Ive been keeping a eye on this one, and Im surprised there wasnt really any mention of it around here (until your post).
What will make RaiderZ 1000 times better than most MMO out there:
1) "Hunt together or die alone"
Single player questing is possible, yet not rewarding. Thus your never out on your own killing 10 of this for quest NPC, unless you cant find a group to head out with. Alot of MMOs have single player questing focus, then endgame you need to work in groups. In This game, that ll happend alot earlier on. I tend to enjoy games that reward teamwork, MMOs arnt ment to be played as single player games.
2) PVE focus game.
There is Pvp minigames, a pvp zone, duel's between monster hunters to prove self ect.
However the game's main focus is the PVE aspect.
I feel like alot of MMOs nowadays neglect PVE content, its just there so you have something to do to reach max level, so you can pvp. This game will have EPIC boss battles, right from low level to max level raid instances, or greater world bosses.
3) Crafting Focus
In this game, monsters NEVER drop a complete weapon / armory peice.
You slay a dragon? you find a dragon scale or such, you go to a armor smith and get Dragon Scale Mail armor made out of it.
(armor crafting is gonna need more than 1 component, so you ll go looking for something after you slay the dragon, before you can make the armor's)
You ever play a MMO like WoW, kill a boss thats some big slime monster only to have it drop armors that fit your character? Why would a slime carry armors that fit a human, when it itself is this big slimly blob thingy?
The crafting system in this game is gonna be great.
4) Active combat
You have a parry/block on 1 mouse button, and the option to dodge roll.
The game is made in such a way that monsters have unique animations that give away what their next big move will be, and you have to either block/parry it or move out of its way, or you die.
This system rewards people that are skilled. It rewards people that study a monster/boss, and "know" when to move out of the way of the comeing moves.
There is also no tab locking, you have to "aim" skills when you use them.
5) Fluid Skill system
Your fighting some great Dragon and you target its head where it has a horn.
You hack of its horn, it lays on the ground and you can pick it up and use its horn against it.
When you pick up the horn, your skill bars change for a short time where you get skills suited for whatever your fighting.
Each monster will have something differnt, this is bound to be really fun.
This also means, certain monsters will have "weaknesses".
Kinda like in Resident Evil games, where you have to "shoot" at certain spots to really weaken a boss type encounter. Again a rewarding system for people that study/learn from their encounters with monsters.
6) Open Skill tree's, Free build options.
After level10 you can use skill up points, into skill tree's from other classes.
This means if you want to make a mage, that has tank skills, you can play a elemental tanking mage.
This means if the group needs a tank, it doesnt have to be only 1 class type.
Ei. in this case, it could be a mage that was the tank.
1 cleric will choose to pick skills from mage tree, and end up a caster.
1 cleric will choose to pick skills from berzerker tree, use a 2handed club and be a melee dps healer.
1 cleric will choose to pick skills from the defender tree, and end up a healer tank.
1 cleric will choose to be "pure" cleric skilled focus and maybe abit stronger healer than the rest.
The same is true for all the classes, you have the freedom to mix and match and play as you like with each class.
Watch this video to understand between what Im talking about:
http://www.youtube.com/watch?v=K8bA3nTllIw&feature=g-all-u
http://www.youtube.com/watch?v=0LaCZBoDg94&feature=related