Zed said:
With no levels and classes, how do you play out the archetypes when playing in a group - or are there any? I'm thinking about the classic Tank, Healer and Damage-dealer composition. Or is it like, say, Diablo 2, and you just run away and drink health pots and "rotate" tanking?
So the idea is that players purchase skills (powers, abilities - pick your poison). These come in two very specific types: Actives - which are clickables that cause an effect (shoot a weapon, cast a spell, apply a buff e.t.c.) and Passives - which, as the name suggests, passively affect the player at all times.
The player can have have as many skills as they wish, BUT they can only have equipped 7 actives and 7 passives at any given time.
Examples - A tank build (deck, whatever) can be made by equipping passives that modify hp, increase damage mitigation e.t.c. and actives which help hold aggro and give the player additional uptime.
The skills are designed so that using passives that do these things will come with other disadvantages such as decreased damage output, less ability to deal with Crowd Control e.t.c.
The analogy we toss around at the office is like a Collectible Card Game. You might own every Magic card there is to own, but if you don't make intelligent deck building choices you'll still get beaten by the guy who owns a basic deck.
So yes, that said it is completely possible to build the "trinity". And certainly certain parts of the content will have effect requirements, such as bringing someone who can soak up a lot of damage.
Zed said:
What can you tell us about economy? Is the main income from killing monsters, or is crafting/gathering in?
Crafting is in, but until marketing talk about it, I really can't.
Zed said:
Which group sizes are you focusing on creating content for? 1, 5, 10, 20, 20+? Or does it scale to group size?
I'm not sure they have announced group size. But we are making solo content and group content (both outdoor and instances).