Trading
The last entry on crafting shows the seeds of the economy in the game. Our goal is to create a thriving market where players can trade whatever they want. In
Devblog
The last entry on crafting shows the seeds of the economy in the game. Our goal is to create a thriving market where players can trade whatever they want. In
The loot system is one of the most advanced aspects of serious MMOs. It must meet several basic conditions: noticeable progression diversity usefulness At the same time, several pitfalls should
Player alliances are one of the most important aspects of Vis Arcana. Similar to guilds from other RPGs, they allow groups of friends to unite to achieve common goals. In
In the previous post, we described the new stacking system and the problem it solves. Unfortunately, this solution does not eliminate the values that break the balance in the special
Quite a few MMOs suffer from the problem of balance with extreme values describing the players. It doesn’t matter what type of game it is and what the values are
According to a survey conducted earlier, the combat in the game is non-interactive – the result depends mainly on good preparation and proper selection of the target of the attack.
The magic system was one of the most advanced of the original game. Proper selection of spells could completely change the course of a fight. Unfortunately, it was also very
One of the problems of the previous game version was the problem of diversity of alliances from the point of view of the game system. If the alliances built everything,
An eternal problem in MMOs is equalizing the speed of progress. Players, who have more free time, can advance much faster than a typical “casual player”. At first glance, there
The previous version of the game was released in the second half of the 2000s. At that time, especially in browser games, user interfaces were not at the highest level.