Another major feature that will appeal to MMO players is our dungeon system. Rappelz is the only free-to-play MMORPG that I know of that offers end game dungeons. Each weekend the dungeons open to dungeon sieges. The first guild that completes a dungeon siege owns the dungeon for a week. When your guild owns a dungeon it collects a percentage tax on all money and lak from the dungeon.
Rappelz also has mounts, even early in the game.
Gamer: What is the business model for Rappelz? Is it going to be Free-To-Play like other GPotato games like FlyFF?
Tanda: Rappelz, like all other GPotato games, will be free-to-play with a cash shop. Players who do not participate in the cash shop will rappelz rupees be able to compete with the players who do.
Gamer: How will PvP be treated? Will there be specific PvP and PvE servers? Are there any death penalties for PvE or PvP?
Tanda: There will be separate PvP and PvE servers. There is experience loss for deaths from monsters. On the PvE server if you die from another player there is no experience loss. On the PvP server there is experience loss from being killed by another player.
When you PK someone you gain immorality points. When you gain many immorality points you suffer temporary penalties such as reduced movement and attack speed and other stat losses. Immorality points reduce over time and through normal PvE activities.
Gamer: A lot of MMO gamers complain about the grinding of levels in their games. How will Rappelz treat this major complaint about MMORPGs? Tell us more about the Stamina system.
Tanda: Grinding in MMO games exists because gaining levels and power is a major part of the game. If players become too powerful too fast then a major part of these games is trivialized. On the other hand, the game should be fun enough and advancement quick enough so playing does not feel like work. We believe the gameplay and the quest and stamina systems will help alleviate the grind.