial. The abilities you choose to activate when in parlay with an NPC are critical. The correct reactions to what the NPC is doing, especially in terms of countering one of his moves, or using the right ability in response to his last move, involves strategy and thinking.
And yes, so does luck, because, as I mentioned, there are definitely 'rolls of the dice' going on, as there will be in combat and crafting and as has been fairly fundamental to RPGs in general for some time.
Player housing phase one is already in. If you want to compare it to something, it's probably most similar to SW:G. You own a house, it's not instanced and is in the real world, you can arrange objects in it, place objects in it that you found while out in the world, and store items like a bank.
We have big plans to go beyond this and have hinted at player cities and the like. We are being a bit tight lipped about it though because we're implementing this big plan piece by piece. In other words, I don't want to hype one aspect of it but then not have it turned on until after launch.
Both NPC-controlled as well as player-controlled and owned.
Player-owned ships will need to be crafted by the appropriate crafting classes.
Various types of player owned ships will be available, including 'coast hugger' ships, as well as ocean going vessels, some better for defense, some better for hauling equipment, etc...
Players will, just like with their residences and their horses, be able to both store goods in their ships. They will also be able to enhance their ships by equipping them with items.
Horses are integral to ground-based travel. We expect characters to own a horse fairly quickly to help with travel. Horses will also be able to store goods and even be enhanced with certain items, just like your character and/or your ship.
It is also possible for combat to take place while on a mount, or even while on board ships
On the continent of Thestra:
Quote:
Dwarf
Half-Giant
Halfling
High Elf
Thestran Barbarian
Thestran Human
Vulmane (wolf people)
On the continent of Qalia:
Quote:
Ahgramun Human
Dark Elf
Gnome
Mordebi Human
Kurashasa (cat people)
Qalian Barbarian
On the continent of Kojan:
Quote:
Goblin
Half-Elf
Kojan Human
Orc
Raki (fox people)
Wood Elf
Protective Fighters
Dread Knight
Inquisitor
Paladin
Warrior
Offensive Fighters
Bard
Berserker
Monk
Ranger
Rogue
Healers
Blood Mage
Cleric
Disciple
Shaman
Arcane Casters
Druid
Necromancer
Psionicist
Sorcerer



Yes. Most likely the game will follow the traditional model of buying the box in the stores, receiving a free trial period, and then paying a monthly subscription fee. Other payment plans and options may be made available.
2006
Voor mij een MUST-HAVE spel van 2006 en zeker de 3de generatie waard in MMORPG spellen.