Profane is a sandbox MMORPG that focuses on player-driven narratives and emergent gameplay. The game uses blockchain technology to reward players for their participation in the game’s economy.

Profane is a sandbox MMORPG that allows players to play with others anywhere in the world. It also has a unique take on player-driven economy and guilds.

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Hello there, everyone! I’m Saramantis, Profane’s Social Community Manager.

It’s a joy and an honor to be here to speak about the game that INSANE Game Studio is working on.

Although we previously had a Pre-Alpha, we are still in development and have rewritten a lot of what we had; just so you know, modifications to some of the items we discuss here may still occur, okay?

Also, apologies in advance for the length of this one.

I hope you find it enjoyable!

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Profane is a game about player autonomy. We’re making a game that, like a tabletop RPG, enables players to create their own tales with the tools and flexibility that any role-playing game should provide.

We think that a true MMORPG enables people to create their own tales via their choices, hobbies, and conflicts. This is critical for giving the impression of being a part of the world and making it seem genuine. We aim to improve on this by paying close attention to the events that occur inside the game as a consequence of the activities of the players.

It’s the Profane lore that’s being created.

Since player flexibility in a rich setting is our main goal, we prefer to call Profane an RPG MMO. It’s what enables the plot to develop. Yes, territorial dominance and guild war are exciting. Still, we recognize that if that is all a game has to offer, it would be superficial and monotonous (and not very welcoming to casual players and lone-wolves).

As a result, Profane will have a live and dynamic environment, inhabited with NPC factions with a strong AI that imbues them with behaviors that assist give complexity to the game’s events. Villages, cities, and empires will be built, destroyed, and conquered by players. NPC behavior will be influenced by real-time strategy games, with NPCs spawning and expanding dynamically in the game’s environment. Players may develop or demolish cities established by NPCs, and they can even choose to start their own empire from the ground up.

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Profane will not have any courses or levels. Instead, the game offers thrilling action with a wide range of options. By accumulating Elemental Skills and wielding weapons, players may personalize their fighting style. Trading Card Games will be used to encourage skill development, which means that no matter how many talents a player possesses, they will only be able to equip a limited amount of them at a time.

In Profane, there is no right or wrong, but actions have repercussions! By having bad karma, for example, Player Killers will become criminals.

We don’t want to include all of the tedious realism in the game, such as hitting a key to leap and then waiting for the character to take impulse and jump; or clicking to equip a piece of equipment and then waiting for the character to put it on. We aim to make the game as arcade-like as possible while maintaining the RPG, immersion, and freedom elements.

We’re dedicated to providing fun and smooth gameplay, and every piece of input helps us get it perfect! And here is where the community comes in, because what we’re building would be meaningless if we didn’t have one.

Profane is also about fostering a healthy and happy community, which begins with open and honest communication on our part.

We are committed to promoting good behaviors in our game and within our player community. We are well aware that games with this degree of freedom often lead to toxic behavior, resulting in a community that is unable to develop past a certain point because it is neither friendly or responsive. So we’re doing something about it, and it begins with us.

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We think that story in Sandbox MMOs should be the result of the process rather than the main component. To do this, it is critical to build a world with as many interaction options as possible, allowing it to construct its own story.

Players in Profane will be able to select how they want to begin their adventure. Those looking for a more difficult task may start in the midst of the woods, where they will have to endure a tough environment and make critical choices. However, players will have the option of starting in a city guarded by guards, where they will have access to mundane supplies as well as certain medium-risk adventures. Depending on what you select, there will be benefits and drawbacks.

This will not limit your options in the future. We just want to make a start that is more appropriate for each role-playing approach.

We aim to provide you as many choices as possible (via proficiencies) to build the abilities and games that you think are best appropriate for your character. Do you want to play as a calm farmer who tries to stay as far away from violence as possible? Perhaps by donating your resources to a player guild or an NPC faction? Go ahead and do it! Want to fight for an NPC group while helping them capture territories? Or how about forming a player guild? Sure! Or maybe you’d like to go on your own and explore Semisus? It is entirely up to you to make your decision.

This also applies to players who choose a more aggressive style of play. We’d have to abandon pirate and assassin games if we didn’t have freedom. We don’t want it to happen. What matters is how we handle this in-game without jeopardizing everyone’s enjoyment.

We observed that a never-ending quest for better gear, which is common in MMORPGs, restricted the game’s enjoyment and players’ freedom. Isn’t freedom restricted when you’re always concerned about losing your equipment? So we’re shifting the emphasis away from that and fostering a culture that recognizes that equipment, like clothes, is a disposable item. You may just replace it. Of course, there will be various levels of equipment, some of which will be unique, but we’ll get into that later. The idea is that we’re encouraging gamers to take chances by changing their mentality. Risk and freedom go hand in hand, and that is part of the appeal.

It all boils down to choosing what you’re willing to risk and for what purpose.

Are you going to gather wood in a hazardous location? You just need an axe and maybe some makeshift armor, which you can readily make with your own hands using items found in the jungle. You shouldn’t be collecting wood on the border of opposing player territory while wearing that unique gear you earned after putting in so much work. Save your stuff for when you’re fighting for a cause that has a genuine possibility of making a difference!

We want players to realize that in a sandbox environment, epic equipment must be spectacular! There is no “epicness” that has been pre-planned to be on your route. You’ll have to go out on a quest to obtain epic gear, even if you don’t succeed.

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When it comes to seeking an immersive experience, we realize that individuals need a certain level of humility. There’s no way that everyone who participates in a sandbox experience will always be the greatest hero of all time.

On theme-park MMOs, this is exactly how linearity is defined. Everyone is decked up in awe-inspiring gear. Every single person is a hero. Nothing is immersive, despite having extremely nice visuals. That, we believe, is precisely what makes the world boring. You can’t accomplish whatever you want in such sorts of environments simply because of that. You’d wind up sabotaging someone else’s brilliance.

There will be areas where the order is preserved and others where it is not as long as the game includes enough mechanisms to provide incentives for a variety of experiences. Analyzing the ideal location for constructing a home, for example, or how to prevent conflict, will be part of the player’s learning about that environment.

Safe locations may lose their safety over time, but that’s a natural aspect of life and should happen as the narrative progresses. An empire may take control of land that was previously governed by a democratic guild. What will you do if these things happen to you? What role do you envision yourself playing in that? Participating in a player-led movement or venturing further into the woods on your own?

Here, we’re making something really distinct and fresh. It has a lot more RPG content than a gankbox (which is usually termed that since PvP accounts for 80% or more of its “content”).

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Profane lives in a dynamic, rather than a static, environment. A drought may strike the area you govern today, forcing you to respond quickly, or all the wealth your empire holds could attract a dragon. NPC Factions also fluctuate and increase in number, allowing even non-PvP or GvG players to influence realm control by assisting their home factions.

In Profane, there will be no static cities. Cities (and even civilizations) rise and fall on a regular basis. This is a component of our Dynamic World, and it requires the cooperation of numerous systems. Players, as well as other NPCs, groups, and monsters, may have an impact on this (city destruction and construction).

Our Dynamic World is made up of the following systems:

  • Climate
  • Factions
  • Villages in Motion
  • Interesting Facts
  • Contracts
  • Reputation
  • Encounter
  • AI

I’ll go through a few of them that I think are critical to understanding what we’re doing.

FACTIONS

Factions are NPC groupings that have common interests and belong to the same culture. This gang will use Artificial Intelligence to create a priority list and identify allies and enemies in order to achieve their objectives.

Factions will be able to develop their domains, progressing from tiny villages to large cities. Still, they’ll require money to strengthen their bases, which may lead to war with neighboring cities, whether they’re owned by people or NPCs.

Players will play a key part in this process since they will have the ability to aid or hinder the goals of these organizations by establishing a reputation with them.

The Reputation and Contracts Systems are inextricably linked to the Factions System.

What if a group of players attempts to destabilize the Faction with which I reside and for which I have a good reputation?

It must be protected! This is one of Profane’s most amazing features! Players may attack and destroy any faction, but anybody who feels hurt by this will have to take action.

As a result, it’s critical to constantly guarantee that the Faction in which you’ve spent time and money is properly safeguarded. Of course, destroying a Faction will be difficult; people and NPCs will be there to protect it. To summarize, the longer the Faction exists, the more difficult it will be to eliminate it.

Will all Factions behave in the same way, such as establishing a town and attempting to grow it?

No, the word Faction refers to groupings of people who have same interests and belong to the same Culture/Race.

Mobs are likewise treated as factions, although their goals and behaviors are less complicated than those of NPC Cultures. Let’s suppose the “White Spider” Faction develops quicker and is more violent toward both mobs/NPCs and players, whereas the “Red Spiders” only attack those that enter their territory.

NPC Factions may have varying goals; some may strive just to sustain themselves, while others would want to grow and extend their territory.

On NPC Factions, we’ll continue to test and specify additional specifics, but the basic concept is:

  • Factions spawn anywhere there is space to spawn.
  • They have the potential to be permanently destroyed.
  • The longer time a group has to develop, the more difficult it is to eradicate it.
  • It is simpler to eliminate a major Faction by decreasing its entire control zone/resources than than targeting its “heart.”

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VILLAGES IN TRANSITION

Settlements established by NPC Factions are known as Dynamic Villages.

Consider a trip undertaken by an adventurer who lives in a city ruled by NPCs. When he returns, he discovers that the village has been destroyed by another group. As a result, the adventurer joins forces with the new conquerors and rebuilds the base in accordance with their culture. The narrative seems easy, but given it takes place in a sandbox MMORPG, it takes a lot of effort! We developed a mechanism that gives life to the planet to accomplish this goal. This system is made up of a number of sub-systems that, thanks to artificial intelligence, may cause unexpected and startling interactions between players, monsters, and NPCs.

Cities established by NPCs will operate on the idea of “Dynamic Villages,” rather than static cities that are unaffected by game changes. These towns may evolve/devolve on their own or as a result of player activity. Everything will be determined by the interests of people in their immediate vicinity. It will not be simple to demolish a large city if your aim is to do so! It may even persuade other players to oppose the venture since it would be financially beneficial to keep the city secure for them.

The Dynamic Villages’ mechanics are based on a set of preset options selected by NPCs using artificial intelligence. They make decisions about their priorities, degree of ambition, adversaries, and allies. As they achieve or fail their objectives, this Faction’s interests may shift over time.

The city’s look may alter after it is restored. This occurs because the town’s culture altered as a result of another NPC faction’s dominance.


CONTRACTS

The Contracts Mechanic is a dynamic and engaging method to complete missions established by NPC Factions in need of assistance in achieving particular objectives. Contracts will be created based on the requirements of the NPCs, with a variety of expectations.

Here’s an illustration:

A Gnoll Faction begins the building of a watchtower, but they lack all of the required materials. As a result, they draft a contract demanding 10,000 rocks. Players may take part in this Contract at the same time and earn a prize based on their performance.

When the Faction has all of the rocks, the Contract is terminated, the building is completed, and the Faction moves on to the next goal, creating fresh demands. Players earn prizes and reputation with NPC Factions by cooperating with Contracts, which may be extremely intriguing and strategic!

NPCs will be able to establish a variety of Contracts. Here’s a rundown of additional options:

  • to construct a new building
  • To sanitize a monster’s lair
  • to take control of a topic of interest
  • inspecting a region
  • One or more NPCs must be escorted.

In the future, we’d want to add player contracts, making Profane even more immersive and dynamic.


DUNGEONS

We’ll also see how dungeons appear in the game in a variety of ways.

Clearing a dungeon in Profane will include more than simply visiting a location with a pre-determined storyline in linear material. Because the game is set in an open world, completing a dungeon will alter the path of history in that location.

We’ll have open-world dungeons that anybody can enter, as well as dungeons that can only be entered via a rare drop that, when utilized, opens a portal to another planet or space connected to the monster who dropped the item. Only a few players would be able to pass through this gateway before it closed, and it might be monetized.

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We’re building an universe in which all gaming servers (regardless of location) are available to all players, establishing a single-shard global map. Players will be able to freely move from one area to the next, meeting any other player on the planet!

We don’t want to have several instances of the same game running at the same time. As a result, each area will have its own history, and they will all be intertwined in one Profane narrative!

The number of regions will be determined by the number of active players, and this number will fluctuate over time. Our aim is to provide you the most flexibility and a natural sense of exploration.

We’ll do our best to make it seem seamless, since the zones will all represent areas next to one another on the same global map, and we’ll ultimately be able to eliminate the transition loading time.

We’ll be utilizing our own netcode, which was created after a great deal of research and development using cutting-edge technology and is customized especially for Profane. So, first and foremost, we’ll need to test it and see what it’s capable of, including stress testing.

Each area will have its own geography, which will be created procedurally according to a set of principles.

Of course, we won’t be completely reliant on a positive result since we’re dedicated to including genuine RPG aspects into our MMO. We’re working on tools that combine the two: fine-tuning tiny details and procedural creation depending on data input. This will enable us to build areas and stuff that will spawn and act independently in the universe.

We’re not going to build an NPC city by putting every home, bridge, wall, and tower in the same place. Instead, they’ll do it themselves while adhering to a set of guidelines.

It may seem complicated, but we’ve been working on it, testing it, and evaluating the results for quite some time. We’ve made excellent progress, and we’ll show you the final product as soon as it’s ready.

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Players will be able to create whatever they need to live in distant regions and build villages and even cities, thus crafting will be a big element of Profane. They’ll be able to make workstations, ships, weapons, tools, various kinds of equipment, cars, potions, furnishings, trinkets, and so much more!

We want it to be quite simple for a player to build at least improvised gear in order to have a real journey, but they’ll also be able to craft unique, uncommon things that will hurt a little more if they’re lost.

In terms of crafting action, we’re going with the straightforward method of adding a button that you push, and your character will construct it. But it is just the end of a process that the player will go through, which will need combining related skills to obtain the desired outcome, such as:

Combat and Work Proficiencies may be acquired and practiced via interactions with the environment, whether through resource gathering, crafting, construction, or utilizing various weapons and spells.

Aside from combat, Profane will include a variety of activities for individuals interested in honing their skills in a variety of fields such as trading, fishing, cooking, and more.

Proficiencies, rather than levels, will be used to track player advancement in Profane. The more you practice anything, the more proficient you will become. There will be no skills that are linked to a weapon. They will be yours and your success will be theirs.

There will be no courses as a result. You’ll assemble your “class” by gathering and equipping unique abilities. You must acquire your unique talents in order to build your fighting style! To find Elemental Skills, for example, players will have to go out into the environment (which we will talk about below).

If you start pursuing a new one, your progress on proficiencies will not be reset. You’ll always be able to alter your mind at any moment without losing any progress on the skills you’ve previously acquired.

Because there will be a construction mechanism, we will not put a level limit to the proficiencies.

Proficiencies also provide passive skills. We don’t have an issue with committed players being able to get them from a variety of sources, since it will still need gear, workstations, time, and sometimes even active talents to perform well in the position you’re attempting to fill.

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  1. Profane’s fighting style is action, with movement controlled by WASD.
  2. Players must aim without help in order to strike a target.
  3. Profane possesses friendly fire, which may boost and heal opponents if they are accidentally struck.
  4. During battle, players will be able to switch between two active weapons.
  5. The attack speed is affected by the weapons and proficiencies used.
  6. Players will be able to acquire a variety of abilities, but the number of slots in which they may be equipped in their build will be restricted, and there will be a cooldown between builds.

But, exactly, what does ACTION battle imply?

It implies that the game’s fighting and other activities are fluid and do not rely on pre-determined targets. As a result, if a player inadvertently crosses your arrow’s course, he will be struck.

This element of the game was designed this way because we think that action gameplay allows the player to follow his instincts while attacking, defending, and evading, allowing him to respond swiftly to combat scenarios and dangerous circumstances.

When combined with the friendly fire mechanism, these features allow for surprising outcomes in scenarios such as 3v1 fighting. When it’s possible to miss or even strike the incorrect target, combat becomes less predictable.

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Basic assaults will not obstruct or restrict the player’s mobility, making the game even more fluid. Basic attacks are relatively simple assaults that do not need a major commitment from the player when executed. They will delay mobility a bit, although players may strike while traveling in all directions. When it comes to certain active abilities, this will be different.

We want fighting to be simple to pick up yet difficult to master!

The commitment level of a skill is determined by its hit area and usefulness.

As active skills, block and roll, as well as various types of defensive and escape moves, will be accessible! Our opinion is that such skills, which come in many forms, should be considered active talents that must be included in your build if you want them. We want it to be okay for someone who doesn’t care about blocking to utilize that construction slot for anything else.

Oh! There will be horse warfare as well. We put it to the test during Pre-Alpha and were pleased with the results. Some of it is available on our YouTube account (link at the bottom.)

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Elemental abilities are manifestations of the elements that may be found in Semisus, the profane realm. Light, Shadow, Life, Instinct, and Mind are the elements.

They’re a lot more complicated than they seem. Light, for example, is associated with safety and order. It is the acceptance of a concept, whether it be a religious or non-religious entity. It is self-confidence in one’s skills and capacities. In the midst of chaos, there is order.

The past and wisdom are represented by shadow. It’s a mirror of the past.

Each element has its own range of effects, which may be helpful or harmful. They aren’t always diametrically opposed.

It is the player’s responsibility to explore the environment and locate locations where these components show themselves in order to be absorbed. Perhaps an ancient tablet infused with one of these elements has instructions on how to utilize the energy contained inside it in a particular way? Maybe a one-of-a-kind tree that disappears once you consume its specific fruit? Or overcoming a formidable and old foe? This may happen in a variety of ways, but they all require stepping out into the world to uncover these secrets.

The more Elemental Skills you discover, the more opportunities you’ll have to create unique battle tactics. But keep in mind that you may only equip a certain amount of abilities at a time, no matter how many you acquire. We’re thinking about a total of four to six skill slots that can be filled with active and/or passive abilities.

Passive abilities that may be equipped must be equally as fascinating as active skills, which means they must “manifest” in gratifying ways and make the player feel like they are a good fit for their chosen build. A passive ability where a projectile is fired in the direction of the player’s attacks every 6th attack (THIS IS AN EXAMPLE!!!!) or the player’s next attack is boosted is an example of this. Then you inquire, “Oh, and what about the passive abilities gained via combat mastery? Is it possible that they will take up spaces as well?” No! Those would be on all of the time.

However, having a large armory won’t help you much if you don’t know how to use it or when to use it.

TCG is an example we like to use around here: having every card at your disposal means nothing if you don’t know how to put up a decent deck tailored to your requirements. You must predict the cards you will need and when the ideal time is to utilize them.

We’ll approach our Elemental Abilities like “MOBA heroes,” providing a variety of skills that may be discovered in the environment in the early stages and then adding more with content updates. There will be a wide range of abilities, including physical, magical, and martial specialities.

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Artifacts are one-of-a-kind objects that may bestow tremendous power on the person who wields them. Unfortunately, finding them is difficult since their existence does not follow a predictable pattern. These rare artifacts, however, have such power that they may transform a simple adventurer into a mighty warlord.

However, everything has a cost! Aside from being pursued by a swarm of hungry players, the Artifact’s owner will face other difficulties, such as fulfilling the strange desires of the Artifact! What if they don’t come through? They will be abandoned by the Artifact! Perhaps it will be discovered by someone else somewhere in the globe.

These artifacts will be buried all across the globe and will differ in terms of what they provide and how much they cost.

For example, a player may discover a vest that improves swimming speed but forces the player to worship at an underwater altar every day at a certain hour, exposing the person to others who will know where and when to look for them. It may also be a blade that provides a powerful life steal but needs a certain number of kills each day to keep it satisfied.

These are only Artifact concepts, but you may expect to see more of them in Profane.

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Because we don’t want the environment to become an eye-burning jumble of foundations with nothing on them, player construction will be non-modular.

We want to offer players the flexibility to construct anywhere they want without sacrificing immersion, therefore we only have a few regulations in place, such as a minimum gap distance between houses, not building too near to dungeon entrances, and a few other small restrictions.

We’re keeping it premade-like for now and will evaluate what needs to be improved later, such as the option of bigger modular pieces (like adding whole rooms or a blacksmith shed annex, etc.).

Houses will be vulnerable to assault, although they will be protected by shields. When you assault a player home and take out all of its HP, one of its shields is removed, and it becomes momentarily invincible. When all of the shields have been destroyed, the house will collapse, and you will be able to plunder anything within. Naturally, players will be able to restore their shields in order to avoid this.

Houses in the Pre-Alpha had six shields, each of which granted the home 6 hours of immunity when demolished. So, for a home that is continuously assaulted, it would take at least 36 hours to be demolished. However, if you built your home in a secret location or somewhere where it isn’t a common route for other players, it might survive much longer.

However, there were no various types of safeguards in Pre-Alpha, such as village walls or the domination/protection system that will be provided by temples in the future edition.

Players would congregate in villages, where they would repair one other’s shields. Some gamers even paid a premium to keep your shields up at all times when you were offline. As a result, you may be creative and come up with new methods to increase your security.

We intend to add more complexity to the Alpha, thus this flag system, as well as player behavior, will most likely alter. Because Reputation and Karma matter, players may choose to join NPC Factions for safety. We want players to be able to fortify their houses and towns with strong defenses. Hire NPC guards, set traps, construct barriers… What are the chances?

It’s possible that the flag system will evolve into something with a different impact. For example, having a Monument in the middle of your town that grants shields to all homes in its impact area, and cities (both player and NPC-made) that may expand to include additional amenities such as marketplaces, banks, warehouses, and so on.

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In Profane, guilds will be one of the world’s backbones. We can see that guild and faction wars are the primary driving factors in an area, and that they have a significant effect on the land, its resources, and the factions that will occupy it, as well as the towns and villages established by players or NPCs. However, we’re doing things a bit differently than other PvP-only MMOs.

We will not impose a hard restriction on the amount of people who may join a guild, since this would violate our freedom concept. Instead, we’d want to deal with this in a roundabout way: the larger the guild, the more resources it will need. The larger the area of control you must maintain, the more resources you will need. The larger your area of influence, the more vulnerable you are to disputes and flaws. As we get larger, we are creating a world where maintaining control becomes more difficult. When a guild or alliance gains control of a significant portion of the map, the need for resources, organization, and strategy skyrockets.

NPC groups will grow in strength, making it more difficult to battle them, thus players will have to be aware of this or utilize it to their advantage, as players will be able to join forces with NPC factions and assist them develop and spread.

One of the main occurrences of “late game” content is territorial dominance. Almost anything “below” this level of the game will survive this: either PvP or PvE. Even a little farmer or collector will be a member of the network that makes up the regional economic flow that ultimately turns the wheel of the territory’s domain. Between all of this, we’ll have explorers searching for the mysteries of each area in order to learn more about the game’s history and add new Elemental Skills to their arsenal.

Every action a player makes, whether in PvP when seeking direct confrontation with other players or in PvE when assisting an NPC Faction’s village in growing, contributes to the tales and components that make up a Region.

Players must be well-organized and discover a method to dominate or merge with a bigger group. If we attempt to balance all potential outcomes amongst the guilds, the game will become outdated since the regulations prevent us from becoming larger than X. We want to see participants achieve their objectives regardless of the circumstances. Remember that history is made up of battles.

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Profane will have various opportunities for territorial dominance at different times. A major war will not end regional dominance, but a series of smaller battles will.

With NPC groups, the struggle for increasing territorial control will be a battle for resources and reputation.

You can’t level a player city in a single battle, but you may fight for control points, win many minor battles over resource locations, demolish an NPC Faction ally’s town, and so on. This allows you to gradually reduce the area controlled by the opposing guild until you are able to eliminate whatever is hidden behind the walls. It’ll take some time.

Instead of huge massive conflicts that may crash the server and disrupt gameplay, we want to encourage continuous player battles at various times of the day.

There will be two types of player-built content: those that can be destroyed, such as outposts, large workstations, and refineries that players will build near rich resource areas; and those that won’t change by the day, but will be subject to minor conflicts and wars, such as a player’s capital city, which will house their temple, houses, and other critical structures that must be preserved. Those will be inside the boundaries of the protected area, within the confines of the walls. Keep in mind that the larger it becomes, the more resources it will need to maintain.

Guilds will be able to charge individuals gathering resources inside their domain in Profane (an area a little bigger than their protected area).

Assume that the ruling guild is interested in profiting from the taxes. In that case, they will most likely assist and defend those who live on the outskirts of their city walls, as well as construct supporting structures for them, such as a lumber mill to improve the outcome of lumberjacking, or watchtowers to provide some advantage in terms of sight and high ground against invading people (just a few examples). Remember, when you have the freedom to construct things anywhere you choose, things change drastically. It’s not unreasonable to expect a guild to provide a safe environment for nomads/mercenaries to set up camp around their walls if it’s in their best interests.

Of course, we want the number and skill of those attacking or defending a camp to always be the deciding factors.

That concludes our Spotlight, everyone!

If you’ve made it this far, congratulations! Thank you so much for your interest in learning more about our game. We hope you enjoyed learning more about Profane’s goals, and please feel free to leave any questions in the comments below, as I’ll be addressing them as well!

On our YouTube channel, you may find additional films and content from the Pre Alpha.

You may find us on our website and other social media platforms as well:

Thank you very much to Marnick and the rest of the r/MMORPG team for making this possible.3

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The profane mmo alpha is an upcoming sandbox MMORPG. It is currently in alpha testing, and will be available on Steam Early Access once it is released.

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