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IGG has released new information on the Questing System as well as on how instancing will be handled in the game.
With Zu Online, the designers set out to change the players approach to quests. Zu’s Quest system begins with a main story quest for every player from the first day the character is created. This main story quest carries the player through the intricate background of Zu Mountain and its problems. While players are completing their main story quest goals, they will still be able to engage in many lateral story quests which tie into the main story, but are directly related to it. What really makes this system unique is that every player is central to the story and has a direct impact on the fate of Zu Mountain as they work their way through the story. This huge quest system will deeply immerse players in a continuing storyline that like a great movie will always leave them wanting more.
The Instance System is another essential component for online games. When entering an instance zone in team mode, everyone is working together to achieve a shared goal. However, when a monster suddenly drops an epic piece of equipment the team spirit is broken with players arguing over who should rightfully possess it.
With Zu, the designers have come up with a different approach to instances and the gear that may be found there. When a party enters an instance, any gear that may be dropped by a monster is automatically transferred to whoever attacked the monster first and cannot be trade between players, so any member of the team has an equal opportunity at obtaining these items.
Read more here.
Comments
".......different approach to instances and the gear that may be found there. When a party enters an instance, any gear that may be dropped by a monster is automatically transferred to whoever attacked the monster first and cannot be trade between players...."
And that one statement relegates this game to the also ran. Rarely do groups fight over items, usually whoever can use the item best will get it. This laimebrained scheme is beyond laughable. If they actually think this is a better way to distribute loot than what preceded it in other games, they are indeed beyond help.
You know, usually when developers try to improve something they at least come up with something that is workable, all this foolish idea will do is cause the idiots to tag everything first and then collect all the loot. What happens when a mage item falls as loot and the warrior attacked first?
Literally the most braindead proposed improvement I have seen in a while.
kind of a shame, because this is one of the few Asian games with content with their deep quest system.
Agreed fully!
when will zu online be able to download?
So it's a race to see who can "tag" the monster first. Yeah, that's going to be great for team spirit.
Imagine what would happen if mages get the ability to hit multiple targets at once.
The items should at least be tradable.
Interesting point, because what's becoming very clear is that most of the mmogs coming out of Korea and Asia aren't being designed and developed in a "game studio system" environment.
Rather games are coded by general staff programmers and artist in an assembly line fashion, working off a checklist they get from corporate.
It's basically a Factory System, versus the Studio System we have here.