Monthly Archives: October 2010

Darkwind War on Wheels Interview: How it all Started

Darkwind War on Wheels Interview: How it all Started
Questions by Vincent Haoson, OnRPG Journalist
Answered by Sam Redfern (lead developer/designer)

 

Darkwind: War on Wheels is one of the more unique games I’ve played in a while. The mix of tactical, turn-based carnage in an MMO setting really works well. We here at OnRPG got the opportunity to talk to the lead developer of the game Sam Redfern and here’s what he had to say on how the game started and what’s in store in the coming months.

 

OnRPG: How did you guys come up with a game like Darkwind?
There were a number of important inspirations, and in ways I initially designed Darkwind as my own “ideal” game, having spent many years observing what I like and what I don’t like about other games. I don’t like the ‘sanitised’ model that other MMOs have – in other games your characters can’t get permanently killed or injured, they can merely lose their equipment. In Darkwind they can get killed. And eaten. And lose their legs.

 

I used to play a boardgame called ‘Car Wars’ back in the 1980s, and this provided a clear inspiration for an MMO. The one big flaw with Car Wars was that the complex rules were too much effort to manage by hand – a computerised games-master was required!

 

For the first year or so of development, I worked alone. Gradually other part-time team members were added: artists, level designers, fiction writers. I have been more than happy to let these contributors, and even just the enthusiastic players, to help define the game and where it’s going. I am regularly astonished by the talents of our community, and I think it would be a mistake not to let them influence the game.

 

Darkwind

 

OnRPG: Where did you get the idea of mixing turn-based battles for car combat?
From boardgames such as Car Wars and Formula De, we knew that turn-based car control works really well. We also are strongly of the opinion that so called ‘Real Time Strategy’ (RTS) games are not really strategic at all – they are merely a ‘fastest clicker’ and ‘best micro-manager’ competition. True strategy games, if they hope to have any depth of gameplay while allowing multiple soldiers/vehicles per player, simply have to be turn based.

 

A major breakthrough in terms of the core gameplay idea came when we decided to use proper physics, just like real-time car racing games. This makes Darkwind quite unique: tactical yet requiring driving skill too.

 

OnRPG: What was your inspiration for creating Darkwind?
In terms of gameplay content, the main influences would be the Car Wars boardgame (as the core gameplay), football manager games (which provide an excellent model for character-driven development, far better than RPGs in my opinion), and MMOs such as Ultima Online and Eve Online, which have various flaws and strengths pertinent to the MMO approach.

 

The single greatest influence would be Car Wars, which is a car combat boardgame from the 1980s that I used to play. Many of our long-term players are Car Wars enthusiasts; it’s very satisfying to have produced a game which these people see as their “dream” game that they have literally been waiting for since they were kids. The big problem with boardgames (especially those that aspire to realistic movement and combat systems) is the time and effort it takes to play them. The fact that Car Wars games took more than an hour to play out 15 simulated seconds of time was its major problem. Computers are perfect for running this sort of game, removing all of the effort and none of the fun.

 

The thematic and atmospheric influences would most strongly be the Mad Max films and the 2000 AD Judge Dredd ‘Cursed Earth’ series.

OnRPG: Majority of the maps in Darkwind seem to emanate a post-apocalyptic feel, was this part of the game’s original plan while it was being developed?
Yes, absolutely. Darkwind takes place in a post-apocalyptic world in which civilization has been destroyed by a ‘solar event’ – basically, the earth’s magnetosphere suffered temporary failure around 2020 and this caused much of the protective atmosphere to be burned away and anything above ground at the time to get fried. We didn’t want anything clichéd like a nuclear war or so obvious as a human-caused environmental disaster. I invite you to read our two ‘official’ background stories, which explain it quite dramatically:  “The Birth of Death Racing”  and  “In The Beginning

 

Darkwind

 

OnRPG: Speaking of which, how did you guys develop a game like Darkwind? Is developing the game as difficult as developing big 3d client games? Why?
We are a small team: I have been the only fulltime team-member who has been involved for the entire length of the project; I also have full control of all programming. This actually simplifies things, since there is never any need for technical documentation and negotiation. The artwork has been produced by a number of part-time contributors and contractors. As mentioned above, I have always encouraged the game community itself to discuss and influence the evolution of the game. Their ideas are often far better than mine.

 

I would say developing an online game like Darkwind is more complex than a 3D client game, since it contains all of the technical complexity in the client, plus the additional complexity of the multiplayer interactions, and the control and simulation of a persistent world.

 

For a small team, it certainly makes sense to ‘pick your battles’. I knew that large amounts of 3D animation wasn’t possible — the beauty of a car game is that animations are produced by physics rather than handcrafted by artists. I also knew that large amounts of custom content wasn’t likely – Darkwind therefore operates as a complex world simulation, and the long-term challenge is produced not by narrative script-writers but by the interactions of a complex simulated transport/manufacturing economy and its deathracing leagues. The game is fundamentally like Football Manager or Sim City, rather than a standard Fantasy MMO, in this regard.

 

OnRPG: Where did you get the idea of using the current roster of car chassis for vehicles used in combat? Will you be including more in the future?
Most of our car models were purchased from online shops such as turbosquid.com. Certainly we needed a nice range of musclecars – and 60s/70s retro is so much more stylish than modern-looking cars, in our opinion. For strategic depth, we needed to have a wide range of other vehicles too – from small offroad buggies to sedans to fire-engines! – currently around 50 chassis types in all. Yes, there are more in the pipeline – I prefer to focus on unusual chassis types these day. One that I’m looking forward to adding is an agricultural tractor!

 

OnRPG: Where do you get the ideas you use for the arenas and maps that players would drive on in the game?
The game world was sketched out early on, and the game towns and wilderness areas follow the themes laid down at that time. As you would expect in a post-apocalyptic game, many of our maps include ruined buildings, broken highways, and abandoned manufacturing areas.

 

We needed a wide range of different racing circuits and combat arenas, of course. The majority of the maps were made by two of our contract artists – they worked closely with me fleshing out the game world and making sure that their towns and wilderness maps fitted the correct themes.

 

OnRPG: Are you guys satisfied with what the game has achieved up to this point? Why or why not?
Yes, in many ways. Darkwind has forged itself a niche market which attracts astonishing enthusiasm and loyalty from its core players. Many of these players are people that would never play a traditional MMO for very long, yet some have been playing Darkwind solidly since its release in 2007 and even longer, back to our Alpha and Beta testing.

 

We haven’t gotten rich, but we have achieved a unique game that brings pleasure to hundreds of players – this is very satisfying. It is equally satisfying to get recognition in the mainstream press – earlier this year PC Gamer ran a very positive full-page review, for example.

 

OnRPG: The game has been operating for quite some time, how is Darkwind faring against the competition?
Darkwind doesn’t really have much direct competition – there are no other games very much like it. Sometimes players disappear for a while – as they would with any game – but they invariably come back months later. I attribute this to the fact that no other game fills the same gap.

 

In terms of overall size, Darkwind is really a small player in the MMO market. But that’s ok – it keeps the community friendly and it sustains a small development team. Our costs are low, we have taken few risks – this is why we’re moving along quite happily while games like Auto Assault have folded.

 

OnRPG: What do you think keeps your players in Darkwind? Why do you think so?
Darkwind appeals to mature gamers – your characters get permanent injuries and die. The game world runs as a complex simulation. Even the best players are never guaranteed to get home alive when they leave the safety of the towns. I think this is one reason that the game has such longevity.

 

The core gameplay – strategic vehicular combat – also works very well. No two battles are ever the same, and battlefield tactics really are very important – and take months or years to become expert at. The fact that your cars are constantly moving, and that keeping up their momentum is essential to staying alive, makes it much more subtle than, say, a tank game or an FPS combat game. ‘Speed is life’, as they say in Darkwind.

 

Many of our long-term players are ‘casual gamers’ – who log in for an hour or two in the evenings for some community scouting (taking a multiplayer squad out into the desert to fight some bad guys) – so I think both the complexity and subtlety of the core combat system, plus the great community of mature gamers that we have contribute to its longevity.

 

OnRPG: What do you say is the game’s biggest advantage against the competition? Why?
Its uniqueness. We’re not really competing with any other games directly, other than for a general player-base. There are no other games that provide persistent world multiplayer, gritty vehicular combat in a tactical battlefield environment.

 

OnRPG: What does a 3D persistent-world multiplayer car combat mean actually?
The game world runs out of a database – so it’s persistent. Your characters gain skills over a period of months; they age and die; their vehicles get smashed up beyond repair or simply stolen during a failed combat. Travel, training and manufacturing take hours, days, or weeks, real-world-time. Our combat and deathracing leagues run over 12 week cycles (which is one game year). The combats/deathraces use client-server technology and therefore offer a 3D, multiplayer view.

 

Darkwind

 

OnRPG: With the game mixing up turn-based gameplay in a 3D persistent-world multiplayer car combat, does the game use an exclusive physics engine for it to work? Why or why not?
The game is, ultimately, based on the Torque Game Engine (TGE) – which provides a quite functional physics engine. With five years of development behind us, Darkwind probably now shares no more than 50% of its codebase with other TGE games. We have toyed with the idea of integrating a 3rd party physics engine, but have never done so. Five years of tweaks and improvements have added a lot of complexity to the physical model – we have tyre pressures, suspension settings, aerodynamics, slipstreaming, different terrain tractions, a variety of engine profiles, feedback effects from weaponsfire and explosions, and so on. The turn-based element works quite effectively: the whole game freezes while players are setting their orders (within a 30- or 60-second limit, typically), and then one game second is simulated using the physics engine, and displayed to the players. Weaponsfire happens while the cars are ‘frozen’.

OnRPG: Do you consider Darkwind as a niche online game or more for of a mainstream MMO? Why or why not?
There’s no doubt that Darkwind is a niche game. No other games are very similar to it, although in terms of demographic it would tend to appeal to players of other complex, simulated open-world MMOs such as Eve Online.

 

OnRPG: What’s in-store for the game in the months ahead?
We always have a range of features and improvements in the pipeline. Here’s some that we’re currently working on:

 

– Further work on the artificial intelligence used by the computer cars in combat situations. Specifically, they currently use a pathfinding system to navigate the terrain, but we are currently in the process of adding a ‘pheromone trail’ approach, in order to learn ‘popular’ routes around the terrain by copying the human players (this form of A.I. mimics the behaviour of ants and other social insects: we have discussed this feature.)
– Localization – there is, unavoidably, a lot of text involved in the game. Injuries, targeting commands, battle reports, league tables – all are currently in English only. We would like to be in a position to appeal to non-English speakers.
– ‘Into the Ruins’ – a new gameplay component which will involve characters on foot (‘peds’ – pedestrians) exploring caves, basements and ruined towns, in search of rare equipment caches, medicines etc. The main enemy in these combats will be huge mutated insects (who are currently already in game – they like to attack anyone unlucky enough to be travelling around the desert on foot). 

 

We have many other game features in planning, so please feel free to check back with us in the future for an update!

M.A.T Online Preview: Oh look, another CS 1.6 clone… or is it?

M.A.T Online Preview: Oh look, another CS 1.6 clone… or is it?
By Michael Sagoe (mikedot), OnRPG Journalist

 

Suba Games is bringing a new free-to-play FPS title to its line-up, and while it looks like your typical war based shooter, it manages to bring a few things that you would never expect in an FPS title at all.  The game is called “Mission Against Terror” (M.A.T Online). I took the time to try this game out during its closed beta phase to see if this new game had anything going for it.

 

From the character select screen, there wasn’t much to choose from, for starters. Just one default male and female solider was available. There was also an option to select the country and state you reside in, which I assume is for the game’s social aspect (more on that later.)

 

After I picked my male soldier, training started right away.  Right from there, just looking at the training environment and HUD, the game seemed way too similar to Counter-Strike 1.6, and it became more apparent as the training continued. Movement, weapon firing and everything else felt just like playing Counter Strike.

 

After completing the training session, I was dumped into the channel 1 room list lobby. The amount of rooms open was low, but what was available was either for team deathmatch, bombing runs, mummy mode and a chatting lobby. I already had an idea of what bombing run and mummy mode was going to be like, and I didn’t feel like chatting it up with random strangers at that moment, so team deathmatch was my pick.

 

At the start of the match, there were five default weapons to choose from such as an MP5 sub-machine gun and a G36 assault rifle. Seeing as I’m a guy that likes to get up close and personal with enemies, I went with the M3 shotgun. My time spent playing team deathmatch in M.A.T was pretty straight forward: kill the enemy team before they kill you and your team, and the firefights that went down felt like your typical war shooter fare. I and my teammates were pretty much killing enemies without any real strategy, but it was to be expected.

 

MAT Health
Been there, done that.

 

The accuracy of the weapons was off by a mile. Every automatic firearm I used was only useable in burst fire, which makes sense and all, but the recoil and spread when going full-auto was incredibly unreal.

 

I also noticed that the game’s respawn system was messed up, too. Players only seem to get 2 seconds of invincibility when they respawn back at their home base after they’re killed, so exploiting this for spawn camping and cheap kills was easy as pie.

 

After playing a couple of rounds, I felt that I was ready to write this game off, but I did manage to notice something interesting during my battles: Players in M.A.T Online can apparently dance during battles. Why? Because dancing in battle lets you slowly recover your HP. While is seems incredibly out of place, I thought it was an amusing little feature.

 

MAT Heal
Dance the pain away, solider.

 

After my battles, I took a peek into the item shop. There wasn’t much in there, but what was there was a handful of different weapons and services you could buy. There were also different outfits available to buy that will change the look of your character’s head, top and bottoms. Most of the outfits available were casual outfits rather than combat gear, so most players that bought the outfits could fight terrorism while looking good at the same time.

 

MAT Stats
Fashion warrior

 

One of the other game modes that I took a look at was the chatting lobby. I suppose this is where the whole country and state location thing comes in for the social aspect of the game. Entering a chatting lobby dumps you into a place called “Club Suba” which is some kind of night club for players to meet, greet and dance around like idiots. Around the night club, you’ll find a bar area, a stage with a piano on it and a nice looking pool table. It would have been nice if I could have made use of these areas, but unfortunately, they were just for show.

 

MAT Pool
Nice pool table. Too bad no one can use it.

 

One huge area in the chatting lobby that wasn’t for show was the huge boxing mat in center of the club. The boxing mat area lets two players fight it out with their fists in first person. You don’t get any prizes or anything like that for fighting in the ring, so it’s pretty much for bragging rights.

 

MAT Boxing
Settle your disputes in the ring.

 

I decided to have a go at it with a random stranger in the bar area. The controls for fighting in the ring were a no brainer: Left mouse clicking throws quick left punches and right clicking throws a slow but powerful right hook. Although the controls were simple, landing punches on your opponent was a real pain. I lost pretty epically to my opponent by a huge landslide (the guy keep hitting me below the belt, though!)

 

Now it seems like chatting bar is supposed to be one of the draws for M.A.T, but seriously: Who the heck would play an FPS title to socialize? Maybe if they added a few things such as making the bar more interactive, it could be nice. But at the moment, it seems so pointless.

 

The sights and sounds of M.A.T were all fairly generic to me in more ways than one. The maps that were available to battle on only gave me a choice between generic deserted city and generic deserted neighborhood district, not to mention that the design and layout of the maps looked like something that could have been made as a custom map for CS 1.6. All the guns in the game sounded appropriately like guns (just barely, though,) and the grunt noises that players made whenever they took a hit was simple and annoying to listen to after a while.

 

So that’s my view on M.A.T Online at the moment.. To be perfectly honest, the game seems to be nothing more than a shameless CS clone trying to bank on Valve’s success. However, some of the features such as the chatting lobby and dancing mechanic thrown in will at least give the game some difference from its competition. Also to be perfectly honest, I’m curious for what Suba Games plans to do with M.A.T in the future to see if it will grow into something other than CS 1.6 ripoff #20345348

Dragon Saga goes into Open Testing!

Dragon Saga goes into Open Testing!

 

Gravity Interactive, a world renowned massively multiplayer online game publisher, is proud to announce Dragon Saga (formally Dragonica Online) will be going into its first open testing phase  from October 14, 2010 through October 18, 2010, with a second testing phase to begin later in the month. This will be the fourth title to be added to the WarpPortal.com growing list of free-to-play games.

 

“We are very excited to be bringing Dragon Saga back…” said Yoshinori Kitamura, Chief Executive Officer of Gravity Interactive, “…and welcoming new members to our WarpPortal community. Because Dragon Saga has been previously launched in North America, the bar has been set pretty high. We are striving to provide the best possible game experience for all Dragon Saga players, new and old. “

 

Many former Dragonica players (now Dragon Saga players) will be able to access their characters from the beginning of the second phase of testing. These players will also notice that many updates have been added since they last played, including many elements of the “Paris Strikes Back” update, which will include a raised level cap to 70, 4th classes and more… More Information about Dragon Saga and its WarpPortal.com on the official websites.

 

Dragonica

MMOs: A Pinch Of Everything (But Just A Pinch)

MMOs: A Pinch Of Everything (But Just A Pinch)
By Kei Beneza (dividelife), OnRPG Journalist

 

It’s amazing how MMOs managed to broaden their scope by experimenting with different genres. We have Shooter MMOs, RTS themed ones, Fighter-based games, I’m sure you get the idea. The thing here is, MMOs may have all these genres locked in their multiplayer goodness, but let’s not forget that it’s merely a pinch of what their original genres are made of.

 

The Origins Of The Genre

If you think about it, MMOs were quite generic a few years ago. The game play concept was merely to put tons of players in a static world of grinding while allowing them to interact to fill up the holes left by the lack of content. One of the reasons why it was fun playing MMOs is that you will never be alone and MUST NEVER be alone to stand a chance against the persistent world. First off, the challenges offered cannot be soloed on most occasions, as players will eventually need the help of a party member in order to achieve their next level (not to mention their proper gear). Secondly, players also need to interact through combat for them to enjoy the game further. Since grinding can get old after a few hours of hacking and slashing, players needed another way to entertain themselves while recovering from the grind slump. Yes MMO gaming is fun, but just like any game, it also loses its shine once the users get used to the same repetitive game play.

 

Pinch Genre
A golden oldie

 

The Other MMOs

To broaden their horizons, MMOs ventured into other genres that have also captured the hearts of gamers, copying (or rather duplicating) a part of its game play goodness to allow MMOs to give these gamers a taste of their preferred genre along with some massively multiplayer add ons.  From FPSes to Browser games, the MMO virus (as I call it) has infected tons of other genres, allowing them to capture those who have not been impressed by the whole MMORPG fad. It’s amazing how MMOs have spawned countless hybrids, constantly changing and mixing genres as they continue to attract new players.

 

Other MMOs
Other MMO types

 

So Why A Pinch?  

Although we know that the MMO genre has branched its now subcategories, we cannot deny the fact that it only copied the shallow surface of the said game. How should I put this… We’re very much aware that there are tons of MMO Fighting Games out there. Rumble Fighter, Grand Chase, GetAmped, and sure they all have different game play and gimmicks, but they do not share the very soul, which makes fighting games what they are. Let’s see, MMO fighting games are usually mindless and are much similar to a beat em’ up games compared to a pure fighter-based ones. There are no technicalities, no input precision, nothing but mashable buttons that instantly perform combos upon tapping the G key. If we compare it to old fighting games like Mortal Kombat 3 and Street Fighter 2, you’ll see that they havefewer technicalities to offer despite the age difference.

 

MMO Pinch
A bit of everything

 

Believe it or not, the same thing applies to RPGs. Exactly what was the last single player RPG you played? For now let’s keep an open mind. MMORPGs are the soul core of MMO game play. Not only are they the first form of MMO goodness, they’re also the most played (not to mention the ones that divide like crazy). Yes, MMOs are superior when it comes to their player base, no doubt the world is breathing through theirmassive population. But aside from the whole aspect of population and interactivity, the world is stuck on a specific timeline. You’re given a nice storyline about Old Gods and Elder Dragons with you being the mythical hero about to bring balance to the force or whatever. It’s a good thing as RPG does mean ROLE PLAYING GAME, but to be stuck in a specific timeframe completely ignores the whole idea of you being the main character (mythical hero) of your own adventure. You may beat the elder dragon, but the story will always stay as is (with you preparing for what is yet to come), ignoring your accomplishments and the story you’ve established for your character even though you’ve practically solved the galactic problem.

 

Yes, A Pinch! But We Added More

Although we have established the fact that MMO games have copied elements from other games, it does not change the fact that they did personalize them with their own touches. Systems such as leveling up in fighting games and customizing your OWN fighter’s move list can only be found in MMO fighting games. To encourage gamers to play more, these game clones (except for the RPG ones) allow players to level up.

 

Pinch more
Adding more!

 

Bet You Liked Our Idea!

One thing about this method of copying is that it also inspired the “copyee”, forcing them to add online multiplayer functions to attain the same massively multiplayer charm. The funny part is that now, some games let players level up (or rank up) to unlock more content. Sounds familiar?

 

MMO Supremacy

I think I’ve said “genre” and “MMO” a bit too much to prove my point; still; I hope I managed to explain it well. MMOs have copied a lot of genres and are  still copying some of the newer ones. They may have copied a pinch from each, but they did incorporate their own personal touch, allowing players to enjoy a different experience while playing the same thing. From rhythm games to browser games (would you believe it? BROWSER GAMES!), MMOs have expanded into what they are today, a gaming monster of variety. Isn’t it amazing being able to play different genres inside a single one? Although it has worked its magic for some, other gamers (especially fighting game ones) can’t accept games like Rumble Fighter as a real fighting game. So what are these games exactly? Is it a fighting game? A shooter, or an RPG maybe? Hell no… This my friend is an MMO… A little bit of everything, blended into one solid genre. The best part? It continues to grow as more games come out. 😉

Ragnarok Online Launches Confusingly Named Update: ‘Renewal’

Ragnarok Online Launches Confusingly Named Update: ‘Renewal’


Gravity Interactive has launched ‘Renewal’, the newest update to Ragnarok Online International. In development since early 2008, Renewal was released on Yggdrasil, iRO’s newest server, October 7th, and will be released on Ymir October 14th.

 

Gravity Interactive has launched 'Renewal', the newest update to Ragnarok Online International

 

Renewal will offer players a chance to make their characters more powerful than ever with the increase of Base Job Level to 150 and the introduction of 3rd classes; from the Rune Casting Rune Knight to the God of Battle the Sura, players are bound to find ways to reinvent the way the game is played. The in-game interface has received major enhancements to both provide more information to the player and still allow greater immersion into Ragnarok Online. Also improvements to the game progression will allow players to level faster, and get a bit of quest help from the new helpful Eden Group, who are interested in helping Novices reach their goal of becoming heroes of legend.

 

Designed with fantasy and anime themes, Gravity Interactive title, Ragnarok Online, engages its users in epic quests, battling monsters, worlds to explore and the ability to socialize with friends while engaged in special events and activities. Gravity’s games offer user controlled PVP and Guild combat systems, enhanced item upgrading systems, customizable stats, unique skills, pets, customizable characters, numerous events and community outlets.

Priston Tale 2 Announces Weekly Contest

Priston Tale 2 Announces Weekly Contest

 

Game Bridger Entertainment announced an exciting new weekly contest for players of Priston Tale 2: The Second Enigma. The contest, which is being dubbed “New Heroes”, offers weekly drawings for exciting prizes like Apple iPod Shuffles and GamerKash rewards (Priston Tale 2’s in-game currency) to new players.

 

Priston Tale 2 contest on OnRPG

 

The weekly “New Heroes” contest offers new Priston Tale 2 players the opportunity to win fabulous prizes and in-game rewards for completing certain gameplay objectives within their first 7 days of play. By simply playing the game as they normally would, players who meet the contest qualifications will automatically be entered into weekly drawings for Apple iPod Shuffles and hefty GamerKash prizes, which can then be spent in-game to further power up their characters. Winners will be selected at random every Monday throughout the month of October!

 

Good luck!

Voyage Century: New Server ZhengHe Opens Oct. 19th

Voyage Century: New Server ZhengHe Opens Oct. 19th

 

The Voyage Century team wants to remind you to mark October 19th on your calendar, because that’s when it will celebrate the grand opening of Voyage Century’s new server, ZhengHe. Starting at 6:00 AM EST (GMT-4), players can get in on the action and enjoy a fresh start in a game whose growing popularity has necessitated the addition of a brand new server.

 

The current Atlantis version of the game will soon be followed by the new Harbor Blockade update. The new version will feature mysterious high seas instances, cool apparel shapeshifts, a new ship restructuring system and tons of new content.

 

The Voyage Century team wants to remind you to mark October 19th on your calendar, because that's when it will celebrate the grand opening of Voyage Century's new server, ZhengHe

 

The Voyage Century team has taken players’ suggestions to heart and made some adjustments to the game, like adding NPC for players to exchange for 100% success rate refining item, removing Gold Box from Item Mall and so on.

 

To celebrate the new server launch, the Voyage Century team has prepared many cool events and newbie gift bags for players. A new world and a new start await, so bring your friends and set sail for adventure!