For starters we've gotten rid of those pesky levels. I know. “Layenem, what are you thinking!?” I get it. I’ve played since EverQuest 1 in mid-2000. Levels have been something that I haven’t really been ready to give up until recently. The question came to “How do we allow players to play with their friends? We could incorporate a system where players can sync down… but what if those players started late and just wanted to help a friend with a fight that was slightly higher than their own level? What then? We can’t sync them up… that’s just not justifiable…” We chose, instead, to take out the levels and incorporate tiers, which work as a difficulty scale. Some players will live in tier 12 where their difficulty is at its cap, some will find that grouping up and taking on tier 16 is where they love to be, others will simply take on the game until they are bleeding at the fingertips. We wanted the players to be able to go back and forth between tiers seamlessly and feel as if they were still earning their fight rewards.
Fear not, though. This is only one of the major changes we’re implementing to create a highly immersive world that you will love to thrive in. No matter where you want to be, no matter how you want to play, Sacrament™ has a place for you and those like you. So bring your friends and strap in for an amazing open world experience. Join us as we push your limits.
We created names, a company, and found a few highly interested parties who were inspired by what we’d presented them and chose to aid us in our endeavor… and here we are. Now it’s time to bring the MMORPG industry back to where it should be: focused on the people!
Sacrament will use a blended payment model:
Limited Action Free to Play, Limited Action Buy to Play, and Full Access Pay to Play.
The goal is to provide players with a few choices. The first choice being to experience a bit of the game and THEN decide if they like it or not. While most marketing is aimed at gathering money before someone can determine if they find value in the cost, Ferocity Unbound Core Studios will not be participating in that sentimentality. Instead, the goal is to give the players an in-depth snapshot of the game play before they choose to purchase the game itself.
For players that choose to buy the game, they move into the majority of the game content itself. The only true restrictions players will note is that they cannot participate in any of the content in the tier 16-20 game space, such as building faction, doing quests starting there, playing through any raids, etc. They may visit these locations and attempt to kill the creatures there, if they have the skill and allies to do so, but loot will be restricted to the current tier layout since they do not have access to the tiers.
The only adjustment here is that a player can obtain tier 16 status without ever having paid for a subscription due to the fact that once you complete all tier 15 requirements you are flagged for the next tier. However, until the subscription has been paid (and is active) players will not reap the rewards of their efforts in the tier 16 areas.
This is possible in order to provide updates specific to the high tier content for players that are looking to expand the story line(s) and help the game evolve.
Last but certainly not least is the subscription model. Many gamers support the subscription model regardless of any rewards offered (such as access to tier 16+ content) and will utilize the model to help fund the continued development and maintenance of the game. However, there are some players who just want a space to play without feeling pressured to pay a monthly sub for an hour or two a week worth of played time. Knowing that, this was the furthest Ferocity Unbound is willing to go without risking the financial stability of the continued creation and maintenance of the game, as MMOs require continued content and care in order to thrive.
The following are the current restrictions of each of the payment types that players can choose to participate in:
Limited Action Free to Play Restrictions
The game is free to play up through tier 5 for all players.
Restrictions during that time are as follows:
- - No addon support (cannot create, install, or use)
- - No global chat support (can use /shout)
- - Cannot create chat channels
- - Can only learn rank 1 abilities in tiers 1-5
- - Can only loot and wear white and green rarity gear - no bonuses
- - Cannot initiate trade with other players
- - Cannot use the Auction House or visit the Market District
- - Cannot form guilds or raids
- - Cannot initiate tells (can reply to a tell)
- - Cannot send or receive mail
Limited Action Buy to Play Restrictions
All players who have purchased the game will have access to all content through tier 15.
Restrictions for Buy to Play accounts are as follows:
- - Can only have UP TO 10 created addons in the Addon Store
- - Can only create UP TO 5 additional chat channels
- - Can only learn rank 3 spells through tier 15
- - Can only loot and wear UP TO purple rarity gear
- - Can only have UP TO 20 items on the Auction House at once (includes bids; no limitations for Player Merchants)
Full Access Pay to Play
Subscription accounts have no restrictions to content and gain a monthly allotment of currency for our cash shop.
Inventory will be laid out in grids akin to EverQuest 1. Within these grids players can choose to place items directly or place containers that will further increase the capacity of items they can retain. There will be no weight limitations on capacity.
There are three types of Inventory Management Items within Sacrament™:
- 1. Safes
- 2. Lockboxes
- 3. Backpacks
Safes are used within Player Housing and Guild Halls to provide personal and shared off-player inventory management. Safes cannot be used as Inventory Management Enhancements in the player’s personal inventory. An initial one slot Safe can be purchased from the same NPC that will allow players to buy a 1 room apartment; this safe will have limitations on maximum capacity regardless of lockboxes used and will have no shared space. Armorsmiths craft safes.
Lockboxes are placed within the Safes in order to expand the capacity of items that can be stored within the safe. Lockboxes cannot be used as Inventory Management Enhancements in the player’s personal inventory. An initial 10 slot Lockbox can be purchased from the same NPC that will allow players to buy a 1 room apartment. Carpenters craft lockboxes.
Backpacks are placed within the player’s personal carrying space to expand the capacity of items that can be stored on the player. Backpacks cannot be used as Inventory Management Enhancements in the players Safe. Initial 4 slot backpacks can be purchased from an NPC within the players’ first city. Tailors craft backpacks.
Regardless of the type of container, players will have the ability to hide items in their bags from vendor windows while selling and buying goods from NPCs.
One of the most important systems in a game is the market and how it works alongside the economy. To have a successful market, many subsystems must be considered and weighed appropriately. It is essential to give players the ability to interact with other players and not a virtual automated system that separates players from each other. At the same time, players need the capability to interact with others that might be too far away or play at different times. There is a fine line between necessity and interaction and no one has discovered it yet.
What Sacrament has done is incorporated a system where players can interact with their primary faction’s auction house whenever they want. This auction house will be found within the major city in the t1 zone they start out in. Each player will start in one of three t1 zones based on their race/class combination. Players can buy, sell, and place bids on items (before and after they are placed on the market) from these auction houses. None of these items or bids will appear on any other auction house.
In order to interact with an auction house in another city, players must gain the required faction with the city’s merchant district. It will generally take players through roughly t6 to get to that point, unless they focus on earning the faction before then. Any goods or bids to buy goods placed on a t1 city auction house will not show up in any other auction house at any time, whether a player has access to the auction house or not.
Once players have been flagged for t11 access, they will find a fourth major city. Players must again earn the faction required to begin trading with the auction house of that major city. Players will be able to choose which t1 city’s auction house they’d like to sell, buy, or post bids on items (before and after they are placed on the market). From here, the players may view all four auction houses (one in t11 and three in t1), however they may only view the t11 auction house and one of the t1 auction houses at a time. Players may select which t1 auction house they want their items or bids to show up at when they post it to the t11 auction house. However, if the player does not have the appropriate faction with a t1 auction house they will not be able to interact with it. In other words, players may not bypass the faction requirements to view a t1 auction house.
Tier 16 will offer a final major city with its own auction house that will, again, require a minimum faction to begin interacting with. This auction house will allow players to sell, buy, and post bids on items (before and after they are placed on the market) to all auction houses, so long as the player has the faction required to do so, on the same screen at the same time. It is important to note that since all t16+ content is subscription content, a player will require an active subscription to have items and bids on the board (if a player has any items/bids on the board when their subscription expires those items will not be visible by any other players).
The auction house UI will allow you to sort by item name, buyers/sellers, item slot, item type, socket bonus, set bonus, minimum and maximum price, and date placed on the auction house.
Once players have earned the proper faction, each subsequent faction increase will unlock more functionality and decrease the taxation on sales from that auction house. At the time of the taxation decrease, players will have to repost any goods not yet sold for the decrease to take effect. The amount of taxes is based on the player's current faction level at the auction house that the sell, purchase, or bid is placed from. In order to trade from one auction house to another (t11 and t16), the player must have the required faction at both locations. Any completed transactions will be finalized at the auction house where the transaction was initiated.
Within the auction house itself players will have an immense amount of control. One of the key features is that players will be able to place items on the auction house in stacks, and other players can buy individual items from that stack. With this, sellers can create a “Discount for Bulk Purchase” option where sellers will be able to set the discount awarded for the minimum amount of items purchased at one time. This will allow players to place 112 items on the auction house, each selling for 2 gold per, with an 11% discount if players purchase 25 of the items, 15% discount if players purchase 50 of the items, and another discount price point of 20% if players buy all 112 items outright (all numbers are determined by the seller). This should please players that only want a set amount and don’t have the currency to purchase an entire stack, as well as players that want to sell items in bulk at a discounted price.
Next to each auction house will be boards for Crafters and Creators to post LFW jobs and those looking for specific jobs to be done to post their LFC requests. Players cannot post specific items to these boards but they can post their skills and availability or the skills and availability being sought after. Players will also have the chance to communicate in the global /LFW channel. The same rules apply to this channel that apply to the /trade channel.
Trading with other players will be available and fluid. This is less likely to reach as many players but will not have the tax cost associated with buying and selling from an auction house. Players can use the /trade channel to buy, sell, and trade merchandise to other players. This channel will be global across all locations, in all tiers, and in all forms of content (PvP, PvE, and Crafter/Creator). Performing any buying/selling in other game channels other than /trade will result in players being muted and unable to communicate in any game channels for a set amount of time.
The Mount System within Sacrament will be one of the simpler elements of the game, considering the complexity of some other elements of the MMO. Run speed within the game space is simple enough to understand. Movement in and out of combat are the same and run speed is affected by buffs, passives, and any items that directly affect it.
With mounts, the system retains the same general functionality: your mount increases your movement speed by a percentage. That percentage is dependent on a few elements that are outlined below.
Size is also a factor, as not every mount will be available to you. An Ogre riding a large rat just doesn’t make sense, where as a Gnome fits perfectly on such a small mount. A Vermi would have a very hard time getting the attention of and controlling a mammoth, where an Oaken could easily take charge of such a large animal. To that end, some mounts only allow one rider, while others allow for one or several passengers so that friends may travel together easily.
Types of Mounts
The first element to consider is the type of mount: land, air, water, or hybrid.
As you might suspect, you will gain more run speed from a land mount while using it on land, as opposed to trying to move with it through the water. This rule applies with water types as well.
Air mounts, or flying/hovering mounts, specialize a little differently. With these mounts you’ll merely hover a couple meters above the surface, instead of being able to fly through the open skies. The benefits of these mount types is that you can seamlessly transition from hovering over land to water, as well as their ability to float downward instead of crashing violently to the ground.
Finally, hybrid mounts will allow you to transition from water to land and land without requiring to change out mounts. However, these mount types tend to be a little slower than a pure land or pure water mount. For players that don’t care about losing a little movement speed and would rather not change out mounts as they transition through terrain types, or for players that are traveling across a swampy terrain where the transition from land to water and back happens quite often, these are the mounts for you.
Mount movement speed will only vary based on its type. So all pure land mounts will have the same speed, all pure water mounts will have the same speed, all air/floating mounts will have the same speed, and hybrids will have the same speed within minor sub groups.
The real difference in mount speed comes with the player riding skill, as well as the mount skill for movement. Yes, there are two skills associated with the efficient use of your mount's maximum potential speed.
Player Skill - The player’s character skill in riding will determine how well they handle certain mounts in certain terrain. The more you ride, the better you become at doing just that. This skill can have an effect on whether or not some mounts respond well to being mounted by you.
Mount Skill - The mounts themselves will skill up as well. The more time you spend with a chosen mount the better the relationship between rider and mount is. This directly affects overall mount speed, and their ability to overcome difficult terrain. Some may choose to grab every mount they can and swap them out daily, but mount skill is a very valid reason to train a chosen mount to suit your needs.
The primary reason for having two skills associated with mounts is to allow players to ride the mount of their choice, whether that is one mount or several different mounts, without having to suffer a movement speed penalty for their choice of game play style.
There are several ways to obtain mounts and an extremely large variety of mounts to gain. The number of mounts is continuing to grow, so if there is one you would really like to see, head on over to our forums and make a suggestion! Mounts can be gained via quests rewards, raid loot, dungeon loot, event rewards/loot, faction and mount merchants, the cash shop, and a multitude of other ways in game.
Most of the mounts have at least two ways to obtain them while some are extremely unique to a single method of being obtained. For instance, a specific raid looted mount may require you to defeat a specific raid target and that mount will not be available through any other means. This won’t be very common with the large number of mounts that will be available, but each method of obtaining a mount will have a couple unique drops that are only obtained through that method, including a unique cash shop mount.
The user interface in Sacrament is designed to be robust enough that the vast majority of players simply won’t need an add-on to make the game playable. There will be specifically embedded features into the UI that most game companies leave up to add-on developers. While it is certainly appreciated that there are people who love to contribute their free time to enhance a game they’re passionate about, Sacrament won't rely so extensively on add-on developers that the game is simply unplayable without their support.
Game Add-ons will be supported in Sacrament. Not only will an API be provided for add-on developers to use, Sacrament will be working directly with add-on developers to support them in their efforts to support you. There will be staff dedicated to managing the API, constantly enhancing the in-game User Interface, and support staff dedicated to helping the add-on developer and user communities to use their creations within the game successfully.
In addition, there will also be a certification process for add-on developers. Once certified, they will have access to an ‘offline development’ version of our 3D space. It will provide a smaller, more focused and relatively watered down version of our game world which will provide the entire API for development and testing. Thus making add-on development possible without having to stand around in a game world, deal with in-game chat, or have the servers online.
Sacrament will work with popular add-on hosting sites to coordinate add-on downloads and updates through the game client, whenever possible. The best add-on authors will also be provided with the means to host their add-ons on official game websites, making them available inside the game client. These add-ons will also receive update assistance from our Add-on / API staff and could even be selected to become a normal part of the game’s User Interface.
Add-on Authors! You will be welcomed into Sacrament with open arms. Whether you’re a novice or a seasoned expert, you can expect special treatment here. Sacrament will be working with you extensively to help you build your creations. In fact, you can plan on being able to do more with add-on development in this game than any other recently released MMORPG.
External Add-ons will also be developed by our staff to make it easier to interact with 3rd party software outside of the game for popular software and hardware such as:
- Logitech, Razer, & other gaming devices
- Advanced Combat Tracker (ACT)
- Spotify, iTunes, Pandora & more
Character creation is the first aspect of the game that the world experiences. Due to this, the character creation system sets the initial outline for how gamers will perceive the game and alter their expectations before they even experience combat. Sacrament’s character creation will be complex for those that desire it and simple - insert “Randomize” button here - for those that don’t truly care what their character looks like. Additionally, the ability to alter appearances well after the player has finalized their character’s look will be an option.
The process will be step by step in design with specific steps coming first in order to properly define the character. The first step in the process is choosing the class for your character, as this is too important for it to be later in the process. Second, the player chooses their race and sex from the available options for the class they chose, with their racial selection determining the player's starting area. Third, the player will customize the look of the character by adjusting details to make the character something the player is pleased with. Finally, the player can elect to skip or place all final touches, such as their date of birth, a back story, and some other RP specific elements, to further bring their character to life.
Note that some aspects, such as choosing a deity, are not included in character creation as they are a part of the game world and not something that should be decided immediately.
While Sacrament won’t be the most complex character creation system out on the market, it will have the option to customize several features, including the usual face, hair (including color), eyes (including color), body type, special markings (i.e., tattoos and body piercings), legs, arms, and feet. Using sliders instead of presets will make it easier for players to get as close to their “perfect” or “ideal” image of their character as possible.
The options available will start out small and limited when the game launches and wind up with numerous options. This is because even Sacrament’s NPCs will have variations to their appearances, and as those options are added in to the NPC appearance data base, many of those elements will become available to the players. Again, due to this, players will have the ability to alter their appearance well after character creation is completed.
Early Character Creation & Claiming a Name
When MMORPGs launch, they tend to have a few common issues, with one of them being players rushing to grab the names they want. Sometimes this causes players to randomize character creation so they can obtain a name, or spend up to six hours or more on character creation just to find out that the name they want is taken. Sacrament has been designed to bring a little less rush to this process.
Sacrament plans to release a pre-launch character creator where players can work on building their character’s appearance and save the template to upload when they get to the appearance phase of character creation when the game launches. This, in addition to the ability to adjust your character's appearance well after character creation is over and the character is well into the game advancement system, reduce the need for rushed character creation. Another element that will be available is the ability to purchase the rights to a name before the game even launches. A name change service will be available as well, for players who wish to create a base character with the name they want and swap names with another character on their account later. Indeed, name swapping, not just changing, will be available as long as both characters are on the same account.
With these options available, players should be able to worry less about what names will be taken at launch. Currently, it is not known whether or not Sacrament will hold a public database for reserved names as there are a few issues that could arise with that and Sacrament is not interested in creating a market based on names.
Achievements are a fun way to provide tasks for players to complete that they might not complete otherwise. Sacrament will even provide a little incentive outside of only a completion date, with the ability to link the achievement to others.
Within Sacrament, you’ll find achievements that will naturally happen for many players along with achievements that may take you to places you’ve never been. In addition, there will be achievements that can be earned per character and achievements tied to your account that require many characters in order to obtain.
The list of achievements and their potential rewards will give you things to do when grinding tier progression or crafting progression has gone on for too long and you need a break.
These achievements are easy to understand: each character on your account earns their own version of this achievement. A great example here would be for a character to wander the entire world and find all of the key landmarks hinted at in the achievement list. The award would go to the individual character who took this journey. To obtain the completion for this achievement on a different character, the journey would need to be undertaken again on that specific character.
Account-based Achievements will require players to create multiple characters to obtain 100% completion. In some cases these achievement types will be twofold, where a character can earn their own achievement with no reward but is required for the account-based achievement.
An example of this would be that the Summoner will have a character-based achievement for obtaining the ability to summon all of the pets available to the class, which offers no reward but ties into the account-based achievement where all five pet classes must obtain all of their pets. An achievement such as this would come with a hefty reward upon completion which carries over to any pet class created on that account from that point forward.
While not all achievements will provide rewards, there will be many that do. For instance, traversing all known landmarks in the game may net you a permanent increase to movement speed by 2.5% (simply an example and not promised to be in the game).
The goal is to provide more than just a list of things to do that you wouldn’t otherwise do while going through a primary arc or storyline. Instead of just a completed date and an e-peen boost some of these achievements will provide meaningful and empowering rewards for your character(s) (the account-based achievement to obtain all of the pets in the game may provide a passive increase to pet efficiency).
What you will not see is an achievement reward for a piece of gear that becomes useless once you hit the next tier. You may, however, see some character titles unique to this system.
Achievements vs RNG
One of the most frustrating things that any MMO player has to deal with is the dreaded RNGesus. No matter how well you build your character, how high your loot roll, or how strategic you've been with your rotation, that aspect of luck-based variability can be maddening.
Sacrament provides a way for players to help mitigate RNG through temporary achievements. These achievements, as of right now, are only available on boss-based fights (group and raid).
In most events when you defeat a raid boss you receive three pieces of loot. Some games have attempted to utilize a “smart loot” system that weighs the value of loot that would fit anyone within your raid with a higher chance to drop than any other loot on the boss's loot table.
Each fight will have two types of Temporary Achievements:
- - Personal
- - Group/Raid
Personal Temporary Achievements are meant to inspire the individual player within the group to excel at their primary role. That individual player will need to do their job as efficiently as possible - close to perfection, but being wholly perfect is of course not required - in order to obtain this achievement. Earning this achievement will net the player a high chance at obtaining their own instanced piece of loot (potentially a crafting component or a piece of gear, as an example).
If each individual player is functioning on a high enough level that they all earn the Personal Temporary Achievement then they will unlock a Group Temporary Achievement or Raid Temporary Achievement (if the group is a part of a raid then it will require a Raid Temporary Achievement) that will unlock access to an additional piece of loot from the corpse of the boss at the end of the fight. Guaranteed. Needless to say that if the group or raid earns this achievement then they have performed at a level that is definitely deserving of additional loot.
The second type of Group/Raid Temporary Achievement is a mechanic-driven one that is different for each fight. For instance, we have a raid boss that rears its head back and yells at a pitch that causes AoE damage to the entire raid. At this point players must solve the puzzle on the controls and drop a bill into the boss's mouth to shut it up and calm it down. If this was done, say, within 5 seconds every single time the boss performs this mechanic then the entire raid would earn the mechanic-driven Group/Raid Temporary Achievement that unlocks yet another item guaranteed to drop from the fight.
For groups and raids farming bosses for alt gear or to enhance the gear of their raid to further their progression, these achievements should inspire them to remain focused and perform at a high level. Though there is currently some level of RNGesus within the game itself - namely the ability to obtain loot for classes that are not present so that players can collect gear for alts - we will be working with players to continue to find unique and efficient ways to remove as much RNG as possible.
After all… you can’t claim to be a skill-based combat system if RNG dictates a win or a loss.
What Are Skills
Within Sacrament, there are distinct differences between skills and abilities. When players attempt to pick a lock, find a trap, or hit a target with a 1-handed blunt weapon, they are using a skill to do so. These skills define how effective a character is going to be when performing a specific action… and there are a lot of skills.
Each tier offers 100 levels for each skill and each level requires an amount of experience equal to your tier (1 point of experience per skill level in tier 1, 10 points of experience per skill level in tier 10, and 20 points of experience per tier level in tier 20).
How Skills Are Used
Skills are used naturally by interacting with the world around you. Want to level up lockpicking? Grab a lockpick and attempt to pick a locked door. Want to level up safe fall? Go jump from a high enough location that you’ll take damage when you hit the area below.
Utilizing the left and right mouse buttons will use weapon abilities and thus raise the player’s skill in those abilities. By utilizing other tools, such as buffs and debuffs, the player will also raise those corresponding skills. A single instance of combat with a single target will potentially raise several different skills if used effectively.
Aside from combat, Crafting and Creating also have skill lines associated with them. In order to be a master crafter, the player will need to raise all appropriate skills for their chosen craft(s). Whether that be planing the wood or smelting the ore, practice makes perfect.
Leveling a skill is pretty simple: use it… effectively. That’s the catch. It has to be effectively used! Swinging a 1-handed blunt weapon at a wall will do nothing to level your skill. Hitting a target and dealing damage with that 1-handed blunt weapon will increase its experience gained and eventually its level.
Experience gained per skill will be 1 point for each successful use, with each level requiring more points per level. Simple.
There will be some limitations as far as when an event will generate an experience point and when it won’t. For instance, if your skill for Abjuration is above 700 then you won’t be able to use an Abjuration ability on a tier 1 NPC and obtain an experience point. You’ll need to perform skills on items within 5 tiers of your own in order to have a chance to succeed (equal to 5 tiers higher than your own) or have a chance to earn experience (equal to 5 tiers lower than your own).
For weapon skills specifically, since there is no “white damage” (or passive damage that happens by simply being in combat where your characters naturally swing the weapon between using abilities), each ability that you use will count as the use of that weapon. This means that all Weapon Abilities, Global Abilities, and Class Abilities will have a chance to level up a skill in the equipped weapon. The only rules here are that the Global Ability must match the type of weapon used.
For example, using a physical weapon will require the use of a Physical or Virulent based ability - Radiant and Arcane abilities will not apply to melee weapons (including bows and similar items). On the other hand, magical weapons such as staves and wands will require Radiant and Arcane based abilities to level them up. The only weapon, currently, that can benefit from any Global Ability type will be all guns, since they can harness all elemental types naturally.
Player Merchants will be accessed by players building a “store” on land they own in a new community type called a Market District. These districts will look a lot like the general neighborhoods, but will only allow for shops to be built (though t16+ Carpenters can attach a living space onto a shop).
Building a Store
Building a store requires a Carpenter of t11 or higher. A house cannot double as a store. The store building interface will be the exact same as the house building interface, where the Carpenter opens the blueprint screen and the person purchasing the structure may enter and help design the blueprint for that structure. Stores will have similar taxes to player housing.
Each store built will have a different design based on the type of store: General Goods, Weaponsmith’s Forge, Armorsmith’s Forge, Tailor’s Loom, Arcanist’s Magical Compound, Alchemist’s Brew, Jeweler’s Hut, Carpenter’s Workshop, and a Chef’s Kitchen.
Each store will have the main lobby where customers view items and make orders/request items, a workshop area where they work on creating items, and a storage area where they store any supplies/goods. They can have multiples of each of these types of locations and limit access to any that they wish with “Special Goods” being sold in a “Back Room” - a main lobby with access restrictions or an area where they work on secret projects that they don’t want anyone seeing.
Finally, within the blueprint screen, the Carpenter or player purchasing the store can select to have a store name displayed on a wood frame, banner, or any other material allowed.
Shop owners can choose to man the counter themselves, becoming the merchant of their own shop and interacting with players as such, hire other players to perform those duties, or choose to hire NPCs to man the shop. These customizable NPCs require a paycheck, so they are a recurring cost (#NPCsArePeopleToo). The shop owner sets the price of items sold, while any hired players or NPCs simply act as an interaction point for customers should the shop owner choose not to be at the counter in person.
Unlike the Auction House, players wanting to buy items will see shelves full of displayed items for sale. The player may look at these items by hovering over them, which will display the name of the item, any special aspects, and the item's current price. Potential buyers may click on the item to view all of its details and make a purchase - or an offer if they feel the price is too high. If a potential buyer makes an offer, the shop owner, hired player, or hired NPC (in that order if they are not otherwise busy) will receive a popup notification that a player is making an offer on a displayed item. Negotiations may begin or the shop owner, hired player, or hired NPC may decline the offer (the NPC will decline based on the shop owners outline, where the shop owner and hired player must decline manually). (Shop owners may wish to restrict access to certain players if they become nuisances. They can also allow hired players to do the same.)
Shop Owner Control
Shop owners will have control over many different elements, such as automatic times that the shop will open and close (based on game time), the cost of every item on the shelf and who may manipulate those costs, the ability to allow hired players or NPCs to negotiate prices and negotiation limitations, and whether or not a hired player or NPC may approve consignment agreements.
In order for a shop to be open, there must be a shop owner, a hired player, or a hired NPC within a 5 meter radius of the property on which the shop is located. NPCs may not be attacked by players in an attempt to pull the NPC off the property and close the doors of a competitor's shop.
In the event that a shop closes, either because there are no staff present or the shop’s closing time has come, any players in the shop when it closes will be forced out of the shop and off of the property (this is to avoid players being zoned into locations that are caged in by the shop owner's design - whether by accident or otherwise).
Shop owners and hired players can advertise for their shops in all global channels once per hour (unless this becomes a nuisance) but may only mention the name of their shop, the type of goods sold (not a list of items), and the location of their shop. If caught spamming the non-trade channels they will be bound to all spam rules. In the /trade channel the shop owners and hired players can advertise specific items, the shop, the location, and any other information that pertains to trades and trade offers as per normal /trade channel rules.
Next to the Auction House will be a “Market Board” that displays all active local shops, their business hours, and the type of shop they are as well as a star rating provided by any players that have PURCHASED goods from the shop. If a player owns a shop of the same type or has been hired by a shop of the same type then they may not review another store of the same type. Also, unless you have purchased the game (Buy to Play) you may not review any stores, and F2P purchases are limited based upon F2P rules.
For players that don’t wish to run their own shop, a deal can be created with a shop owner to sell items through shop owners shop. The shop owner will set a base percentage of sales, a flat amount owed per sale, a percentage of total listed price to display, or a flat fee to display items on their shelves. At this point the seller can interact with an open space on a shelf and select to sell an item. This option will work similarly to the Auction House, where they set the listing price and any bulk prices that are applicable and may even negotiate the fee to display/sell the item. Once the shop owner sees it, they can approve or send a final offer (for instance, if the seller requested a lower 5% of sales instead of the proposed 10% of sales). If the shop owner approves the request then the item displays on the shelves and the seller gets a notification.
If the owner sends a final offer, then the player receives a notification and either rejects or approves that offer. If the seller approves, then the item is displayed but if the seller rejects the final offer then the transaction of consignment ends.
The fee to display and sell an item is automatically removed from the seller's total and sent to the shop owner at the time of sale.
Scope of the World:
PvE will consist of 20 tiers. The first 15 tiers will have three zones - or locations - dedicated to the player's progression through each tier. The final 5 tiers will be raiding tiers (larger group overworld content and actual 24 and 36 player instanced raid content) where you will have to beat all of the raids in order to flag yourself and move on to the next tier. Let me be very clear here… You will have no character levels, only tiers to show your strength of character!
The difficulty of each tier will increase at its own rate, where tier 1 is solo and tier 20 is full on 12 player groups just for overworld content. Each of these tiers will have their own overworld bosses and tiers 6 through 15 will have their own unique overworld dungeons and instanced dungeons. You will have to work through the different abilities you find, the factions you must sift through, the quests you’re lucky enough to come across, any enemies that get in your way, and all of the rewards from each of these in order to pit yourself against the Tiered Progression Flagging Events (or TPFEs).
Progression through each tier will increase in difficulty as well, and assistance with such progression will be limited in most situations. You cannot “power level” someone through TPFEs by bringing in a massive amount of players. Tiers 1 through 5 are all solo, though we will allow you to bring one friend or quest for the favor of a single NPC to assist you. Tier 5 holds a special TPFE at the end that will open you up to the remainder of the game and you’ll find your first taste of raiding here, though this will be limited to 12 player raiding.
Tiers 6 through 15 will allow for more players in each tier (two players for tiers 6, 7, and 8 for instance) all the way up to six players for tier 15 completion. These are not recommended numbers… they are absolutely how difficult the content will be! You will need five other capable players in order to advance to tier 16.
The tier system is not meant to bottleneck players. Though we realize this will happen to some of you, most of you will find that each tier will pose new challenges to raise your skill level. Master your gear, your character, and your abilities. Find like-minded friends and find your strength to advance beyond your current tier. We are absolutely aware that many of these mid tiers will be filled with players that will find their skill level capped out and cannot progress any further.
There is nothing wrong with this. Actually, as gamers, we found it very insulting that games were made easy enough over the past decade of gaming that even we could compete with the best of the best. The majority of us are skilled gamers and play several hours a day, though we know that there are highly skilled gamers who dedicate far more time and far more resources towards advancing their characters. Layenem, for instance, will never be sitting among the top of the tier 20 raid guilds. He is likely to find himself at his challenge cap in the tier 17 or tier 18 area, and there is nothing wrong with that. Challenge is what pushes us to become better, it is what drives us to remember amazing moments in gaming… it is what brings most of us back; regardless of what the market would tell you.
Fret not! For advancing through tiers doesn’t have to be immediate and not advancing right away does not mean that you will never advance! By improving your gear, leveling up abilities and acquiring new ones, and finding and mastering passives and skills you have the chance to complement your skill and push yourself to the next level!
As you take your first steps into our world you will notice that a majority of the mass makes up tiers 1 through 5. Those of you that have read this text will have the luxury of knowing that the dark spire in the middle of the tier three landscape is actually a tier 12 zone, the entirety of it. Rather daunting, huh? Or that the floating island in the sky is actually a tier 10 area that you must ascend to and conquer to proceed to other locations. And yet you still find that a fort sitting inside of the tier 1 area, merely fifty feet from where you entered the game for the first time, is actually a tier 6 underground zone full of life and death alike.
As you progress through this content design, where we use every true space of the world, you will find that you revisit certain locations in order to gain advantages through weapons or abilities that only drop in that area that will allow you to defeat a boss in another similarly tiered location. So if you are struggling with a TPFE boss in a tier 10 rat tunnel, you might wander over to the tier 10 castle where one of the bosses drops a spell or a weapon specifically designed to deal with that boss. I feel it is important to note that this spell or weapon will not guarantee your success, it will only give you a better opportunity to deal with certain aspects of the fight. This could be anything from the armor type to certain events that take place that require a mesmerize.
Likely you will find that joining a larger, functioning guild will be far more beneficial than attempting to create a 12 player guild full of inventory mules… Again, if you haven’t noticed, our goal is to drive players together… something that hasn’t been done for nearly a decade.
Within the entire landscape there will be several locations for players to test their skill, group with other players to seek out and obtain loot, and enhance their combat capabilities. Many of these locations will be contestable locations and have places that players will find ideal for camping specific NPC types to lure out the bosses. The content from tiers 6 through 15 is designed with groups in mind. This isn't only exclusive content that is instanced to each group or low population; these are locations players will live in and thrive in - skill and preparation permitting.
Players will realize that the entire game is built to challenge them and improve their capabilities as players, or see them stuck within an area that has their skill level peaked out to its max. At this point they will need to turn to allies. Skilled single players have a lot of capability within tiers 1 through 15, with tiers1 through 5 being meant for all solo play. However, soloing in tiers higher than 10 is going to challenge you and push you to levels you hadn’t been expecting. What is an accomplishment without a sense of accomplishment?
In open world content bosses don’t just stay up and await a slaughter. They are smarter than that and must be lured out. You’ll find several mechanics for luring out a boss which include; clearing an entire location, clearing specific NPCs from a slightly larger location, finding and killing the placeholder NPC for the boss, and other mechanics that you’ll discover as you play. This is really where the art of pulling will come into play, especially when we’re talking about clearing specific NPCs from three different rooms. A group with high DPS may opt to kill every NPC in all three rooms and find that they cannot kill them fast enough and cannot get the boss to spawn, let alone kill the boss. Whereas a group that brings in a player that can pull specific mobs one at a time, kills those particular mobs much faster and is killing the boss they are looking for once every ten minutes.
As a possible scenario: Here you sit, in the castle walls of a tier 14 zone and your group is looking to camp three or four specific bosses throughout several tier 14 zones. The first two you scoped out are being camped, and the players that scouted the locations asked if they could be notified when the area opened up. Until then your group has found that your third choice has opened and you head on over to begin the farming phase.
Group balance, individual player skill, group skill (this is more focused on groups playing off the strengths of each player’s skill), and preparation will be far more important than “lolzerg” that has been the tactic as of late. Groups will be able to pick a certain area and claim it as their camp (no in game mechanic as of right now for this) with several campable locations in each zone. Players that encroach upon other players’ camps will be dealt with when reported or if seen by the GMs that will be wandering the halls of each zone. This is considered a childlike behavior and unnecessary griefing that has no place in the PvE world. If you want to challenge other players go participate in PvP or compete for a world boss which all exist in tier 16+ content.
Within the open world players will come across Instanced Content, allowing them to isolate their group to an area that no other group can enter. Many groups can have their own versions of this content open at any time. Each time the map will change slightly and the bosses and enemies will vary. Familiarity does not equal success. Sacrament features difficulty; you will not be phoning in a performance just because you’ve done this content and this variation of it 20 times before.
That said, players will be able to use the PvPE system to enhance their Instanced Content play on several levels. Creators can take already existing Instanced Content (among other things) and change their structure, add quests and unique story lines to them, add new bosses and mechanics, and even add traps and other puzzles to solve. This is where the Instanced Content will stand out from Open World Content, allowing the player to customize, individualize, and create personalized experiences for each other. Much more on that at a later date.
Instanced Content will not have a respawn timer and will hold a 30 minute “save” feature in the event that the entire group is kicked from the game. If all players within the instanced zone have been out of the game, or the instanced area, for longer than 30 minutes, the instance will be reset and players will be transported back to the entrance of the instance. Group leaders will have an option to force a restart on an instance as long as all players are outside of the instance they are attempting to reset.
An instance reset cannot happen more than once per 10 minutes per instance, which should allow the farming of Instanced Content bosses to be on par with farming Open World Content bosses. This metric will be monitored and adjusted as necessary so that there is no “best way” to farm bosses. Players will be able to play where they want instead of being forced to play in the best possible way to compete, which eventually leads to boredom.
There will be two types of neighborhoods within Sacrament™:
- 1. General Neighborhoods
- 2. Guild Neighborhoods
General Neighborhoods will allow players to buy plots of land within communities of housing. Each instance will hold 50 plots of land that will range from small to large plots. Players will be able to build their houses to fit the plot. Even the largest house can fit on the smallest plot of land, but it will sacrifice external plot size if the house gets too big.
Players will be able to search through currently existing instances for plots they’d like to purchase. If they find an open plot they’d like to buy, they can interact with the For Sale sign and make the purchase based on the cost of the plot which is decided by the game. If the player finds a plot that is inhabited by another player who is selling the plot, the two players can negotiate the cost of the house via private messages or the buyer can interact with the For Sale sign and attempt to make bids or satisfy the asking amount set by the seller.
If players find that there are no desirable plots available, a group of five players can leave the instances, join a group, and have the group leader interact with the instance and request a fresh instance be created. At that point, only that group will have access to that instance for the next 15 minutes or until all five players have purchased a plot. Once the 15 minutes or purchases have been fulfilled, other players will be able to join the instance and begin shopping for their own plots of land.
Guild Neighborhoods will allow players to buy plots of land among other guild members as a community. Each instance will hold 50 plots of land that will range from small to large plots and a Guild Hall plot in a desired location. The Guild Leader will have the option to choose where the Guild Hall is on the land via an interface when purchasing rights to the Guild Neighborhood. Players will be able to build their houses to fit the plot. Even the largest house can fit on the smallest plot of land, but it will sacrifice external plot size if the house gets too big.
Guild Leaders will be able to set the overall types of plots (sizes) and their locations while creating the instance. After the instance is created, the Guild Leader can access the guild interface while in the instance to set purchase rights per player or player guild rank for purchases on plots based on size and proximity to the Guild Hall. Having the Guild Hall within the Guild Neighborhood will allow players’ access to temporary Guild Barracks that are attached to the external portion of the Guild Hall, if the Guild Leader wishes to purchase the attachment (crafted by Carpenters).
The Guild Neighborhood will have a different form of tax where the Guild itself is taxed by the game (at a lower rate than what it would cost to tax each piece of land individually in a General Neighborhood) and each piece of property has a tax adjusted BY THE GUILD itself (this value can be 0; it can also from one lot to the next).
Types of Housing
There will be two forms of housing within Sacrament™:
- 1. Personal Housing
- 2. Guild Halls
Personal Housing will start out as a simple single room 'apartment' that a player can purchase from an NPC, as well as more complex houses players can purchase from Carpenters. Players can adjust the format of their house, depending on how many rooms and the ability of the Carpenter, to layout the blueprint according to their desire.
Guild Halls can only be made by advanced Carpenters. The Guild Hall will function the same as Personal Housing in every way except that all members of the guild have unrestricted access to the Housing. This includes the ability to place, move, and remove items as determined in a UI option and modified by Guild Leaders.
Each house or hall will have a monthly (30 day) property tax based on the size of the plot, the size of the house or hall, as well as any external commodities.
Housing - External
The immediate external plot of land on personal housing can be used for items such as, but not limited to, farming harvesting mats equal to your level in the craft the mats belong to. You can also choose to have your own horse stable on your plot, which will allow you to share certain mounts between characters on your account.
Upgrading and Enhancing Currently Owned Personal Houses and Guild Halls
Players will be able to upgrade or enhance their currently owned housing as long as it was created by a Carpenter. This will prevent players from having to buy and then throw away a smaller house because it was all they could afford until they made more money. Pricing will be up to the players to make upgrades or enhancements similar in cost to outright buying an expensive house, as a special permit will be required to upgrade or enhance a home.
Storage & Safes
Players can put a Safe in their personal house which will provide them with enhanced inventory management that is not on their person. This will act as what most games consider the 'Bank' space. Each safe will have personal slots and, if large enough, shared slots that other characters on their account can go in and place or remove items from. These personal and shared slots can be filled with items directly or with containers (lockboxes for safes) specifically designed to further increase the amount of items the safe can hold.
Guild Leaders can put a Safe in their Guild Hall which will provide them with enhanced inventory management that is not on their persons. This will act as what most games consider the 'Bank' space. Each safe placed within a Guild Hall will be considered shared space within the guild. Access to each item will be authorized in the Guild Window while inside of the Guild Hall. These shared slots can be filled with items directly or with containers (lockboxes for safes) specifically designed to further increase the amount of items the safe can hold.
While a Player House will only have room for a maximum of two safes (exceptionally skilled Carpenters only), the Guild Halls will have a minimum of two safe slots and a maximum of five safe slots (exceptionally skilled Carpenters only).
Inventory will be laid out in grids. Within these grids players can choose to place items directly or place containers that will further increase the capacity of items they can retain. There will be no weight limitations on capacity.
There are three types of Inventory Management Items within Sacrament™:
- 1. Safes
- 2. Lockboxes
- 3. Backpacks
Safes are used within Player Housing and Guild Halls to provide personal and shared off-player inventory management. Safes cannot be used as Inventory Management Enhancements in the player’s personal inventory. An initial one slot Safe can be purchased from the same NPC that will allow players to buy a 1 room apartment. This safe will have limitations on maximum capacity regardless of lockboxes used and will have no shared space. Armorsmiths craft safes.
Lockboxes are placed within the Safes in order to expand the capacity of items that can be stored within the safe. Lockboxes cannot be used as Inventory Management Enhancements in the player’s personal inventory. An initial 10 slot Lockbox can be purchased from the same NPC that will allow players to buy a 1 room apartment. Carpenters craft lockboxes.
Backpacks are placed within the player’s personal carrying space to expand the capacity of items that can be stored on the player. Backpacks cannot be used as Inventory Management Enhancements in the player's Safe. Initial 4 slot backpacks can be purchased from an NPC within the player's first city. Tailors craft backpacks.
Regardless of the type of container, players will have the ability to hide items in their bags from vendor windows while selling and buying goods from NPCs.
Access and Permissions
When players are within their housing (personal and Guild Halls with Guild Leadership) they will have a UI added to their window. Within Personal Housing, it is an attachment to the character sheet and within Guild Halls it is an attachment to the guild roster. From this UI window, players can set rules for dropping, storing, deleting, moving, removing items throughout the house or interact with each item to determine that item's specific ruleset. For instance, if you wanted to allow a player to use a trophy and let them be the only one who could remove that specific item, you could set that item's specific rule.
Within this window, players will also be able to set general rulesets for inventory items (shared). In order to limit and allow direct access to specific items, they will need to interact with the item within the Safe UI and have permission to set those parameters.
First thing’s first: In Sacrament the CHARACTER joins a guild, not the account, and a character can only be in one guild at a time. Players can create chat channels to form smaller groups that are not guilds. Guild connectivity is the key factor of being in a guild and not “to be social with everything someone can touch”.
Guild Leaders will be able to create, edit, delete, and otherwise manipulate Guild Ranks as well as assign and remove them to active guild members.
There will be a myriad of other functionality capabilities that Guild Leaders will have. We will not be skimping by on this and request that players submit their desires for Guild Controls.
Guilds tiers will be based on the same tiered format that players have. For players who are already at, say, t17 and create a guild they will be required to beat ONE of the three Tiered Progression Flagging Event (TPFE) bosses on each tier through t15. Once at t16, regardless of the players current tier, they will be required to complete all of the bosses in each raid on each tier to level their guild tier up from that point on.
A tier cannot exceed the tier level of the guild leader. If a t18 guild is passed down from a t19 guild leader to a t17 guild leader then the guild’s EFFECTIVE tier will be t17 while the guilds ACTUAL tier will remain at t18 until the new guild leader is changed or reaches tier 18. No t18 items can be utilized or purchased from Guild Faction Vendors during this time. If the guild leader does not reach the guilds ACTUAL tier level within 30 days then the tier reverts down to the tier level of the current guild leader.
In the event that a guild replaces the low tier leader before the 30 days are up in order to maintain the actual tier level of the guild and the guild leader is returned to another, or the same, lower tiered guild leader then the guild will defunct down to that guild leaders tier level. This is to prevent tier 20 players from selling tier 20 guilds to t16 raid guilds. If the system has taken an erroneous step in countering this mechanic a petition can be placed to request a GM look over the data and make a determination.
Each raid tier (t16+) will have its own Guild Faction vendor. Each of the vendors must have their independent faction levels reached (t16 guild faction does not carry over to t17 guild faction vendors). Each vendor offers banners that guilds can gain access to and use while within raid zones, in the vicinity of an Overworld Raid Boss, or within the boundary of a TPFE.
Players can purchase some of the banners immediately with lower faction requirements while other banners require a certain raid boss be defeated before a guild leader/officer can purchase them. Banners will provide raiders within the boss room it is placed in to gain its passive bonus to stats such as increased regeneration of primary resource, reduction/negating loss of ability experience upon death, increased damage output, increased mitigation, etc…
Players can only drop a banner equal to THAT PLAYERS tier level. A t20 access player cannot sell a t20 guild to a bunch of t16 raiders, fill their guild bank up with t20 raid banners, and the banners be used by the t16 players. A player of equal or greater tier level must drop the banner and remain present or the banner, and its effects, will disappear.
Guild Perks will allow guilds to use each of the banners; some are automatic while some have prerequisites. The first perk is what allows the guild leadership to buy and place the banners while additional perks will increase the effect of the banner while it is active. Experience for these perks are only earned in raiding events (raids, TPFEs, Overworld Raid Bosses, etc…)
There will be two forms of Guild Passives in Sacrament™:
- 1. General Passives
- 2. Raid Passives
- 3. Crafting Passives
General Passives allow players to gain boosts to their capabilities outside of raids. Only General Passive Points can be spent on these passives. Experience for a General Passive Point can be earned in any non-raiding event, except for crafting, and can be applied after they have been earned or the guild leadership can select a passive that players can work towards earning. Doing group content with a full group of guildies is the fastest way to earn General Passive Points. Some passives cost more than others to purchase. General Passive Points cannot be refunded once spent but guilds can earn an unlimited amount of General Passive Points.
Raid Passives will be passive abilities that guilds can use to increase the overall effectiveness of their members in raids. Only Raid Passive Points can be used to purchase Raid Passives. Experience for Raid Passive Points can be earned in any raiding event and can be applied after they have been earned or the guild leadership can select a passive that players can work towards earning. Some passives cost more than others to purchase. Raid Passive Points cannot be refunded once spent but guilds can earn an unlimited amount of Raid Passive Points.
Crafting Passives will be passives players can assign so that crafters can gain some bonuses as well. Only Crafting Passive points can be used to purchase Crafting Passives. Experience for Crafting Passive Points can be earned in any crafting scenario with some producing more exp than others. Some passives cost more than others to purchase. Crafting Passive Points cannot be refunded once spent but guilds can earn an unlimited amount of Crafting Passive Points.
One of the most important questions, right? Absolutely! Progression based sandbox!
While we do have quests, it is not a quest-driven game by ANY means. You will not find quests sending you from one hub to another. Those who need their hands held to know where to go next will be incredibly lost and likely begin to cry as gamers run past them skipping in excitement.
Sure, after a month or so anything you want to know will likely be on the internet. With the capability of computers in today’s world, tabbing out of the game to open a page (or, as many players do, utilizing a dual monitor setup or a cell phone to do their searching) it will be easy enough for those of you who want the answers right now to have them. Admittedly, there aren’t many events you’ll need to find the answers to, as the only primary quest events at the early tiers will be the TPFEs and the story quests attached to them. You will not automatically be sent to the next TPFE after you've completed one; you will have to find it, and you will likely have to *gasp* talk to other gamers. I know… how dare we include other people in an MMO (not like that means massively multiplayer online or anything).
Now to some of you all of this seems like something that should simply be a part of a game, not even requiring an explanation. Many of you will be cheerful and are probably taking your pants off, if you sat down with pants on to begin with. We also know that some of you will absolutely hate this system, and to you we do apologize but our vision is clear, our cause is true, and our goal is one we will not shy away from! We cannot create a game for everyone – that does not mean we cannot create a game for many different players, as you will soon find out!
Sacrament is not your typical theme park MMORPG where the player is led by the hand from start to finish on a leash. While it may be an easy way to ensure players go exactly where the developers want them to go so they can literally control content, Sacrament's content design is strong enough not to force people to do any quests. From the moment of inception of this game, there were a few key elements that existed before even writing any concepts down, and this was one of them.
This game absolutely has quests within it. However, you won’t be handed from one shallow quest hub to the next. You will not be forced to do any quests, and you will likely find some that most other players have not even done yet and vice a versa. Your job is to find your way in this world. The story is out there, willing to be told, and you can delve deep into it or you can skim the story as you only focus on TPFEs. You’re not going to walk up to a location on the map and have five quests automatically pop up on a mini map. You’ll need to interact with NPCs to find out if they have quests. Talk to the people, both the players and non-player characters.
You’ll receive some hints, you can ask other players in game who may know, or you can even go online to look them up. However, there will be no quest marker icon nor big flashing neon sign telling you where to go to get the next quest. No quest is a blind dead end. They do contain clues, though some may be vague, but they exist. Explore. Figure it out. You’re only going to do all of this for the first time once. That may seem obvious, but people are in such a rush to get to the end that they often don't enjoy anything in between, and many developers are terrified to not provide that. For those who absolutely want that pure exploration, it shouldn't be required to turn on quest markers in order to compete. Everyone has a smartphone, or a tablet, or a second monitor, or a mix of those. Use them if you want to know all the secrets. It’s simple. Of course as the game evolves, so too may some quests. What is true of the Quest “Don’t be so Suburban” might not be true of that same quest at a later date.
There are not many quests that can be completed in a half hour in Sacrament™. This is not to spite the players, but because half hour quests net you horrible items that you don’t even look at or minor amounts of experience you could have obtained elsewhere. The time it takes to complete single quests is increased and true quest chains have been implemented in order to provide the player with achievement and value in their rewards.
Some of these quests are short, in comparison, and most of them are a part of a chain of quests. The reward for such a quest is access to the next quest in the line, not an item or experience. It may not sound like much of a reward, but that passive at the end of the quest line that increases role effectiveness by 10% is worth it. Some of the quests, like Epic Quests, will not just persist through the tier you found it in. Instead, they will give you the tier related reward and then follow up quests in subsequent tiers to continue to increase the power of that reward. Of course, those quest lines will be difficult as well as the longest and will many times require the assistance of allies. After all, you’re going to have very powerful items when you are done.
Rewards you will see include useful tools such as: Passives to increase aspects of your character, Epic Items and Abilities, normal abilities, unique items, clickies, mounts, faction rewards, and world abilities. Rewards with meaning! Things you carry and use for the next twenty tiers! Stuff you take into raids or groups or even just out soloing. If you’re going to spend plenty of time killing normal enemies, let them fill your inventory up with miscellaneous items (all of some type of value and not specifically created as vendor trash). Quests though? Quests are so good!!
Scarcity of Quests:
Quests are not going to be rare. You will find plenty of quests to do. However, they aren’t all over the place, smacking you in the face and begging you to do them so that you play the content. You won’t walk into a tier 12 overworld castle and find four quest givers standing around waiting for you to show up, who then give you quests that continue to lead you through the dungeon. Exploration of that dungeon is on you! There might very well be an NPC at the entrance that needs help, who knows? You’ll have to talk to them though to find out.
The only quests you’ll likely see all players participating in are the faction quests. These are not the typical daily quests. These are faction quests that have a base amount of faction they provide for completing them that continues to decrease to a minimum amount, until that number resets after 24 hours. That way, if you wanted to quest grind faction you could definitely do that. It will take a while, and you don’t have to sit next to a time gate and wait for it to pop back up, but you can absolutely do that! Just know that all repeatable faction quests are unlocked after doing a faction quest line for that quest. Find the line and be rewarded with a way to farm out faction at your heart’s desire if that’s your thing. At the same time, grinding repeatables is far from the only way to work faction.
Be Not Lost (Side Note):
As some of you are purely quest driven, it is possible that some may leave the game over this idea. As stated before, this game will be released as it stands and giving you the answers as they are, not necessarily the ones you want to hear. For those that love quests and hate having to figure out where to go next, fear not. The internet is usually updated rather quickly by those who would seek fame and fortune by being the first to announce their findings. The plan is to provide a central hub for this, not a forums, but a type of information database that will allow players to post information as they find it and be fully accredited with a link to their main pages. This way you do not feel as if you have to search the internet for hours, as the information is verified for accuracy, as much as it can be in many cases.
So, it's about six months after the game has launched, and you’ve gotten to tier 5. Your buddy is tier 12 flagged and currently in tier 11 but struggling to down a boss. His other friend isn’t online and they aren’t able to find any players with the skill to fill the void… but you can! You know your class, to the point of functioning in a group at least, and you’re a quick learner. So off you go then, to join your buddies.
Now, while you can go to most locations in the game it is very dangerous without a certain amount of players, necessary gear and abilities, and the skill to do so. Ignoring these small details, you made it to your buddy and his group. It helps that they are near the entrance of the zone but no one is going to tell if you don’t!
The party commences, you’re performing above what is expected of a tier 5 flagged character, and loot begins to drop… but you realize quickly that none of it has any bonuses you can use, nor could you loot any of if it did. This is because our smart loot system first measures the party metrics, basically what classes are available at tier, and assigns all items that they could use to the primary loot table of every NPC they kill. Unfortunately, since you are not flagged for the tier, your items are not assigned to the primary loot table and so seeing them drop will be less likely. However, even when one does drop you cannot loot it off of the corpse and cannot hold the item until your tier. This is one of the incentives of flagging for each tier.
You’re still getting a sufficient amount of experience and currency drop (equal to what monsters in your tier would drop plus 5-10% per tier above your own) to give you plenty of reason to take on the more difficult content. You’ll just be required to go take on those TPFEs in order to gain the loot you really want to see from the higher tiers.
So without restricting you from playing with your friends, raid tiers (t16+) excluded, we have given you plenty of opportunity and incentive. That said, there are no bonuses for taking on enemies in lower tiers than your currently flagged tier – note that there are no disadvantages either so if you wanted to farm gear out of a highly populated tier to sell to players needing that gear to advance, then have at it!
Clickies, unlike Global Abilities, aren’t tied to your class. These are items that players will be able to carry around to perform minor versions of roles that they couldn’t otherwise perform without any consideration for their class. This means that while Global Abilities have different values based on each class that uses them, the clickies will have a single value that will never change.
Clickies aren’t useless, but they also aren’t overpowered. Some may only ever use a clickie in the event that a very specific situation occurs, or if they’ve run out of a resource and really don’t have any other option. To each their own.
One of the primary benefits of clickies, for the overall game, is that they keep older content relevant. Though there won't be “older” content at launch, those who fail to plan ahead fail to plan. The clickie item system was designed to provide items that had a place in expansions, as well as being both fun and effective for players now.
Are they a “necessity item”? Not at all. You could go through the entire game without ever obtaining a single clickie. However, they have a place both in and out of combat that will prove to be highly effective. This will be yet another element that hard core raiders might look to and state “If you do not have X clickie effect, you cannot raid Y raid”. Which, in reality, just adds to the fun!
While clickies aren’t nearly as powerful as Role and Class Abilities, they provide a bit of functionality to each role slightly outside the scope of their own predetermined function. As of right now, this is the closest thing to “cross class” or “multi-classing” that will be available, though the potential for multi-classing may exist in an expansion.
Not all clickies will be combat effective. Some because their effect simply has no value in combat, and others because their effects have been absolutely limited to outside of combat. For example, you may have a rez clickie that can rez up to six players within a 20 meter radius that can be used every 5 minutes. However, the clickie cannot be used on a target within 50 meters of a boss-type NPC.
Cooldowns and Effects
Each clickie will have its own cooldown based on the power of the effect. Each effect will last its own predetermined length of time and will never be adjusted by any outside factors. This is to prevent players from pigeonholing themselves as they gain passives that increase duration or effectiveness of their roles, which would lead them to use only those clickies that are within their role’s capacity vs using a clickie because they found a tactical benefit to it.
Clickies will cover nearly every available ability effect and may provide effects that are not covered by abilities or passives. Some of the effects are different forms of invisibility (covered later), movement speed boosts (does not change during combat), levitation (used for walking on water or decreasing/negating fall damage), night vision, et cetera.
If you are curious about an effect for clickies or want to make sure that one is being included, please ask on the forums or send an email to the team.
What Are Epics
Epics will be similar to epics (or legendaries for WoW fans) of other games in that they will be insanely powerful and insanely challenging to obtain. Sacrament takes a slightly different approach to how epics are utilized which ensures the player won’t have to worry about never using the epic after reaching a certain tier threshold.
While epics are not necessary to defeat any of the raid content, they will provide a large benefit to those who have obtained them.
In games past, epics have been pieces of gear or weapons that provided powerful benefits as well as higher than standard damage output. Within Sacrament, the difference is that instead of obtaining a piece of gear that can be quickly outdated and left behind as you venture into new expansions, you’ll be receiving glyphs that go into your gear in hidden socket slots that won’t hold any other type of glyph. NOTE: Epic Glyphs can ONLY BE AFFIXED TO NON WEAPONS.
Each class will be able to obtain up to six Epic Glyphs - one for each class ability - that will enhance the capabilities of that class ability. This, of course, means that if a single player wishes to obtain all of the glyphs for one class, they will need to find and complete six different epic quests.
Players will need to build faction with multiple different factions, sometimes even opposite factions which requires a full faction shift. In addition, players will need to find rare items that drop off of NPCs of all difficulty types, from solo trash to group bosses to raid bosses. They will need to hunt down secrets of their class history, and use those secrets to solve puzzles to unlock long lost treasure, all in order to obtain a single Epic Glyph. This will all amount to roughly 250 hours’ worth of exploration, problem solving, historical and lore studies, and gruesome combat for a benefit they’ll be able to use for the rest of that character’s life.
Once obtained, the only requirements is that the item the glyph goes into must be at least the level of the tier the quest begins in. Once inserted, the glyph will provide a passive benefit to the class abilities at all times.
Players will be able to do follow up quests to enhance the Epic Glyphs capabilities in future patches in an effort to remain prominent in the game space.
Epic Clickies will be unique clickies that players will be able to assign to their clickie bar and use during combat. These clickies will have multiple effects on them vs normal clickies which contain only a single effect. The recast timer for these clickies will be 60 seconds, though some effects have a secondary cooldown to prevent raids from spamming clickies. Only one epic clickie may be slotted on a character's combat bar.
Again, in order to obtain these clickies, players will need to go through a gruesome test of endurance, intelligence, and skill though not quite as gruesome as quests resulting in Epic Glyphs. There will be five Epic Clickies and each one will represent a primary effect for each role type with two secondary effects to accompany it. Also, the user of the clickie will not lose any efficiency from the clickie based on what their character’s primary role is.
Example: A player could obtain an Epic Clickie for CC that has a magic debuff, a sleep effect, and a slow effect on it. When using the item, the mob would first be debuffed on magic resist for 20 seconds, once the debuff is applied the sleep effect would follow directly behind it for 10 seconds, and finally when the sleep effect wears off (whether naturally or by taking damage) it triggers the slow debuff for the final 10 seconds.
Epic Abilities will provide players with an absolutely non resistible ability that cannot be dispelled or debuffed off of any target that it lands on for its duration. The effect will be very powerful and the ability will cost no resources, though it will have a 5 minute cooldown, but will provide an exceptional amount of Momentum when used. The Epic Ability is specifically based on the class that obtains it.
Obtaining an Epic Ability will take the same amount of gruesome and tedious work as any of the Epic Glyphs. The primary difference is that once the player has obtained their Epic Ability it will appear in a new slot on their combat bar that only unlocks once you’ve obtained the ability.
Sacrament™ intends to bring back challenging and exciting raiding content to the MMO world, which has been missing in many of the other options out there. The raids in Sacrament are not just the typical “DPS check” raid fights that have become commonplace to many gamers. These raids are absolutely mechanic driven. Now, that doesn't mean “the tank will need to stand the boss over there while the raid stands over there and the healer stands over there and at 50% they can’t attack the boss for twenty seconds.” What it means is something much more dynamic. Here is an excerpt of one of the currently planned raids (this is in its concept format so you will see items that tell you how to defeat it. However, it will be changed subtly so you think you know what’s going on when you see it in person, but you won't) :
As players pass through a small cave, walls of impenetrable ice explode up from the ground on both sides closing the players in. The boss begins by attacking a random player and the tanks fight for threat while the raid gets ready to do battle. Once a tank has threat, the raid engages the boss and stabilizes. A small % of health each player does is returned as unresistable cold damage to designated party members (parties will have to determine whose damage is hurting who and figure out if they want that player to DPS hard or light). At 75% of the boss's health he roars and a Yeti comes down into the fight. The Yeti boss cannot be directly damaged by players, but summons waves and waves of adds that must die within proximity to the Yeti causing fire damage that burns the Yeti's flesh and fur until it is dead. Once the Yeti is dead the boss will then obtain a small shield that cannot be damaged by players directly and will summon a wave (or two) of adds that must die within proximity of the boss to drop the shield and allow for the raid to continue to DPS the boss (if enough of the enemies are not killed within proximity of the boss then another set of adds AND a mini boss spawns again); this will happen once every 30 seconds. At 50% another Yeti responds to the boss's roar. This Yeti has the same shield that cannot be directly damaged by players and must be taken down by mini bosses that have to die within proximity of the Yeti. After the second Yeti is dead the bosses shield will increase by up to 20% of the bosses max health and will again be brought down by 1 (or two) waves of adds AND a mini boss in order to drop the shield and allow the raid to continue to DPS the boss (if enough of the enemies are not killed within proximity of the boss then another set of adds AND a mini boss spawns again); this will happen every 30 seconds. At 25% the boss roars one last time. This time causing the, now vastly unstable, stalactites to shake loose from the ceiling and drop down on the raid causing AoEs to spawn throughout the room for the rest of the fight, while dealing with the already existing mechanics. These AoEs will have a dead center red that will one shot anyone within it and a splash damage red that will place a freezing DoT that must be cleansed.
This is a mild raid where the players will need to make decisions based on what they do. As you can see each of our roles have a job to fill in this fight: Tanks do what they do, healers do what they do, DPS have to pick and choose when and how they DPS, support need to ensure everyone is topped off and performing at max potential (especially the DPS that can DPS), and CC will have the task of ensuring those NPCs that can be stunned, mezzed, or put to sleep are, while ensuring the rest are debuffed to their fullest potential.
Some of the fights will force you to split up into several different groups and go after different tasks to reach the same end goal within the raid zone. Some of the fights will be more DPS burn type than anything, and that’s fine because that’s a mechanic. The majority of our fights will test your skill, never be a mass duplication of another fight, and ensure that you remember why you chose Sacrament™ to begin with! This won't be your simple “avoid the circles or you get one shot killed” mechanics. While there are some situations where this may be the case, it is not the only mechanic or even one that is predominant.
Progression Through Tiers:
Sacrament raids aren’t just “end game” obstacles that pit the best players against the hardest fights. The raids ensure every player gets a taste of raiding to decide if end game is a place they want to see. Sacrament does not encourage those that were only interested in end game to get there as fast as possible. Raids have been placed into the normal game progression system to get players thinking outside of the solo and group game only.
The first raid experience for players is pitted at the end of tier 5, where your story opens up and has you view the world around you completely differently. This is the first raid and it’s a 12 player PUG style raid. You can absolutely take in a group of 12 players of your choosing in here, filling the entire raid with people you know, or you can use the specific chat channel that is designed for this event. Once you have flagged yourself for the raid, performing all necessary TPFE events to do so, you will have access to the chat (which is on by default) or you can turn it off and choose to come back to it later or never again return to the chat.
Raiding doesn’t really start until you reach tier 11, at which time you gain access to several raid locations. This trial by fire doesn’t really prepare you for the depth of depravity that is our tier 16+ raiding, but it is a start. Once you reach tier 16 and higher, the entire TPFE system is to defeat each raid on each tier in order to gain access to the next tier. This is also where you obtain your raid gear from.
The PvE/Crafter raids, Blended Raids, are unique and designed for your Epic Quests for both PvE players and Crafters. These raids will force the PvE players to fight off hordes of NPCs to provide the Crafters opportunities to create items that will allow the raid to progress or speed it up. Sometimes the Crafters must craft an item that prevents all players from dying to a zone wide one shot or build a wall that can allow players to hide behind it while the boss goes on a rampage. No matter the strategy, Crafters and PvE players have their roles to fill and plenty of doing to get done.
While the concept of open world raid bosses is pretty sound, they generally have mechanics such as adds and AoEs but not much else due to the nature of the bosses and their capability to roam certain areas. In Sacrament, it is the Dragon Guard that will be a rare challenge.
The Dragon Ambassador was put in charge of all of the dragons throughout Estrom’Ir and has assigned his own Dragon Guard, the most powerful dragons under his reign, to defend the Seat of the 7, where the Sentohrin held their primary sanctions between each other.
This event will be laid out throughout the tier 18 raid zone as a random location spawned contested raid event. The event will start out allowing a raid of 12 skilled players to take on the Dragon Guard boss and defeat it, which causes it to fly away to warn its brothers of the coming threat. At that point, players will not see a Dragon Guardkin for another 72 hours from the point of the previous Dragon Guardkin’s defeat.
However, in 72 hours the next Dragon Guard will present itself. This Dragon Guard is roughly 10% more difficult than the previous Dragon Guard and each Dragon Guard after that will increase along a similar scale based on how many Dragon Guardkin have been defeated before it.
Each event drops unique items that you can only obtain by defeating the Dragon Guard and a faction boost to a unique raid auxiliary force within the area. No currency will be rewarded. If a Dragon Guard is found impossible to defeat and has remained active for 28 days, then the Dragon Guard event will reset to the first Dragon Guard and players will have to work together to increase the power of the Dragon Guard again.
Tiered Progression Raiding (t16+) and Blended Raiding are all Instanced Raiding and will have a three day reset on all trash from the time the first trash mob dies; this is in the event that there is trash in the raiding scenario. These will automatically respawn on their own. ALL raids will reset every Wednesday, though Raid Leaders will have an option at a second spawn on bosses four days after they kill a boss (each boss has its own respawn timer, but the third boss cannot be reset without the prior two bosses being reset). The first boss of the raid can respawn while the second boss is still dead and the final boss has yet to be killed.
For all instanced raiding: players will be able to kill and receive loot, or be present for the distribution of loot to other players, and then go into any other raid force and help them in those raids; these players will not be eligible for loot on a raid boss again for another four days from the time the raid boss died or until the raid resets on Wednesday takes place, whichever happens first.
Open World Bosses have individual reset timers or spawn requirements. You may see the same boss show up one week later or it may take a month depending upon the fight, the player’s actions in the game world or any number of variables.
As previously mentioned, GMs will be in zones monitoring chat and looking for cheaters. They will also be tracking zone populations and other non-cheating related activities such as finding valuable targets and target locations. This will be in order to better assist other GMs that will be going around to create random events or take over random NPCs and interact with other players.
Due to the fact that these GMs will already be roaming each zone, they will have 100% privilege to create original events, or utilize already created events from a list, to encourage players to build a stronger community. These events can span from a single boss taunting the zone population and taking players on as it travels through the zone, to giant siege events where a group of GMs assault the primary city and threaten to overturn the faction of that city for 24 hours. Larger events will be broadcast using hints and taunting across zones in a specific channel that players can join to monitor and participate in these events.
The Enticement System is a player-driven dynamic event system where players will have the capability to “encourage” or “entice” the gods to show themselves. Enticement can be monitored via a UI function in the player interface. Even though it is not directly representative of the player, the players will be able to monitor the system and the areas where Enticement can be affected.
Players will be directed to two Instanced Dungeons where Enticement can be affected on a minor scale as well as two Non-Progression Raids where players can alter the Enticement meter on a major scale. This system will be designed with a maximum amount by which the Enticement meter can be affected by Instanced Dungeons per day, whereas there will be no limit to how much the Raids can contribute, though the gods will not show themselves more than once every 30 days. The Enticement bar will be monitored daily by GMs and developers, and gains will be adjusted according to the data.
Within specified Raids, players will find two options in defeating, or at the least delivering the final blow to, the final boss in each raid. A specific event will be defined, for example: gods assault Pronisipus (fake name), a Major city in the t14 area. The two options will allow players to either defend the city by providing bolstering and more advanced NPCs and defenses, or increase the power of the god that will attack the city with increase to army size and types of NPCs on the god’s side. While these two sub meters will show players how much preparation is being made on both sides, the brunt of the battle will be done by the players themselves. The Enticement meter simply begins the event, led by GMs (multiple GMs on either side). It is the players’ responsibilities to go to war and help defend or attack the city (or whatever the event calls for) and reap the unique awards associated with their choices and the outcomes of each fight!
The god that is summoned is random and based on the event in progress. Sometimes it will be a defensive event, sometimes an offensive event, and sometimes it will be two gods doing direct combat in the open with each other. Players will have the ability to earn all achievements associated with all the gods, though this will take time and patience as some gods are extremely rare!
Naturally Occurring Events
There will be two forms of Naturally Occurring Events within Sacrament™:
- 1. Static Events
- 2. Dynamic Events
Static Events will be events that take place every 40-60 minutes, where local cults in each alliance will make an attempt to ransack smaller outposts and shrines. NPC faction will be considered in how players go about deciding to defend the area or side with the NPCs and assault the area. If a player is KOS to the attackers, then the player can only defend the area and will be treated as an ally by defending NPCs. If a player is allied with the attackers, then the player will be considered a part of the assaulting force and defending NPCs will treat them as such. Faction with attackers is alliance based initially and can be altered through direct player means, but the player cannot be allied or neutral with the defending and attacking forces at the same time while participating in the event. However, a player can choose to watch at close proximity and draw no agro from either if their faction is neutral to both, so long as they perform no actions.
If all defending NPCs and players die before all attacking NPCs die during these events, then the area will be considered in the control of the attacking NPC force until the local area NPCs return in an hour to attempt to reclaim control. If all of the attacking NPCs (players excluded) die during this event, regardless if players continue to kill the NPCs afterwards, then the area is considered as having been successfully defended and will remain in control of the local alliance. ALL defending NPCs will respawn the moment each event begins to prevent players from “prepping” the area by killing all of the defending NPCs off before the attacking force arrives, leaving defending players alone to fend for themselves.
Without any player involvement there is no predetermined outcome. These types of events throughout the world also evolve as time progresses. Eventually the townsfolk will get tired of being ransacked and they may ask players to go on the offensive, attacking a nearby stronghold. Even without players, the town itself may choose to go on the offensive and send its guard force to clean out a cult den. This is the same static event in reverse, players can choose to assist in the assault of the cult or choose to assist the cult and defend their location. It is not always a choice of cult versus town, as one landowner may have a dispute with another over some grazing property, this dispute goes back and forth as each try to extend their boundaries to include the field in question. Who owns the field, town, cultist’s haven or other disputed location directly affects the player’s world and what is available to them. That cult may choose to set up an altar in the town, or that field may house a guard tower where the guards can be KoS depending upon player faction.
Dynamic Events will be GM controlled events that take place every 2 to 3 months (these numbers will adjust as needed). Since the focus of the game is “Worship is Power”, the gods will be focused on attempting to convert other gods’ followers or destroy them if they don’t convert.
Players can participate in these events by assisting the god in assaulting the city (if they are a part of a different Alliance this might be a motivator for this action) or defending the city. The event can last for 6 hours and the results will be heavily dictated by the players.
At the end of the event, if the city is destroyed, then players from another alliance will have the opportunity to convert the city to their own alliance's beliefs. This determination will be made during the event by how much players from each alliance contributed to the outcome of the event. At this point, the city will remain that alliance's stronghold until another god comes along to reclaim or attempt to take it over as their own.
NOTE: In PvE areas these events will not auto flag a character for PvP, but players can choose to flag themselves for PvP and perform as such during them.
We’ve spoken to several of you about this already on Facebook or Twitch or in other chat rooms and we feel strongly about this. There have been several games recently that had the potential to remove these burdensome levels from our online gaming experience, like several single player games have done, and yet they didn't. Right now I’m thinking specifically of Guild Wars 2™ (though we’re not sure if we’re legally allowed to say their name? lawsuits are a pain in the butt…) That was a game that could have mastered a non-level system.
Like them, we had several questions to answer, the most important two being:
- 1. How do we keep friends together without having to create a new character each time a new friend decides they want to play?
- 2. How can we keep content relevant even after players have outleveled it?
Now one concept was the obvious scaling down, or syncing, to another player right? This is what GW2 did, though the way it was done completely negated their entire leveling system (which is why we say they could have done away with it forever). While we love the idea of syncing to a buddy we had to ask ourselves what happens when you want to do it the other way.
What if your buddy just started playing, and you’ve been playing for four months, and s/he wants to join you in higher tiered content? Sure, not being flagged for such content will negate any drops for that player but the experience earned towards abilities and skills and the currency drops are nice. Sometimes you don’t want to go to do their TPFEs and you want to blow off steam no matter the risk… so why shouldn’t you have that choice? We couldn’t justifiably scale characters up to higher tiers, or levels… that made absolutely no sense.
The second question is very important, and to be honest it hasn’t really been dealt with since the first EverQuest game. Now, providing a sandbox experience helps with this aspect but not many players will sit in lower tiers killing NPCs unless they have plenty of incentive. After looking at all of the different items types we have and the way players would use them, as well as the quests and their rewards, we wanted to make sure that players had real incentive to go and hunt the actual bosses within the lower tiered zones.
Clickies. That’s right, you read that correctly. Looking back at EverQuest, where most of our team began our adventure into online gaming, we see that several gamers in that world, even still to this very day, went and took on lower level content to get clickies that can be used in and out of combat to do all sorts of things. Some cast invisibility, some affect factions, some even provide movement speed buffs or combat related buffs… but CLICKIES!!!
This has since been removed from most MMOs due to the fact that once you reached a certain level you no longer received any currency or items for killing creatures. In Sacrament™ you can still die from those lower tiered creatures, so removing the loot table didn’t really seem viable. Adding in clickie items and a combat system that specifically utilizes clickies as a part of the concept made it a highly viable system.
These are just two concerns that came up out of many, and we just said screw levels; let’s do this differently.
Be sure to stick around as we go into far more detail about some of the other systems we’ve mentioned here as well. We’ve got a lot in store for you for the next year and a half, at least, and we promise to bring it to you every other week whether you like it or not!!!
The PvP in Sacrament is something that we are quite excited about. When looking at PvE it is quite common for games to recognize there are different types of PvE players, from explorers and completionists to questers and roleplayers. Few games have really understood that there are also a variety of PvPers out there. Some of us enjoy the instanced battlegrounds of past titles, some of us prefer the open world FFA, while still others prefer objective-based large scale fights. We as PvPers are as varied as those players who prefer PvE, so why have past titles been so restricted in their PvP options? We aim to rectify that.
Let’s face it, when it comes to Arena PvP or instanced battlegrounds variety is key. Doing anything repeatedly, no matter how exciting it is, can become boring pretty fast. The Arena is just that; an Arena. A coliseum of bloody gladiatorial sport for the amusement of the fans. Offering everything from one on one, no holds barred bloody duels fought amongst varying terrain along the arena floor, to an aerial 3d mazework suspended high above the ground. Sacrament offers a wide range of both maps and game types.
Combatants can participate in Last Man Standing, King of the Pit-type events or race each other in a bloody speed challenge. The arena focuses on 12 v 12 or fewer, anything larger than that takes place in Sacrament’s world or city PvP areas. Whether solo, small team, or full 12 player teams, there are a number of game and map choices. Try Bloodball, an Aztec inspired mixture of bloody combat meets ball game. You can jump into the arena for a daily dose of PvP or participate in some of our tournaments held regularly. Are you the best of the best? Prove it.
Renown can be gained in the following ways:
- Winning matches in the Arena. The amount of Renown that you gain from each victory is based upon many factors: the Renown of your opponent(s), the type of match (1v1, team vs. team, etc.), how long it takes to gain victory, to name a few.
- Gaining fans. Throughout your Arena career, players have the choice to support you by becoming a fan. When you reach certain fan thresholds, you will receive Renown. Having fans (and being a fan) comes with certain advantages, which will be explained in more detail in a later Information Release.
Gaining Renown comes with rewards, such as:
- Titles, both prefix and suffix. Examples of prefix titles could be The Notorious, The Revered, etc. Suffix title examples include "[playername], Basher of Faces" and "[playername], Winner of Rounds."
- Trophies. Trophies are able to be placed within your home to show off to visitors and friends.
Renown functions much like factions in other areas of the game, with Renown Merchants just outside the Arena that sell items only to combatants with a certain level of renown. Players can choose to purchase items with the standard game currency or with victory tokens, obtained from well...victory. A player’s renown affects the odds and betting limits, more on that momentarily. Making a name for yourself is why you volunteered to be a gladiator isn’t it?
Combatants aren’t the only ones who enjoy a good fight to the death. After all, what is a coliseum without the fans? The fan system in Sacrament allows you to follow your favorite gladiators and watch their battles as they try to win glory and fame for themselves. Unable to participate in one tournament? Then scout out your competition for future battles. Follow the previous tournament champion or who you expect will be the next one. Watch the battles of guild vs guild Bloodball, or just pull up a seat to watch death dealt out while you sit in your coliseum seat and enjoy a nice sandwich.
Of course if you’re watching and you know your guy is just that good, why not throw a few coins on the line? Betting on a winner is as old as competition itself. The combatants themselves can wager against each other in the simplest of forms, “I bet I win!” vs “No, no, I bet I win!” (no player can bet against themselves of course). The fans have access to a much deeper system. The ability to view leaderboards, kill versus death ratio, wins vs loses, percentage of game types played and won by the player allows the fans to make informed choices. These statistics combined with the gladiator’s renown determine the odds and betting limits. That fighter may be the best of the best in Last Man Standing, but could be the absolute worst at the Maze Runner competition.
Whether you come to shed blood or gold on the arena floor, and whether you leave with fame, fortune, or both, players will find a new level of entertainment in Sacrament’s instanced PvP system.
City PvP in Sacrament is an exciting and unique experience. The city of Praesidia is home to the Coliseum, but the gladiatorial sports arena is not the only fighting found there. Legions will battle over the three Districts within the city. High traffic has made it a bustling trade hub, and merchants from all over come to set up stalls in the Trade district. The Temple district houses large temples sure to please the gods, while the Academy district houses skill trainers and crafters of fine items.
Each Legion may only own one district at a time, and capturing one while you already own another returns the previous district to Open status. Every District has access to the Coliseum. Good luck trying to find a safe path there!
Each district also has its own distinct benefits:
- Merchant District - offers PvP merchants and an Auction house.
- Temple District - holds deity merchants and gives increased favor gain to your legion.
- Academy District - holds all skill trainers as well as crafting stations for the creation or improvement of your gear.
Capturing a district requires that a Legion capture and hold three capture points within the district simultaneously. Patrolling guards work for the Legion who owns the district, so any attackers will need to be aware of their location. This does not mean that you can’t enter districts owned by other legions, just that doing so can be dangerous as the guards will come to the aid of the owning legion members.
The Legion who owns the District contributes directly to how dangerous it is for others to enter. Each capture location provides access to hire mercenaries to increase the number of guards patrolling the streets. PvP guilds may wish to purchase squads, while individuals may want to purchase individual guards. They contribute directly to how difficult it is for a district to be taken by an opposing legion. Players aren’t the only ones out for control of Praesidia. An NPC faction also assaults the districts in a bid to take over themselves.
Fight amongst alley ways and over roof tops, and battle across city streets for control. Our City PvP system is designed to bring urban combat to the MMORPG, offering players choices not taking them away. In addition to the Instanced PvP and sprawling open world PvP, the City PvP will keep you on your toes, where danger and combat may just lurk around every corner!
Praesidia is a dangerous place, the shadows may be your friend but they’re equally as valuable to the enemy. The risk of death at every turn is exciting and only part of the challenge, because challenge is everything... and everywhere.
The world PvP in Sacrament ties closely into the City PvP system. Both feature our Legion system, as the players take part in the war amongst the gods. PvP will be featured all throughout the world, and though it won’t contribute to the standings of the City PvP, it will have enough purpose to push those who truly enjoy PvP and PvE to crawl through dungeons and temples looking for their enemies, hunting down and slaying dangerous NPCs, and constantly keeping an eye in those dark corners.
Siege combat is a feature that many people enjoy in some other titles. Knowing this, Sacrament offers its own spin on it. The Gods, in their search for power, have realized that worship is quite literally power. The holy altars they have raised were built for the purpose of promoting the races to worship them. From the smaller chapels to the larger cathedrals the buildings were designed to bring in worshipers. As the war escalated between the gods, these buildings became targets, and in an effort to remove power from opposing deities the Legions sent forth their followers to destroy any place of worship that wasn’t their own.
This resulted in each of them becoming more fortified because of the fighting back and forth. Refusing to lose any power the gods sent followers to protect even the most remote of altars. The player’s chosen legion has tasked you with the destruction and protection of these altars.
The Gods are seeking personal champions. Someone to enforce their will, someone to promote their goals, someone strong enough to receive their blessing, powerful enough to face their foes and loyal enough to increase their Gods power. Each of the 21 will choose the best of the best among their followers to become that Champion. Monthly the gods choose and monthly 20 of them will fall to their enemies. The one that stands victorious among the champions is rewarded, and continues to serve their chosen god as its champion. No god wants second best, the 20 who fail to meet the challenge of champions are replaced by new champions.
Each kill in the name of your Legion, each ransacked altar, destroyed font of power, each promotion of power for your Legion grants Favor for your Legion. Enough “good” deeds for your chosen deity and the Gods of your Legion take enough notice to send down one of their own Avatars. Depending upon the deity these can take on many forms.
This blessing serves several purposes. It reminds the legion followers that the gods are indeed very real and are watching them closely, paying attention to what transpires in Their realm. It shows true power to those who would dare to worship at an opposing altar, and it protects its Legion’s interests in that area.
These avatars carry unique items directly from the gods themselves but they offer a boon to those that defend it. Making the fighting around the avatars particularly fierce, but also particularly rewarding. The gods in their pride refuse to allow opposing deities to show off by sending forth their own avatar. If it so happens that two are called down at once the battle between them is epic in its destruction, vast in scale, and glorious to the victors. I can’t imagine the amount of power focused on one location if all three Legions were to summon forth an Avatar at once. While the world focuses on an Avatar when it is summoned, over in the Temple District of the City PvP a corresponding statue comes to life.
This statue attempts to do all it can to assist its Legion in taking control of the Temple District. After all, remove the temples from the other Gods and they lose worship while increasing the amount of traffic to your own Legion’s temple. If your Legion owns the Temple district and your god’s Avatar and Statue come to life, you may wish to visit it for some message directly from the source.
The Bounty system is a player policed system to prevent griefing. Any player who finds it funny to grief fellow players, (we do mean griefing I’m too much of a troll to police any trolling) and continues to do so will find themselves the target of their fellow players. Wanted posters are available throughout the Territories. Activating these posters give the player a bounty for a griefer no more than five tiers above their current tier. The bounty awarded is the oldest on the list for which the player is qualified. Once a player completes their bounty, they can return to any wanted poster to pick up a new bounty.
Bounties are randomly assigned, choose to drop a bounty and there is a cool down before you can pick up another. You won’t grab the bounty on your buddy as soon as they hit the Wanted poster. Once a player is on the wanted list if they continue to grief they can be added multiple times to the list. There is a limit to how many bounties can be collected on your head before that transgression is removed. If 200 players are assigned the bounty on your head for the first offense, you’re not going to be hunted down and killed 200 times. That might be excessive, I’m told. You will be hunted by more than one, first come first serve doesn’t get you off the hook. Logging off doesn’t get you off the hook, your bounty remains on the board. Hunters will know when their query runs away with their tail between their legs.
If you’re thinking “I’ll just become wanted then hide in a city.” you had to know you wouldn’t get away that easily. Right? Wanted players are fair game to any player who has the bounty on their head. Do the crime and you will face the punishment, if you are hunted and killed 10 times while trying to quest then perhaps you shouldn’t grief your fellow players.
The Legions aren’t all encompassing, in remote regions away from the prying eyes of the gods exist areas of lawlessness. In these regions where alliances don’t exist, the only thing that matters is survival. Here every shadow is a threat, every crevice a probable ambush, every movement a possible stalker, and every ally a potential enemy. There are those loners who refuse to accept the irrefutable fact of the gods’ existence, or choose to ignore their power. Friendless, godless, alone, hunted, and removed from reality, these unhinged individuals may find common ground here.
PvP advancement in Sacrament is completely separate from PvE advancement. Some folks exclusively play PvP and some exclusively PvE and we want to reward both without giving an advantage to someone just because they raid in PvE. Conversely, if you advance solely in PvP doesn’t mean you get to jump into end game PvE content. Achieving Tier 20 in PvE takes a different playstyle and skill set than becoming Arena Champion and differently again than survival in open zones.
Skill advancement does carry over so you’re not forced to raise your piercing skill several times. However, it will only take advantage of the tier you’ve achieved in the content you are playing. Max a skill in PvE and it is still maxed, however when in PvP it is relevant to your current Rank.
If a skill maxes at 100 and you achieve it in PvE then step into the Arena for the very first time. Your Arena rank is 1 your skill is downgraded to the max for that rank, let’s say 5. As soon as you reach rank 2 your skill is now 10, hit rank 3 and it is automatically 15, so forth and so on.
Your character will only have to raise a skill the one time.
In the end Sacrament offers a variety of PvP options that many of us haven’t really been able to enjoy previously. This isn’t a title solely designed exclusively for PvP, neither is it a title where PvP is thrown in haphazardly just to appease us PvPers, because neither of those work. This is a system designed to give players choices, to put variety back into it, to let us as the player decide how we want to spend our time in PvP.
Death Penalties have been something that have felt more like a band-aid solution rather than an actual penalty. Since the durability system was introduced, it seems that most games have just plugged it into their game without considering if this system needed to be re-evaluated. Let it be known that Ferocity Unbound has evaluated this system and determined that it is far too disconnected from the player to continue using. In fact, coin will have nothing to do with your death in Sacrament. It has been weighed, it has been measured, and it absolutely has been found wanting. Welcome to the new world.
Experience LossWhen a player dies they will lose a moderate amount of EXPERIENCE in ALL class abilities. This experience loss will amount to approximately 10% of the required experience to obtain the next level for equipped abilities and 5% of the required experience to obtain the next level for unequipped class abilities. These abilities can lose a level which can potentially mean the loss of an evolution to that ability. For example, a class ability that just turned level 80 and picked up the additional evolution may be reduced to a level 79 ability due to character death and experience loss. The level 79 ability will no longer have that evolution and will have to be reapplied when the ability reaches level 80 again.
NOTE: Players will have the opportunity to gain up to 99% (this number may change) of that lost experience back through the following means.
If a player dies, they will spawn in Purgatory next to an NPC. This NPC will inform them that they now have three options to choose from to return back to the world of the living:
- 1. Perform a Task for the Caretaker
- 2. Receive a Resurrection from another Player
- 3. Receive a Resurrection from an NPC
Performing tasks for the Caretaker can be the most efficient, or the least efficient, method of returning to the world and the player must make this choice wisely. Each character will be randomly assigned a task based on their class. For instance, if a Cleric chooses to perform a task for the Caretaker, one of the tasks may request that the Cleric keep a group of NPC adventurers alive as they take on an enemy in order to obtain an item for the Caretaker. If a Paladin chooses to perform a task for the Caretaker, then the Paladin may be asked to escort two NPCs to an excavation site where one NPC will be attempting to dig up an item that the Caretaker desires, while the Paladin holds threat on any enemies that may wish to kill the excavator NPC while the healer NPC keeps the tank alive.
If the player can succeed at the task for the Caretaker, then the Caretaker will revive them at their corpse with 50% of their maximum HP, CE, and Primary Resource returned as well as receive 99% of all lost experience when they died, and they will not have any debuffs.
If the player fails at the task for the Caretaker, then the Caretaker will revive them at their corpse with 5% of their maximum HP, CE, and Primary Resource returned as well as receive 0% of all lost experience when they died, and a 40% decrease to their effectiveness at their role(s) for 15 minutes.
This path should take two to three minutes to complete.
NOTE: You can only perform a task once every 10 minutes to prevent players from failing a task, dying, and attempting to redo the tasks again (with the 40% loss to effectiveness) in order to remove the 15 minute debuff.
Receiving a resurrection from another player is a simple task that will likely be used among groups and raids. This will allow the players to bypass the Caretaker task system and immediately be revived at their corpse with 35% of their maximum HP, CE, and Primary Resource returned as well as receive 75% to 90% of all lost experience when they died (depending on the type of rez). The player will have 10% loss of effectiveness at their role(s) for 15 minutes.
NOTE: Receiving a resurrection from another player also includes clickie items that will not allow players to rez within a combat scenario nor in the direct area of a boss type mob.
Receiving a resurrection from an NPC will require players to travel to the nearest Chapel where all deities, including Atheism, will be represented by worshipers, or in the case of Atheism, non-deity related support NPCs. The representatives will summon the corpse and then perform a resurrection. The resurrection will revive the player at their corpse with 25% of their maximum HP, CE, and Primary Resource returned. The player will receive 50% of all lost experience when they died and a 20% decrease to their effectiveness at their role(s) for 15 minutes.
While players who die by themselves in both the group and raid settings can still receive the previous forms of resurrections, there will also be a new mechanic for an entire group or raid that wipes called the Second Chance. This can only happen once per boss fight and only applies if all online members are in Purgatory at the same time and not on any tasks. NOTE: Players are not required to make an immediate choice upon entering Purgatory and as of right now may remain as long as they’d like.
In the event that the entire group or raid is present with the Caretaker at the same time, the group or raid leader can ask to perform a Second Chance task. This task will have no NPCs available and the group/raid must perform a random task from the Caretaker’s list (each of the individual tasks are available and scaled correctly for difficulty according to group/raid size). If the players succeed at this task, then they will be sent back to the fight outside of combat with the boss having regenerated 20% of its health (if the boss was at 30%, then it is now at 50%). However, if the players fail, then the fight will be reset and each player will receive a 40% decrease to their effectiveness at their role for 30 minutes.
NOTE: Unless players are attempting a Second Chance task, once they leave the main area all players will be instanced to their own phase. Players will NOT be capable of helping other players that are not in their Second Chance task phase.
Players within PvP will accrue a small amount of currency per player kill (determined by difference in player gear level and how much % of the total damage the player did before earning the kill shot). This currency, along with any other currency earned via any other means both during and before beginning their PvP session, will be lootable by players who kill them to an amount equal to 50% of their total currency.
Respawn will be based on where you are in the PvP aspect. If you’re in City PvP and your faction owns a district you’ll respawn in that district. Arena PvP will respawn at the entrance to the arena scenario as is typical. World PvP will respawn back at your city stronghold.
The desire is to see players both avoiding death at all costs as well as being entertained even while dead. The system is designed to prevent players from feeling the dread of the end of the line or being completely enraged because of what awaits them when they die. Although that rage may still be there based on what actually killed them, now there is a follow up focus to ensure that a player can return as unhindered as possible.
Raids and dungeons are being created with this Second Chance concept in mind, though there is always an exploit potential here for the raid itself. Those in the open world areas will have the greatest threat to themselves based on where they placed their group within their camp and what NPCs have respawned before they could return.
NO MATTER HOW YOU DIE, nor what method you choose to return, your gear will be with you and you will never have to go hunting for it. For now...
NOTE: ALL NUMBERS are subject to change as a result of testing.
The crafting system within Sacrament is a challenging process, no different from PvE or PvP, and will push player skill to a whole new level. A new type of raiding has been incorporated, called Blended Raiding, and inter-dependability among crafters has been established in order to bring back the community and complexity of making a name in the crafting world.
The crafting system will have a similar progression system to PvE. In order for a player to move on to the next tier they must perform the tasks assigned by their current max tier’s crafting master. This will entail the crafting of several different items, as opposed to crafting a mass number of the same item.
Tiers 1-5 (Legendary Seal):
- - Players will be required to harvest three different node types relevant to their highest tier that will need to be refined into usable crafting items. Each separate process will be considered three individual tasks.
- - Upon completing these three tasks (refining the different node elements), they will receive a quest item for each of the tasks that they will need to combine with the newly made crafting items to make three unique items.
- - Once that is completed they will receive another quest item and will be required to combine that quest item with the newly crafted three unique items to make a Legendary Seal that must be of Legendary Quality in order to be flagged for the next tier.
- - If they fail they will be required to redo the tasks in order to obtain all required items or purchase all required items (can only purchase the required items if you have already completed the tasks).
Tiers 6-15 (Epic Seal):
- - Players will be required to harvest three node types relevant to their highest tier that will need to be refined into usable crafting items. Each separate process will be considered three individual tasks.
- - Upon completing these three tasks (refining the different node elements) they will receive a quest item for each of the tasks that they will need to combine with the newly made crafting items to make three unique items.
- - Once that is completed they will receive another quest item and a unique recipe. Some of the items in the recipe will not be obtainable through any crafting means by their crafting class which will result in them having to obtain (buy, barter, trade, etc) these items from other crafters. Once the player has all of these additional items they will take their three unique items, the quest item, the unique recipe, and the miscellaneous items obtained from other crafters and create an Epic Seal that must be of Epic Quality in order to be flagged for the next tier.
- - If they fail they will be required to redo the tasks in order to obtain all required items or purchase all required items (can only purchase the required items if you have already completed the tasks).
Tiers 16+ (Relic Seal):
- - Players will be required to harvest three node types relevant to their highest tier that will need to be refined into usable crafting items. Each separate process will be considered three individual tasks.
- - Upon completing these three tasks (refining the different node elements) they will receive a quest item for each of the tasks that they will need to combine with the newly made crafting items to make three unique items.
- - Once that is completed they will receive another quest item and a unique recipe. Some of the items in the recipe will not be obtainable through any crafting means by their crafting class which will result in them having to obtain (buy, barter, trade, etc) these items from other crafters, as well as acquire unique raid dropped items that drop from Blended Raids. These can be obtained by either participating or purchasing from players who have obtained them. Once the player has all of these additional items they will take their three unique items, the quest item, the unique recipe, the miscellaneous items obtained from other crafters, and the unique raid drop items from Blended Raids and create a Relic Seal that must be of Relic Quality in order to be flagged for the next tier.
- - If they fail they will be required to redo the tasks in order to obtain all required items or purchase all required items (can only purchase the required items if you have already completed the tasks).
Harvesting is not directly tied to crafting, meaning you do not have to be a crafter in order to harvest material from the world around you. If you are a crafter however, then you have the capability to obtain passives through crafting quest lines that provide bonuses to the results of harvesting.
It should be stated firmly that as of right now a single player can only master one crafting class, meaning obtaining tier 20 in a single crafting class. There is a question up on the forums as to whether or not players should be capable of learning, even in a limited capacity, more than one crafting class and to what degree.
Weaponsmith works with metal materials to improve or create weapons and other small metal items (hinges, springs, etc).
Armorsmith works with metal materials to improve or create armor and other large metal items (metal strongbox, metal structural supports, etc).
Tailor works with hides and fibers to improve or create leather and cloth armor as well as backpacks and other similar items.
Arcanist works with magical properties to improve or create Artifacts and Orbs as well as spells/abilities.
Alchemist works with natural, typically non-edible elements to create potions and poisons to be used both in and out of combat.
Jeweler works with gems and other like minerals to improve or create rings, earrings, necklaces, charms and the like.
Carpenter works with wood to create bows, arrows, and staves as well as other items like wooden lockboxes and houses.
Chef works with edible components to create food and drink items that can be used both in and out of combat.
Crafting process works like quick time events (QTEs). Easy recipes give you 5 seconds (as an example) to use a certain crafting ability, while difficult recipes have the reaction time reduced to 2 seconds. The number of available abilities increases as your crafting tier increases, though you must obtain these abilities yourself. Tier 1 has 2 abilities giving plenty of time to hit the appropriate key. Tier 10 might have 5 options and tier 20 might have 10 options.
Countering correctly gives another QTE. The second event allows you to boost quality (white to green, etc.), effectiveness, or another trait appropriate to the specific crafted item. To make the best of the best requires 100% success rate with all QTEs. The higher the tier, the more QTEs you will need to resolve before crafting is complete.
Crafting items made without a unique (rare) dropped item from dungeon and raid bosses only have the potential to reach the same stat value as dropped gear. However, if you include the unique item, the crafter has the potential to increase it above dropped gear stat values. Dungeon unique items have the potential to reach a level that is higher than dungeon boss dropped items but lower than raid boss dropped items. Raid unique items have the potential to reach a level that is higher than all raid boss dropped items (becoming the most powerful items in the game).
The primary concept here is that if you are creating gear to be used by PvE players then some of the items should be obtained via PvE.
- - A T1 Iron sword may be made with ruined iron (lowest possible quality). With 100% successful crafting (critical crafting) it can only go up to master quality item (two above ruined). With the correct combination of QTEs you can craft a master quality iron sword with increased efficiency.
Similar to PvE, where advancing further in the tiers requires more and more assistance from other players, crafters will feel the same connected burden to the crafting community. The more advanced crafting tiers bring more advanced recipes that require components that other crafting classes make, resulting in the need to befriend, barter, trade, or outright purchase those materials to complete your recipe.
Essentially, PvP and PvE players can certainly solo, but when they group up they achieve much more. This is a shared idea with Crafters and Creators as well!
The Creator System is a system designed to give some power to the players in a way that will allow them to reshape, restructure, and alter story elements of existing content or create new content all on their own. Within this system, players will be able to work together to build their own versions of existing dungeons or unique dungeons and story lines by using in-game assets and materials to do so.
By using the potential of previous systems and evolving them into what is being presented in Sacrament, there is no mistake that those players that simply live to create will have their fill, and likely more than they can handle.
Just like with all other primary systems (PvE, PvP, and Crafting), the players will progress through the Creator system on its own without ever having to touch PvE content.
Maybe you’re here to take the Creator system and make a virtual table top game that you and your friends can enjoy, or maybe even sell the access to it on the in-game market for others to enjoy? You’ll use this Creator system to create a Player vs Player Environment with several unique rule sets you can choose from that stand apart from the rest of the game.
Dungeon Master can create 1 to 6-player dungeons and/or overworld events for players to explore.
Raid Manager can create 12+ player raids for players to explore.
Quest Overlord can create quests for players to explore.
Designer can create fashionable attire, designs, and decorations.
Each event will have an automatic limit on the minimum and maximum amount of items, per rarity and per event, that have the potential to drop. Each major group of trash mobs (even when isolated and pulled individually), dungeon bosses, and any other unique events not tied into these two are considered an “event”. They will have their own unique loot standards, such as rarity types allowed and minimum and maximum of each rarity allowed to drop for that event.
Furthermore, any event that players wish to result in a Blue rarity item or higher will be verified by at least two GMs and no more than three. This will be done by watching how the players who are creating the event perform within that event (not all events need to be watched, just the ones requesting item rarity confirmations, or IRCs). The IRC request will automatically be put in once the player(s) finish crafting the entirety of all combined events (for example, once the whole dungeon is complete) in order to verify all events requesting an IRC in one shot. This should speed up the creation of individual dungeons, raids, and quest lines. It is the responsibility of the GMs to determine if the event is worthy of a rare item drop equal to or less than what is requested and to adjust the item rewards, not the difficulty of the event, accordingly.
To further clarify, players themselves are not deciding the gear rarity that drops from each event. They merely select the way the event functions, and according to our preset parameters the system will notify them if the content meets requirements to drop a higher rarity item than green, that an IRC request will be inserted at the end of them creating the entirety of the events, and that the GMs will verify that the preset parameters are working properly.
Inherently, this system will also allow for Role Players to create content that might be lower difficulty but will allow them to enjoy vast stories and generate spaces they can inhabit for the pure enjoyment of roleplaying. Note that ANY Creator content will not provide equal rewards to the original content and will provide nothing but drops. Passives from quests earned in PvE or any other unique quest reward item will not be available to Creator content.
Creator interdependency will be similar to Crafters but in a slightly different light. It’s true that you can create different characters and simply master different lines on multiple characters. You’ve still got to go to those characters, create the item, put it in your shared storage or give to a friend to trade back to you, and then create the item or dungeon you want. A few times is fine, more than that and most people would rather just trade items or buy them outright.
The Creator system will benefit the most when creators work together, as dungeons turn into attachments to a house created by a second player, which then turns into a long story created by a third player and so on. Role Players can have a field day with this and the PvPE system in their attempts to bring the D&D style atmosphere to a virtual space. Realize that there are massive limits on what bringing the utterly fluid concept of TTRPGs to a virtual space means, however. You are trading visual graphics for the 100% control of all events. The technology to replicate the ever fluid aspect of TTRPGs isn't here, just yet!
Players will have the ability to choose which star sign their character was born under with a choice of seven constellations. These constellations will be modeled after the first seven gods, or the Original Creators.
Planetary orbit reveals a new star sign every three years, meaning the constellation for each star sign is visible in the sky for a three year period and will not be visible again for another 18 years after it has passed. Players can use a slider bar within this option to choose when they were born under the reign of the sign. The lowest end of the slider would be the beginning of this constellation's reign (so it would also be the waning end of the previous constellation), whereas the far end would be when this constellation was beginning to fade and the new constellation appearing. UI would inform the player, as they moved this slider, that players born upon the waxing of a new star sign exhibit less strength in the attributes of the sign, and some weak attributes from the previous sign; the reverse is true for the other end. Those born during the strongest part of the reign have the strongest alignment with the constellation's attributes. This process will also provide players with a list of birth dates that will fit within this star sign.
Each constellation will have a symbol associated with it that we can offer to players on tabards, wall hangings for houses, tattoos, et cetera. Players will have the ability to show off their star sign, if they so choose, via a variety of methods.
"Unknown" is an option for those who want it (players may wish to create a character who has no memory of their past, or an orphan who does not know their true age, et cetera). This section will also be able to be skipped entirely for those who have no interest, in which case the character screen would display "N/A" or something similar, with a CHOOSE button that the player could click later to make the same choice available in the character creation.
Players will be able to choose their Date of Birth which will be listed as options according to their Star Sign.
Players will be able to choose their City of Birth regardless of their starting city, which is determined upon class/race combination.
Players will have the option to include their own Character’s Story during the character creator process, as well as editing or adding a Character’s Story after character creation. The story can be no longer than 300 words (a bit more than one page) and can be viewed by other players via the Character Inspection screen.
There will be no plagiarism checks on Character Story as these can be altered at any time and the need to check a character story every time one is submitted will cause far too much stress on the game. Also, Sacrament™ and its partners are free from any legal issues that may arise as players agree, by participating in the Character Story, that they waive Sacrament™ of all legal issues and promise that all content is original or that they have the authority to use it. (Players will have to agree to these terms the first time they ever open the Character Story screen on each character.)
The Character’s Story screen will be incorporated into the “Role Play” tab of the character sheet when using /inspect (or any other means incorporated to inspect a character that is not your own). Players will be able to see all relevant roleplaying data, whether used for roleplaying or not; to include, but not limited to, the character's Star Sign, chosen Deity, City of Birth, Date of Birth, Class, Parents, et cetera.
Within the game, players can petition a GM to begin a “Family Tree” for the Family System. In order to begin this system, players need at least one other player to become a “Significant Other/Spouse”, “Parent”, or “Child” of the petitioning character. Characters on the same account cannot be used during the initial creation of the Family Tree but can be added later via the “Family Addition” options.
Players will be able to define direct relatives (significant others they share children with, children, parents, grandparents, grandchildren) but will not be able to assign indirect relatives (cousins, uncles, aunts) as these will populate naturally within the game system. Any conflicts will be flagged by the system and rejected with a full explanation for the rejection. GMs will not be authorized to deal with rejections in game. Only customer service personnel will be authorized to deal with these transactions due to the complexity of the system.
There are many adventures to be had across the face of Estrom'Ir. So naturally, purveyors of these adventures may wish to chronicle them. This is where the Tome system comes in. For as long as role-playing games have existed, gamers have crafted stories about the heroes. Whether as fan fiction, tales about original heroes, or alternate lore, the list is endless. In Sacrament, players are given a way to do this within the game itself.
Players can purchase blank tomes from NPC merchants. Within these tomes, players are free to craft whatever story they so desire, so long as it does not exceed 5,000 words. Writing is done through an interface. Authors are able to edit their tomes at any time before it is published, at which point it will no longer be editable. Once a tome is published, it will be subject to a plagiarism check. Authors found to be plagiarizing material will first be temporarily banned. Repeat offenders will be permanently banned.
Throughout the cities of Estrom'Ir, players will come across bookshops. Within these shops, NPCs will sell tomes and other items, both necessary and beneficial to writing. In addition to the NPC merchants, each bookshop will feature access to a bookstore interface which functions much like a typical "auction house." Within the bookstore interface, players may browse tomes in a variety of ways:
- The 'Best Sellers' tab will list the top-selling tomes for the week, the month, and all time. This list can be further refined through sorting: by genre, length, author name, etc.
- The 'Authors I Follow' tab will display the most recent tomes published by authors that you have chosen to follow.
- The main interface will allow you to search for tomes by author, tome name, genre, keyword, publish date, and more.
Authors in Sacrament have the ability to hire an editor to help them hone their writing. This will take place within an interface that is triggered via activating a table within a bookshop. Within this interface, authors can post editing jobs with specifications such as what they are willing to pay for services, the timeline in which they want editing completed, and the level of editing they require (i.e. spelling/grammar correction only, plot editing only, full editing). The maximum compensation the author is willing to pay will be deducted from their balance and placed in escrow. Players interested in picking up an editing job can browse the editing marketplace for projects that interest them and place bids. To prevent abuse of the editing system, the original tome text will remain in place, and the editor's changes will appear to the author within the interface. At that point the author can either accept or decline the changes on an individual basis, or accept them all if they so wish.
Editors will be rated on the same system as authors: a 1-5 star scale, both for overall ability and within specific areas like adherence to deadlines. Once an editing project is complete, the editor marks it as such and the author receives a notification informing them of its completion. At this point, the author can visit any bookshop to pull up the editing marketplace and review the changes. If the changes are satisfactory, the author will accept the editing, rate the editor, and the money in escrow will be released to the editor. If the author does not find the editing satisfactory, they must give the editor a chance for revisions and provide specific feedback. This refreshes the deadline (i.e. 7 additional days on a task for which the original deadline was 7 days) and the process repeats. After the first revision process has been completed, if the author is still not satisfied with the work provided, he or she may then revoke the editor's access to the tome. No money will be paid to the editor, and any changes the editor made to the tome will be erased and cannot be reclaimed by the author.
When players read a tome, they will be encouraged to rate it. Sacrament utilizes a five-star rating system, with 1 being the low end of the scale and 5 being the high end, representing the highest level of quality. Both overall ratings and specific ratings (plot, character development, etc.), if any are available, are displayed when viewing details about the tome in the bookstore interface. The rating system will be monitored, and any abuse will result in disciplinary action up to and including permanent banning for the abuser.
Highly-rated authors will be granted special rewards, such as titles.
Use in Player-Created Content
When publishing a tome, the author will have the option to flag it for use by other players within player-created content. The author can also use his or her own tome within their own player-created content. This gives players the ability to not only craft a dungeon to run through with friends, but to give that dungeon a rich story. This also allows players to place tomes of their own making, or other player-created tomes, within role-play instances as interactive objects.
Sacrament will also be utilizing the tome system to host community contests. Some of these will be themed: the best alternate lore for a deity or the best story featuring an NPC that already exists within the game, for example. Others may be more general, such as the best original story submitted. Each contest will offer unique in-game rewards, and the finalists will be voted on by the community to choose a winner.
The goal is to provide Role Players with as many elements as possible to live out their days lost in Role Playing nirvana. In order to facilitate this, Role Players will be able to sit down on suitable furniture (chairs, benches, et cetera), have the use of chat bubbles (turned off by default), have access to a large amount of emotes, and even submit ideas for new emotes, in order to do what must be done!
Other systems that were not naturally created for Role Players but have become an instrumental aspect for them are the PvPE system using Creator content and Instrumentation.
In order to fully engross yourselves into your Role Playing endeavors you will need to look the part! That is why Sacrament™ houses a fully customizable character visualization with three outfit slots and items upon items to put on. Wish to look like a vagabond? Find it, buy it, wear it! Want to look like an obese City Official that cares not for the citizens of the fair city? Create an obese character, buy the clothing to go along with it, and strut your stuff while you lord over the peasants.
Sacrament™ will allow players to assign up to three different appearance items per visible slot as well as place three different costumes that can be selected as their primary appearance at any time.
The costume slot will work as the primary appearance slot. If a player has a costume assigned to one of three slots and a check next to one of the costumes, (cannot have more than one checked at a time, but can have none checked) then the costume will be the only appearance item visible to others. Having none of these items checked will result in the player using the individual appearance slot items or the items the player is wearing in their inventory equipment slots.
If the player has not assigned a costume or does not have one checked, then the player will have the ability to use one of three appearance setups. Within each preset, the player can choose which slot to display and not display. Checking the helmet slot will override the option to NOT display helmets if players have chosen not to display their helmet in the options menu.
Available slots players can assign appearance items to:
- Chest (includes arms)
Players will not be restricted to appearance items based on their class armor type. A plate armor wearer can wear the robes of a farmer if they so wish. If a player has an issue with this, they can simply choose not to participate. There will not be an option or any other capability to turn off other player appearances.
If there is something that has not been mentioned that you’d love to see in Sacrament™ please send an email to firstname.lastname@example.org with as detailed a message as you can. If your suggestion sounds even remotely reasonable, you will be contacted by the concept team and asked an insane amount of questions until we understand as much as we can possibly understand about the system.
NOTE: Sending an email or even having a discussion with the concept team does not mean that your idea will make it to the final product. By communicating your idea, you are acknowledging that Sacrament™ has the right to use the idea within the game and promote it accordingly with your name as the idea's original creator in the credits. We may change parts of the idea in order to fit the game; this does not negate your name in the credits.
NOTE: By submitting a suggestion you claim to have all rights necessary to do so and waive Ferocity Unbound Core Studios, LLC or its affiliates of all liabilities herein.
General Instrumentation has been created for those players that aren’t very musically inclined or simply want to enjoy some instrumentation without having to participate beyond a slash command. Each instrument in the game will have 10 different slash commands that will allow the player to pick their desired tune and mix and match with other players in the area.
For those players that wish to go beyond General Instrumentation, whether just beyond or quite a bit further, they will be able to use our Interactive Instrumentation system. Using this system, players will be able to generate nearly every natural sound known for their instrument of choice.
Interactive Instrumentation will allow players to create their own music. The game will establish the baseline scale as a C-major and players will be able to set each note in that scale (C, D, E, F, G, A, B) to a desired key, as well as setting octave control to other keys, giving players access to 8 octaves with 7 notes in each for a total of 56 notes without add-ons. This will allow players to span from low to high octaves seamlessly. Players will have the ability to include minor, chromatic, and diatonic scale functionality via add-ons as well as other items.
Players can choose to freehand this music or play from a self-recorded list. Up to 10 pre-recorded tracks can be stored by each player naturally, and this number can be increased via add-ons. In the event that too many players are attempting to perform within the same radius, players will have the option to interact with any musician and select the “Block Sound” option from a menu to clear up some noise.
NOTE: Instruments will be the same instrument types that Bards will use during combat. Players will only be able to use one instrument at a time.
NOTE: Free to Play accounts will only have access to Generic Instrumentation. All other account types will have access to both Instrumentation types.
Player vs Player Environment is a system that has been put in place where the outside loot drop tables are replaced with a special item reward table for items that cannot exist outside of PvPE. In this system, creators are able to turn off all loot and pull from the available loot tables in order to open up a free flowing environment where a team of Creators, or a solo Creator, can setup engagement scenarios while players are exploring (think TTRPG-style).
With the control that the Creators have, they can spawn enemies instantly, insert merchants, fill a bar and start a brawl, or lead players to several key locations. This can all be done using game content, created content that they have made, or created content that they have received from other creators or purchased off the Creator Market. They will be capable of adding status effects, moving NPCs, and controlling all aspects of the content while they engage with the players.
Due to all of this, there is no way to monitor and adjust all of the loot rules. Instead, a system has been incorporated into the environment that will lock outside loot out and inside loot in. Each item tagged inside of this system will have display stats on them but they will not function in combat the way any other items respond. This would be similar to some table top style games where the gear would display the stats and you’d need to roll and apply the damage by hand.
No system is perfect. In the event that players are exploiting this system, they will be banned and all items associated with the account would be destroyed. This will not be a reversible ban as ignorance is not a defense.