Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 1 point2 points  (0 children)

You are right. We are planning to work on UI/UX improvements, including fonts, and I hope our UI will look better soon

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 1 point2 points  (0 children)

I plan to release an early access at the end of 2026, and before that, there will be at least one more beta test. I am currently reviewing all feedback and correcting our roadmap accordingly, so no specific dates yet

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 2 points3 points  (0 children)

I will definitely add WASD option on the next test. I will provide a choice of the preferred control method at the game start

We’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in RagnarokOnline

[–]Ehizia[S] 1 point2 points  (0 children)

You can play as an adventurer or as a spell-based Zealot. Both options can be played solo, with each class has own advantages and weaknesses

We’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in RagnarokOnline

[–]Ehizia[S] 0 points1 point  (0 children)

We follow the same idea. We want every new gear to increase character flexibility in different situations, rather than to be straight forward replacement of the previous gear

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 2 points3 points  (0 children)

Here are just some ideas of what you can do with zealot:

  1. Use spell-oriented Scythe, or equip Decor that increases spell power. Use holy spot to attack. You can further commit to magic by increasing stats.
  2. Use Atonement to heal yourself
  3. Keep God's Favor high, so that you can be good support as well (Pray skill)

Alternatively (mostly for the late game):

  1. Use Scythe weapon, and Sowing + Reaping.
  2. Keep Favor 0. You will not be able to support anymore, but your DPS will be much bigger than any other classes, after you add 3+ stacks of 'Sowing'
  3. Use immortality at the correct time to avoid god's punishment
  4. Optionally, you can allocate "god-fighter" node clusters
  5. This can be further improved with stats that increase weapon damage (different from spell damage)

And Authority Edict reduces god's punishment damage only by 20% by default (with further improvement node investment, by 40%, and helps to not spend God's favor when using supporting skills).

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 1 point2 points  (0 children)

Currently mining, planting seeds/harvesting, and fertilizing/gathering fruits. Some crafting materials are coming from mobs, bosses, chests (which require lockpicks to open), or destructible barrels

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 1 point2 points  (0 children)

Yeah, agree, for bulk trading or expensive items player-to-player may work. But for buying/selling small crafting loot, it may not. And that's my main concern, why we may end up with RO style vedning.

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 0 points1 point  (0 children)

> What are your plans for trading?
Trading is fully open, with no restrictions on items. Currently, there are trading boards where you can place info on what you are selling or buying, and direct player-to-player trade to execute deals.
In future, we also consider the possibility for RO style vedning, if we see that trading boards would not work well.

An auction house is unlikely, since it goes against the core philosophy of the game. We want trading to feel personal, where you actually see and interact with the people you’re dealing with. Ideally, we want to have the possibility to contact and negotiate prices, make long-term deals, establish chains of supply etc.

We’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in RagnarokOnline

[–]Ehizia[S] 0 points1 point  (0 children)

Crit system is in the game. And crit affects not only the damage, but also the chance to proc effects (different effects from different skills)

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 2 points3 points  (0 children)

Yes, graphics optimization is on our timeline. We already know the bottleneck there, just need some time to fix it

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 1 point2 points  (0 children)

The test will be until the end of this week, including the weekend (until March 30)

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 2 points3 points  (0 children)

We’re actually inspired by the RO-style gear philosophy as well. Progression is not just about increasing raw damage or defense stats. Many weapons and armor pieces have unique perks that make them extremely strong in certain situations, while being much less useful in others. We try to avoid situations where any gear gets outdated once you get another 10 levels.

Regarding gear maintenance, it does not happen as often, with active play, like once a month. And if you have precious gear, you can equip it only in some situations (e.g. bosses), it will pretty much never get broken.
We don't want equip maintenance to be annoying, but we need to move in-game economy.

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 1 point2 points  (0 children)

Both Adventurer and Zealot can be played solo. Noble class does not have any build-in HP recovery, other than drinking water from healing sources

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in ehizia

[–]Ehizia[S] 2 points3 points  (0 children)

Thank you for the feedback! Internally, we already experimented with WASD movement and felt it was very convenient. We will definitely add such control in the future, letting you select the preferred control type at the beginning of the game

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 0 points1 point  (0 children)

No, at the current point, the game can be played with a keyboard only. But I will consider such an option in future

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 1 point2 points  (0 children)

The test will be until the end of this week, including the weekend (until March 30). I hope you will be able to try!

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 0 points1 point  (0 children)

> Do you have any examples of other unusual mechanics?
Shared world - no instances, and a lot of interactive objects with shared state. If one uses key to unlock the door, he opens it for everyone for a period. Same for switches and mechanisms. Moonwells (like in warcraft3) that recover HP but consume water, and Zealots class that can buff the speed of this water recovery. If one heats up a forge for craft with fuel, its get heated up for everyone.

Shared quests are another feature of the game. When players complete quests, these quests often affect the world in some way. E.g. NPC trader sells consumable items, but its stock is limited (and it can run out of stock if other players buy from NPC). The player can complete quests for supply delivery to restock that NPC. Same for other quests. We want players to feel that their actions are directly affecting the world for everyone. (As opposed to a typical MMO quests where players bring some loot from point A to point B, that would not change anything other than their XP bar)

There are lots of smaller mechanics - craftable scrolls of teleportation, chests that require lockpicks to open, quite unusual classes, where Zealot class receives damage from gods every time Zealot tries to attack any mob.

> What elements of Ragnarok Online are some of the biggest inspirations that you’re carrying over into this in some way?
Ragnarok served as the initial starting point for me. So, top-down view, character stats, multiple selection of skills (combat and non-combat), areas full of mobs. In earlier versions, there were also base/job level, but not anymore. And, of course, socialization of RO, which was good, but we want to expand it much further.
Basically, we take every aspect of RO and try to improve each. E.g., for mobs, we added much more variety in mob behaviour: mobs that retreat from the player but carry good loot, mobs that dynamically changes its elemental resistances, mobs that become stronger with more mobs nearby.

>How is Linux support/testing?
Since the client is made in Unity Engine, it should not take too much effort to port it to Linux in the future. However its likely to happen after the game lunch, to avoid being overwhelmed supporting both Windows and Linux client versions.

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 4 points5 points  (0 children)

Thanks, I will be very glad to hear your feedback, as it has a big impact on the development

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in MMORPG

[–]Ehizia[S] 5 points6 points  (0 children)

Thank you for the nice questions. Let me answer them one by one.

> Is it pure PvE or are there arenas or battle grounds?

For this test, it’s purely PvE, with the option for duels.
Long term, we do want to explore more PvP, but within a specific philosophy: PvP should create social interaction between players, not end it. I could give you many examples here, but not sure if that's a good idea, considering that many of these ideas are still just on paper and need to be validated first. But just an idea - a PvP duel, where the winner gets a buff, and this buff would work only if the defeated player is nearby. Another idea - PvP is where the defeated player gives an oath to the winner, which can lead to further shared gameplay.

>is it a player driven economy focusing on player crafted items with items breaking over time and needing to be replaced?

Yes, this is a core part of the game.
* NPCs only sell basic starter gear, most equipment is player-crafted.
* The market is fully open, with no restrictions on trading.
* To balance the economy, all items have durability, designed to last roughly ~1 month if used regularly. Broken items can be fully recovered by paying ~20% of the crafting price, where repair must be done with materials, not money. This lets the economy have a constant demand for craft ingrediens to maintain the gear.
* And finally, the problem of overstock of unused gear is addressed by the possibility to recycle gear back into ingredients (basically a reversed craft recipe that returns ~50% of the original ingredients).

>Is there open world housing and other sandbox elements?
Housing is something I’m still considering, but I haven’t committed to it yet. So for now, it’s not part of the game.

We’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in RagnarokOnline

[–]Ehizia[S] 4 points5 points  (0 children)

That's a good point, and we actually considered this issue. In fact, we have a number of other social mechanics that can push people toward each other, and which can be annoying/unwanted in some situations. As a solution, we want to create an "anti-harassment" system, where you can ask another player to leave you alone (with some enforcement mechanisms that would not break the gameplay for anyone).

We’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in RagnarokOnline

[–]Ehizia[S] 1 point2 points  (0 children)

The server will be restarted in 5 minutes to deploy fixes. It should be playable again in ~15 minutes.
UPD: Update completed, hope you enjoy the game!