Flyff
| Flyff | |
|---|---|
| Developer(s) | Gala Lab Corp. (formerly: Aeonsoft) |
| Publisher(s) |
|
| Platform(s) | Windows |
| Release date(s) | December 25, 2005 |
| Genre(s) | Fantasy MMORPG |
| Mode(s) | Multiplayer |
| Rating(s) | 8+ |
| Media/distribution | Download |
| System requirements
Minimum
Recommended
|
|
Flyff (short for Fly for Fun) is a fantasy MMORPG by Korean development company Gala Lab (formerly Aeonsoft & nFlavor).[1] Flyff is a fairly typical party-oriented grinding game where no character can do everything, and efficient play requires working in groups to level up by killing monsters, or Masquerpets. Its main distinctiveness lies in its flying system; flying is the normal method of transportation for characters above level 20.
Flyff is now hosted in 13 countries and 10 languages. It's currently played by over 6 million people.[2]
Contents |
[edit] Development
In December 2002, Aeonsoft developed the first provisional prototype of the game, at the time called Clockworks Ltd. In September 2003 the company changed the name to Flyff and started the first closed beta in Korea. In July 2004, it won the Game of the Month award from the Korean Ministry of Culture, Sports and Tourism. Over the next year it was launched in three more countries: China, Taiwan, and Thailand. In October 2005, the US received the closed beta, which ran for a month before Flyff was commercially launched in December.[3]
[edit] Gameplay
Players control an avatar which spends most of its active time fighting and most of its inactive time running a shop. Characters choose character classes at level 15, and sub-classes at level 60 and 130. The game refers to these as the first, second, and third job changes. The job changes are obligatory - when a character reaches the requisite level, experience gain stops until it completes one of the job quests. At level 120, the character may become a Master, returning to level 60 with enhanced powers, to work its way back up to level 121 and become a Hero. In v15, Heroes can level up to the level cap of 129. As of version 17, Heroes may select a third job class at level 130. They may also now level-up to the current cap of level 150.
Levels are gained based on experience, which is acquired primarily by killing and secondarily by performing quests. Quests mostly involve killing specific Masquerpets and collecting quest objects they drop. Each type drops a different type of quest object. A typical early quest is the one called "Party of Is," which requires one to kill Pukepukes, collecting 7 Chupims.[4]
At each level, the character receives skill points, which may be invested in skills available to its job(s). There are two types of skills, those used for attacking and those used for protection and/or enhancement. Some skills have a cool-down time. Some skills can cause status effects, confusion, stun, and bleed being the most common. Skills must be chosen carefully, as it's not possible to acquire maximum levels in all skills available until level 60 Master.[5]
The other source of character improvement is acquiring objects - particularly improved equipment. Masquerpets drop money (called penya in game), equipment, and consumable items (food, potions) as well as quest objects. These can all be traded, and gameplay involves a lot of buying and selling to collect desired equipment. Most equipment has a minimum level at which it can be used, so characters below Master level are likely to replace their equipment regularly.
[edit] Combat
Combat in Flyff comes in three styles, melee, ranged and magic. Skills are available to all classes with different skills being available to different classes. All combatants are dependent on food or healers. Health, fight points, and magic power bars are replenishable through food, vital drinks and mana refreshers. Some classes depend on assists to heal them with magic.
[edit] PvP
Player versus player (PvP) fighting is allowed on all servers without penalty in the form of duelling. Both players must confirm first, except in the PvP Arena, a free-for-all environment found on all servers.[6] However, player killing is allowed on the Yetti server only and comes with a high penalty.
[edit] Social Systems
[edit] Lord System
Introduced in version 12, the Lord system allows eligible[7] players to be voted as the Lord of their server for 2 weeks. While a Lord, a player may introduce a number of events on the server. Also, players are now taxed anywhere from 0 to 20% on all NPC purchases and returns and a portion of all taxes are given to the Lord. The other portion is given to the winning Tower Siege guild.[7] To qualify as a candidate to become a Lord, players must have obtained Hero or Master status. 10% of the eligible voting public must participate in the vote for a Lord to be chosen. To vote for a candidate, a player must be at least level 60 and must have logged in to the game within the last 30 days. Each player may only vote for one candidate per election.
[edit] Party System
The party system encourages cooperative gameplay by increasing experience and booty for those who are in a party. A lone player does not benefit from or harm a party. A party starts as a Regular Party, where experience is on Level and distributed evenly to party members found in the same location. At level 10 the party is changed to Advanced. Now the party experience can be changed to Contribution and will be distributed by the amount of damage done. Originally intended to hold one of each 2nd job class, an Advanced Party may have 8 players.
[edit] Guild System
Flyff is a community-based MMORPG, and guilds are an important feature. Within a guild players may use guild chat. Guilds are a good way of socializing on Flyff. Many in-game activities are guild-based. Guilds have a hierarchic chain of command: the Master/Leader, Kingpins, Captains, Supporters, and Rookies. The guild master, and only the aforementioned person, may change the permissions for guild members (such as withdrawing items or money from the guild's bank, allowance of others to rank-up or de-rank other members, and even pay them every day). Guilds may choose an emblem and cloak to represent themselves and they have the use of a warehouse. A large amount of the end-game content is guild-related. When a guild reaches the appropriate guild level (increased through supporting the guild via quest items and the in-game currency, "Penya"), the guild master may, if he/she chooses to, create guild cloaks (for a cost), which sport the guild's symbol, but give the wearer no bonuses whatsoever.
[edit] Guild Siege
This is a weekly event, held on Saturday in channel 1 of each server, which tests the mettle of each guild competing. It is a "free-for-all" environment. A total of 8 Guilds may enter. Each Guild may have 10 players. To compete the Guild leader must place a bid with the NPC Frankie. The 8 highest bidders compete.
[edit] Clockworks War
This is a guild dungeon that any level guild may enter. Each guild may do it only once, so many players form a new guild to do the Clockworks War then disband. If the user(s) fails, they may reattempt the boss until he completes. Players only have one hour to defeat the boss, and if they fail to complete it in that time, they will be kicked out automatically. Only one guild at a time is permitted inside the Clockworks Arena.
[edit] Couple System
The couple system is a marriage-style connection between a male and a female character that was implemented in Version 13[8] to encourage cooperative gameplay. Two characters forming a couple are granted special buffs and skills and with each new couple level gained, they receive gifts.[8]
[edit] Mentor/Pupil System
The Mentor/Pupil system, implemented in Version 15, is a system that allows any player level 91 or above to take on a pupil, provided that they have completed the mentor qualification quest. They are then eligible to form a Mentor/Pupil bond with any character who has not completed their second Job Change. This bond provides a special bonus to experience gained by both mentor and pupil, so long as they are both logged on to the same server. Additionally, every time the pupil reaches certain level marks, the mentor gains 'Mentor Points'; as the mentor gains more of these points, additional pupils may be taken on, to a maximum of 3 pupils when more than 100 Mentor Points are gained. These additional pupils grant increases to the experience bonus of the mentor; the other pupils' experience bonus' remain unchanged.
While no action apart from the initial bonding is necessary to the Mentor/Pupil relationship, mentors are encouraged to help their pupils with advice, quests, and/or occasional gifts. If a pupil or mentor becomes dissatisfied, they may cancel the bond at any time, with or without the other party's approval. If a mentor loses all of his or her pupils, their Mentor Points return to 0, and must be regained in any new Mentor/Pupil bond.
[edit] Other Game Systems
[edit] Events
Events involving rare drops and extra experience are held almost every week by the GM team. Maintenance is held every Tuesday evening (gPotato) and Wednesday Noon (FlyFF PH), keeping the game fresh.
[edit] Collector System
Introduced in version 11, the Collector System[6] gives the user something new to do. With the use of a Collector the player can collect rare and unique game items. From Suit Socket Cards to flying clouds, collecting can be a lucrative pastime. Note that the Collector System Without Batteries is released in the early version of FlyFF.
[edit] Private Shops
The game allows players to open their own private shop: a shop in which they can sell their held items for whatever price they see fit. Other players are then allowed to enter such shops and buy items, and all the money used to buy any items is then transferred to the shop owner's inventory.
[edit] Raising Pets
Introduced in versions prior to version 9, the Raised Pet system has come to be important to the game. There are seven types of Raised Pets, which start out as eggs and can be dropped by any Masquerpet level 20 and above. To evolve a pet one needs to complete the quest given by the NPC Pet Tamer. The pets must also be fed to keep them alive. Each Raised Pet has five levels and three appearances. A player accompanied by a pet receives additional points in their statistics depending on what pet they use.
The pets are: Unicorn (+HP), Griffin (+DEF), Babari Lion (+STA), Rabbit (+DEX), Dragon (+ATK), and the Old Fox (+INT). There are 5 pet classes: D (the class pets start at), C, B, A, and S (Final class).
[edit] Elements
Monsters are each associated with a particular one of the five in-game elements. Each element is most vulnerable to one other element, and least vulnerable to another. Weapons and armor can be "elemented" conferring advantages vs monsters of some types and disadvantages vs others. Many aggressive spells are also elemented.
[edit] Cash Shop
The micropayment system is used in Flyff. This game is free to play for life. Users wishing to support the game can do so by loading up, exchanging for 'Game Cash'. These Game cash can then be exchanged for premium items which are not naturally found in the game, only through micropayment, including clothing, potions, different kinds of scrolls and pick-up pets.
[edit] Technical development
[edit] Game mechanics
Aeonsoft employs its own in-house core technology. The world object engine uses load balancing middle-ware, multi-thread and parallel game logic processing. The 3D flying engine uses faster process with vector and collide mesh and 3D space divided by Octree System. Its network sync engine utilities packet optimization by object move estimation, client-side sync calculation, and object move calibration processes.[9]
[edit] See also
[edit] References
- ^ http://www.galalab.kr/eng/galalab/history.aspx - June 2010
- ^ http://flyff.gpotato.com/?m=welcome
- ^ aeonsoft. "About Aeonsoft". aeonsoft.co.kr. http://www.aeonsoft.co.kr. Retrieved 2009-09-19.
- ^ http://flyff-wiki.gpotato.com/index.php/Flaris_Quest_Office
- ^ Flyff Team. "Master Quest". flyff-wiki.gpotato.com. http://flyff-wiki.gpotato.com/index.php/Master_Quest. Retrieved 20 Sept 2009.
- ^ a b Stella. "Flyff Release Version 11: The Awakening". news.mmosite.com.com. http://news.mmosite.com/content/2008-02-14/20080214231321351.shtml. Retrieved 2009-09-19.
- ^ a b IGN Editor. "Fly For Fun - Three Key Elements". rpgvault.ign.com.com. http://rpgvault.ign.com/articles/944/944759p1.html. Retrieved 2009-09-20.
- ^ a b Richard Aihoshi. "Fly For Fun's Couple System". uk.pc.ign.com.com. http://uk.pc.ign.com/articles/984/984850p1.html. Retrieved 2009-09-19.
- ^ aeonsoft. "About Aeonsoft". aeonsoft.co.kr. http://www.aeonsoft.co.kr. Retrieved 2009-09-19.
[edit] External links
- Flyff at Gala-Net - English Version
- Flyff Wiki - Flyff Wiki