36 people found this review helpful
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3
2
Recommended
0.0 hrs last two weeks / 255.0 hrs on record (53.2 hrs at review time)
Posted: 25 Nov, 2021 @ 2:41pm
Updated: 28 Nov, 2021 @ 3:04pm

Early Access Review
The game is definitely a big step in the right direction for survival-multiplayer PvPvE games. I'm not trying to sell the game to anyone with my personal opinion. I will however point out features I appreciate.

Features that stand out to me:

Tutorial / Game Manual
- Tutorial / Quest system to guide you from Beginning to End Game
- PDF extensive game manual 120 pages (access from your steam library / below achievements)

Sandbox - Open World - PvPvE
64km map (approx. 25 square miles)
Official Servers PvP & PvE (Cross server transfer & travel system available)
Custom & Private Servers

Player activities
- PvP & PvE -- FULL LOOT
- Quests - Daily, Weekly, Tutorial/Guide, Guild.
- Siege systems for Players and NPCs
- NPC Camps, Cities, Forts
- "Dungeons"
- Treasure hunting (unique items, recipes, rare items)
- Survival against elements Cold, Heat, Poison, NPCs, Hunger and player toxicity systems.
- Animal taming / breeding
- Camp to Town to City to Empire management available
- Extensive depth and character (and NPC) development
- Extensive crafting depth (at first glance the crafting may look basic, it is not)
- City / Resource point claiming systems
- Leaderboard system (tied to activity points)

Crafting System
- Basic crafting to advanced specialization crafting
- Advanced quality crafting system (skills & talents - colored crafting levels)
- Durability & Efficiency systems
- Tools/Weapons/Armor usages tied to skill specialization system (using an iron sword with 0 skill in one hand can hinder the weapon and penalize the user)

Building systems
- Building quality levels tied to skills & talents
- No terraforming
- Place and snap to building (un-snap is toggle)
- Buildings have durability and decay if unprotected
- Numerous crafting tier levels ie Wood, clay, etc.

Guild Systems
- Guild leveling
- Alliance systems
- Prestige systems
- Guild specific skill trees to benefit players / playstyles
- Guild specific tech trees for guild specific buildings

Player customization and depth (deeper than most RPGS)
- Nobility perk system (a long term character growth tree)
- Skill proficiency systems (respec & adjustable)
- Skill specializations
- Perk system (mid-late game)
- Numerous Skills & Talent trees
- Tactic skill system (skills from mid-late game activity)
- In-game achievement system tied to "minor" permanent character stat increases
- Perk system tied to map exploration (you must find shrines hidden throughout the world to get perk points)

Human NPCS and Creature NPCs
- Tame / Breed creatures for materials
- Tame / Breed horses for riding, hauling, warfare
- Recruit / capture / convert Human NPCs to become workers / warriors
- Human NPC stats are similar to player stats & growth
- Human NPCs can have strengths or weaknesses ( you could get some really rare & unique NPCs)
- NPC Equipment system for Horses, Warriors, Workers, and AI-NPCs. (you can equip your warriors/workers, just as you can knock out and steal items from NPCs)
- Permadeath system (note: this system is forgiving and happens only after certain conditions are met. You can lose a horse or Warrior and revive them initially, repeat loses can lead to a permadeath)

Auction house system
- Horse auction
- Warrior / Worker auction
- Item auction and more

PvP & PvE Official servers
- There is not a single shard or single map
- ALL Servers can cross travel between one another
- Single character only for all official servers

NPC Factions
- Low faction will result in KOS
- Low faction can result in NPCs raiding your base or attacking you in open world
- Faction applies to animals/creatures as well (over hunting boars can have negative outcomes for your person or guild)
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