Adrullan Online (Formerly Evercraft)

Flobee

Ahn'Qiraj Raider
3,174
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crafting is the magnet for me. it lets me set a smaller scope pace. some survival craft games make superior RPGs for that reason. i always get hopeful for being able to take it to the pinnacle, no matter how contrived, but devs inevitably pull the rug and point at raids with no crafting elements or derivatives. thats where my game ends.
I definitely find as I get older and have less attention to game I'm spending more time and effort in games crafting. Curious how you would want to see crafting integrated into endgame in a way that made you happy? I don't think I've seen a game do it in a way that felt good. I guess off the cuff my best idea is simply having raid mobs drop items needed for crafting, but I assume thats what you mean by contrived.
 
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Zaide

TLP Idealist
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I definitely find as I get older and have less attention to game I'm spending more time and effort in games crafting. Curious how you would want to see crafting integrated into endgame in a way that made you happy? I don't think I've seen a game do it in a way that felt good. I guess off the cuff my best idea is simply having raid mobs drop items needed for crafting, but I assume thats what you mean by contrived.
1. The top raid mobs should drop items that require crafting like dragon scales, monster skins etc to make the best gear.

2. Certain raid mechanics should require items only made via crafting, like an orb that can generate a “safe area” around a player when clicked to avoid an otherwise major enemy AoE.

3. Crafting should be the primary way to introduce convenience factors just like real life. Want a dungeon finder? You need a crafted sign board or something. Want a health of targets target? Own a a crafted monocle of intent.
 
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Agraza

Registered Hutt
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Honestly, I don't spend that much brain power on stuff like this anymore. Zaide has some decent ideas.

I recall watching a stream of ashes of creation where you had to do raids that were basically just escort quests for your player crafters. Things like the anvil and forge in BRD, alchemy labs in scholomance/BWL or racial forges in EQ were down at the bottom of raid difficulty environments. So you roll down to the bottom of a dungeon, bringing your relatively helpless Smiths with you, and spend some time utilizing the location to make stuff.

That's kind of the opposite side of the coin though. Even some stuff Zaide says. Like people who don't want to do crafting are going to get a bit miffed, but I think if it's done well everyone can benefit and enjoy the concept.

I doubt I'd do some kind of raid crafting expedition. I don't have time to do multiplayer at that level of coordination anymore. If someone lets me tag along as a pug I'd follow them, but I just want to be able to keep slowly crafting most of my gear or exchanging services with other crafters to buy their gear. I have spent some sessions farming rare resources, to sell them, to buy gear.

I log in, build stuff, go find some materials, log out.

When the crafting path dries up, the log in option is: try to get a group, hope the group is capable of doing the content, hope the members aren't annoying, hope the random dice drops the correct item, hope no one else in the group wants it, and this whole time I shouldn't go AFK to respect the time of my group and potentially risk being kicked for inactivity.

It's multiple layers of maybe even after finding a group, which is relative to your class demand. It helps that I like playing tanks and healers, so I usually queue into whatever is in demand to reduce the maybe of getting the group. My time is valuable, and I want to be able to out the game down to handle things IRL. So I craft stuff and explore and eventually the game ends when the crafting ends.

Most of those maybes are mitigated by crafting. I can log in and know I'll be like 1% more capable when I log out because I spent my time productively.
 
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Araxen

Golden Baronet of the Realm
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1772498227065.png
 
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Old Man Potter

Trakanon Raider
84
147
Hi! None of this is true. There are no skins or cosmetic shops. Subscription is totally on the table, but we have other options as well and none are what you are stating.

Hello! Adrullan positions itself as spiritually descended from EverQuest and rooted in classic MMORPG design. In that lineage, character identity traditionally consists of race, class, and sex. In the current build, character creation uses “Body Type” rather than explicit male and female designation.

So I’d like a clear answer:


Does biological sex exist in Adrullan’s worldbuilding?


If it does, why is it not represented directly in character creation?


If it does not, that seems like a departure from classic fantasy MMORPG structure. How does that align with the game’s stated return to classic roots?


I’m looking for the design reasoning behind this decision.Thanks!
 

GuardianX

Perpetually Pessimistic
<Bronze Donator>
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Hello! Adrullan positions itself as spiritually descended from EverQuest and rooted in classic MMORPG design. In that lineage, character identity traditionally consists of race, class, and sex. In the current build, character creation uses “Body Type” rather than explicit male and female designation.

So I’d like a clear answer:


Does biological sex exist in Adrullan’s worldbuilding?


If it does, why is it not represented directly in character creation?


If it does not, that seems like a departure from classic fantasy MMORPG structure. How does that align with the game’s stated return to classic roots?


I’m looking for the design reasoning behind this decision.Thanks!

From what I understand it had more to do with the understanding that:

it's a default field in unity now and it's more "Opt Out" through your own coding vs opt in.
They plan on having races that are things like tree people and other things where it makes more sense to consider the field a "Species" field than sex for certain races and it's not implemented yet

The question was asked a while ago in their discord, so not 100% sure on the info here.
 
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EnigmaFactory

Molten Core Raider
14
31
Hello! Adrullan positions itself as spiritually descended from EverQuest and rooted in classic MMORPG design. In that lineage, character identity traditionally consists of race, class, and sex. In the current build, character creation uses “Body Type” rather than explicit male and female designation.

So I’d like a clear answer:


Does biological sex exist in Adrullan’s worldbuilding?


If it does, why is it not represented directly in character creation?


If it does not, that seems like a departure from classic fantasy MMORPG structure. How does that align with the game’s stated return to classic roots?


I’m looking for the design reasoning behind this decision.Thanks!

As Guardian stated, we will have more Body Types than just traditionally gendered options, and may include fantasy races that don't align with the paradigm. This allots us the flexibility to have unique races and more visual options, and allows players to play as they wish. Although we have more visual customization layers than EQ, having experienced the bugs in CyberPunk 2077 firsthand, I can assure you AOA will never have a visual genitalia selector.
 

Old Man Potter

Trakanon Raider
84
147
As Guardian stated, we will have more Body Types than just traditionally gendered options, and may include fantasy races that don't align with the paradigm. This allots us the flexibility to have unique races and more visual options, and allows players to play as they wish. Although we have more visual customization layers than EQ, having experienced the bugs in CyberPunk 2077 firsthand, I can assure you AOA will never have a visual genitalia selector.
Thanks for the explanation. I think the part I’m struggling with is the classification logic.


Classic MMORPG character identity traditionally rests on three biological attributes: race, class, and sex. Adrullan still uses race as a biological category, but sex appears to have been replaced with “Body Type.” That creates a conceptual mismatch.


Part of the confusion is that “Body Type” already has a well-understood meaning in character design and biology. It normally refers to physique or build—things like frame, proportions, musculature, etc. It isn’t a recognized biological classification in the way sex is, so using it as a categorical identity field makes the system harder to interpret.


If the goal is to move away from biological categories, then logically race would also need to be abstracted, since race/species is just as biological as sex. At that point character creation would essentially become a customizable avatar system rather than the traditional race-based structure used in classic fantasy MMORPGs.


So I’m trying to understand the design reasoning. Is the intention that race remains a biological category while sex does not, or is “Body Type” meant to represent something different entirely?


I’m asking because the project presents itself as returning to classic MMORPG design, and I’m trying to understand how this change fits within that framework.
 

EnigmaFactory

Molten Core Raider
14
31
Thanks for the explanation. I think the part I’m struggling with is the classification logic.


Classic MMORPG character identity traditionally rests on three biological attributes: race, class, and sex. Adrullan still uses race as a biological category, but sex appears to have been replaced with “Body Type.” That creates a conceptual mismatch.


Part of the confusion is that “Body Type” already has a well-understood meaning in character design and biology. It normally refers to physique or build—things like frame, proportions, musculature, etc. It isn’t a recognized biological classification in the way sex is, so using it as a categorical identity field makes the system harder to interpret.


If the goal is to move away from biological categories, then logically race would also need to be abstracted, since race/species is just as biological as sex. At that point character creation would essentially become a customizable avatar system rather than the traditional race-based structure used in classic fantasy MMORPGs.


So I’m trying to understand the design reasoning. Is the intention that race remains a biological category while sex does not, or is “Body Type” meant to represent something different entirely?


I’m asking because the project presents itself as returning to classic MMORPG design, and I’m trying to understand how this change fits within that framework.

We are not a remake. Our philosophy is to to take the core tenets we rank most imported from classic MMO experiences and build a new game from that. It's an original work fitting our design sensibilities. We're excited to share the core mechanics we found engaging and believe they can be presented to respect moderns playstyles and new audiences.