>>99408765As for level design, since there's no open world, the mod will be more linear (think Elsword). There'll be a big, long corridor called the "HUB" where players will be, separated in "rooms". Each room has access to dungeons in the north, and will have different environments, so they'll be like "mini-worlds". Of course the transition from one room to another will be progressive, either graphically, narratively or mechanically. In order to go from one room to another you'll have to complete objectives, but it shouldn't be necessary to beat all dungeons.
Finally, on the game design side, there'll be a lot of changes akin to Dofus Cube.
First of all, they'll take out hats and capes, instead they'd like your appearance to depend on your weapon. Since they want loot to be more important, there'll be much less items and you can "evolve" them, so you can keep using the first item you got in the game if you liked it. You'll have to evolve it by feeding it a special ressource, which drops from enemies in different rarities. Every 10 levels or so of your weapon they'd also like to add a special effect (such as an aura or spiky shoulder pads), so other players can see you have a "bigger" weapon
There'll also be Companions, which are fed in the same way as equipment. You can have more than Companion equiped at the same time and bring it to battle, but that's mainly for solo players. A Companion can also equip a weapon, so the lifetime of both companions and weapons is extended.
If you'd rather play with friends, Companions have another function: they can be put on your havresac as NPCs. These NPCs can give you specific quests with new items at the end, and which will give more exp to the companion. Companions in the havresac can also be put on premade "Arenas", which other players will attack. If your companions win, you get a prize, if the attackers win, they get a prize.