Quest for Territory (QFT) is a MMORPGFPSRTS with the endgame being the complete domination of the game world by a player or group of players.
There is a small PvE-only area, with limited rewards. Most of the game world is PvP with very light penalties for death. In most of this PvP area, players can build player-owned cities. In a small area with extremely high rewards, it is PvP and perma-death.
The world has "high magic," "low magic," and "no magic" areas.
The city building mechanics are similar to those of Shadowbane. The player-built cities can:
Player cities are founded by planting a Tree of Life from a seed. Other players can attack cities at any time. However, the Tree of Life is invulnerable unless a bane is placed on it. The Tree of Life also provides significant protection to nearby buildings, making them very hard to destroy without a bane.
Mines and villages may become vulnerable daily or weekly, depending on settings. The owning guild can choose a timeslot in which these assets become vulnerable. During this vulnerability window, city assets also take more damage.
When attacking, baning, or moving through a region controlled by another nation, the area can only support a limited number of troops (AI or player-controlled). Siege camps and supply carts can help mitigate this limit. Without proper logistics, major debuffs will affect any player not of the controlling guild/nation, making zerging more difficult.
Player cities are owned by guilds. Guilds can join together to form nations.
Melee and Archery Combat: similar to Mount and Blade
Offensive Magic: similar to Quake 3
Defensive Magic/Healing: mostly "tab target"
Gear matters. Getting hit in the face without a helmet is fatal.
All physics is server-side authoritative, running at 60 Hz. The world is large and seamless, dynamically split and load-balanced across multiple physical servers.
QFT includes levels, but progression is very flat. A level 1 can one-shot a level 1000 by a well-placed strike.
This is a role-playing game. You choose a class at character creation, which determines your role in a group (up to 10 players). Current classes are:
Skills, spells, and stats are not tied to levels. They can be retrained and reassigned at trainers in cities. The highest-level skills and spells can only be trained at player cities.
Elevated skills and spells are lost on death unless you respawn at a player city with the required trainers.
PvP Areas: Getting killed (by player or NPC) generally damages your gear, making it less effective. Gear never breaks permanently; it can be repaired in a city. If you are in a guild that permits it, your gear can be auto-repaired on respawn in your city. Your inventory is lootable (though not your gear) for 30 seconds.
Perma-Death Areas: Getting killed permanently deletes your character. All gear and inventory drop to the ground. Player banks are account-wide, so those items remain safe.
PvE-Only Areas: Dying results in an immediate respawn at your bind spot without any penalties.
There are roaming armies of bandits and also dungeons to explore. Bandit camps can be cleared for resources.
The game favors players with low ping. Melee combat especially favors pings under 100 ms. Certain areas of the world are hosted in America, some in Europe, and some in Asia. Your ping is reported to your local connection server, but the physics (world) server may be on another continent. When this occurs, you receive a warning banner. The in-game world map has a mode showing which areas are hosted where. This is static, so guilds can plan and build in regions where they have the best ping advantage.
There are no crafting skills. Items are either farmed or bought from NPC merchants.
Because client-side hacking of radar is trivial, the game provides an official minimap showing all NPCs and players as dots. This ensures fairness for everyone.