Ashes of Creation – Élő Stream összefoglaló augusztus 29.

Tegnap lement a stream. A cikkben összefoglalom röviden, hosszabb verzióban itt találjátok.

  • A fiók szolgáltatások frissítése megtörtént, részletek a hivatalos oldalon
  • Megkaptuk a „lovas” lore cikket
  • Az aug. 20.-i tesztből sok szép adatot kaptak
  • Dolgoznak a következő teszten
  • November 22.-én költöznek az új stúdióba
  • Ez a stúdió már 180 fő befogadására is képes

Mérnöki csapat információk: Aaron Bartholomew (Senior Platform Engineer) szerepelt a stream-ben.
> CS eszközök és támogatások, fiók szerviz szolgáltatások, minden fontos fiókkal kapcsolatos sztori egy helyen megtalálható legyen.
> Játékos karakterek és adatok megosztása a honlapon keresztül (nekik szolgáltatás, nem a játékosnak 🙂 ).
> A játék alatti infrastruktúra fejlesztése, biztosítása.
> A 20.-ai teszt alatt a háttérből látták az esemény folyását, előfordultak problémák, amelyeket rögtön javítani is tudtak, néhány hibát a következő fázisra is javítottak, amelyek a kliensek csatlakozását érintette. A fagyások az időtúllépések miatt keletkeztek, amelyeket az Unreal motorral tudnak javítani.
> A teljesítménynövekedés a teszt alatt az optimalizálás miatt volt.
> Sok tennivaló akad még a szerverek horizontális méretezésén.
> Nagyobb változásokat vezetnek be a kezdőterületek betöltődésénél. Több időt hagynak felkészülni a játéknak, mire a játékos valójában megérkezik, ezt később az MMO részben is alkalmazni fogják.
> Az új fiók szolgáltatások is jól működtek, azonosították a felmerült problémákat és előbb javításra kerültek, mint ahogy a játékos észrevette volna azokat.

Környezeti csapat információk: Michael bacon (Lead Environment Artist), szerepelt a stream-ben.
> A hónapban nagyon sokat a javításokon és az optimalizáláson dolgoztak.
> Voltak más munkák is, amelyekről nem beszélhetnek, mint például a vár ostroma.
> Volt egy belső teszt is, Krojak-al ölték egymást, valamint több kisebb állatot is letettek a pályára.

> A csapdák elsősorban a védők számára elérhetők, míg a támadók ostromfegyverekkel rendelkeznek.
> Devon egy új terepen dolgozik a Castle Siege-en.
> Az animációs oldal azon dolgozik, hogy megváltoztassa a visszatámadás működésének módját.

Játék Design csapat információk: Brian Ferguson (Gameplay Designer) szerepelt a stream-ben.
> Jelenleg harcokon, a tárgyakon és pusztításon dolgoznak. Az egyensúlyt vizsgálták, hogy a harcok jobban menjenek. Látnunk kellett, hogy néz ki az egyensúly, amikor a játékosok játszanak. A hibrid harcrendszerhez több utat és végigjárnak, hogy a lehető legjobb legyen az MMO-ba szánt végleges változat.
> A területen is sokat változtattak, febuffoltak néhány helyet, ahol kevés volt a loot, pár helyre easter egg-ek is kerültek.
> Megfigyelték, hogy mely fegyvereket és képességeket használták a legtöbbet, majd ezeket az adatokat felhasználjuk az MMORPG kaszt készségeinek összerakásánál.

> Fejlesztették a pusztításokat, amelyek jobban néznek ki és jobb a hangjuk is.
> Első körben a Castle Siege-ben és a Node harcoknál tapasztalhatják meg a játékosok a pusztítás rendszerét. Teljesen átdolgozták a rendszert és egy sokkal jobban optimalizált rendszert alakítottak ki, amellyel szép környezet alakítható ki és sok játékos esetén is szépen fut.
> Új idéző és interakciós hangokon dolgoznak, állítottak a mozgáson és a hátasokhoz szabad kamerát adtak.

Lieutenant Toast első alkalommal szerepelt a stream-ben. Feladata a kapcsolattartás a főnök Steven és a közösség között.

Kérdezz-Felelek:

Q: Will the hardest raids be persistent across all realms?
A: Each realm will be specific to the region. So as a company we’ll give a shoutout to those that manage to clear the raid first and maybe even include them in the lore.

Q: Can per say one side poison the other side’s water source to gain an advantage?
A: With regards to the MMOPRG, there will be certain missions that people that are odds against one another, like one of those narratives could be to hamper things, but no you cant free will go around poisoning water. Perhaps you can poison the mana reservoir as a quest objective maybe, no promises.

Q: Do we have any news on the remaining 4 classes? (Summoner/rogue/fighter/bard)
A: You can expect to have blogs on those classes in the future, we plan on releasing info on that once it’s ready. We plan to make it incredibly presentable through a blog.

Q: Do you currently have some kind of plan to adjust the forward movement on the lunge attack?
A: We did come away with some changes we plan to try out. Its the difference between exciting and fast, but also rooted and relatively realistic. It’s been the primary topic for the past few design meetings. This is the primary purpose of apocalypse, to collect data and feedback to prepare for the hybrid interactions and movement for the MMORPG.

Q: Are there plans to have similar apocalypse tests with squads? And will you be using steam?
A: Yep, its a big part of apocalypse. We did say there would be squads last week, but we were really focused on the horizontal scaling we needed to address and the server crashing/client disconnects. We do have squads ready to test. Yes we will be using steam for apocalypse.

Q: Will there be positions of power within religions such as apostle/pope to influence religion?
A: 100%, there will be titles that you can achieve within the religion system. With those benefits will come certain powers, unique access, unique quests, certain items and more. Regarding the extra player agency stuff will probably come later in an expansion. You may see cult leaders come in during the future divine node article about counterplay.

Q: Did enough people participate in the recent test to hammer the servers?
A: Yes. We actually gathered more data than we can parse through. 

Q: How do you feel the testing on the 20th went and will it help the MMORPG?
A: It went fantastic, a lot of things went well. The things we were looking for that we werent sure about and we got answers to those things. It went exactly as we wanted it to go and it gave us things we want to work on and all of it goes into Alpha 1.

Q: How do you feel about content so hard that only a small % of people can complete it?
A: Yes. We like it and we want to see it in game. When that content comes in, when its incredibly hard to do, eventually new chapters take place and levels get higher and what once was the hardest content, gets trickled down and becomes more accessible. One of the components of a game being very interesting is the drive or chase to achieve something that is difficult to achieve. When you make the experience bland and achievable by everyone, it doesnt mean as much. We want it to feel like you’ve accomplished things. We also want to create content that the majority of our players can experience. So what was once the limited audience becomes the broader audience. We want to make sure we have content for all the different types of players as all of the different players together make a big community.

Q: Will I be able to minimize my selected tab target abilities to focus on action combat?
A: Yes, that’s the goal. Its why apocalypse became so important to test action combat. We need to collect the data from all the action based skills to make sure its fun and engaging and not cumbersome.

Q: How much of action combat will require manual aiming in the MMORPG?
A: What you see in apocalypse will be near the final output of what you see.

Q: Do you plan to add any improvements to fighting enemies?
A: Yep, there’s lots of feedback and we want to work on many things. People were asking why BETA was applied to apocalypse. We consider BETA as something accessible to all. While ALPHA is a restrictive test. So we used BETA term for apocalypse even though the project is in a pre alpha state.

Q: Will the mmo feature any hover cast (mouse over) compatibility?
A: So the action side of things will involve reticle based, while certain AOE’s you’ll be able to select an option to auto cast an AOE at your mouse pointer location instead of having to click twice.

Q: Will the estimated TTK be longer in castle siege than the BR mode?
A: Yes, each class will have its own health pool, some classes will have a much higher TTK. In castle siege each class will come with pre-defined HP/armor value stats. 

Q: Will we be able to find hidden locations/view points on the map?
A: Yes. There will be other things too. We’ve thought about cartographers guild to bring information to the library. Steven is an exploration player too, he just prefers to conquer what he explores. 

Q: How will you handle armor for the special skins like fire/frost/demonic/angelic?
A: What will happen is those skins will have a base race mesh that they are similar to. So ice/fire skins will represent a character model of a human, so the armor donned on the model will represent a human mesh, while the renkai would be renkai/orc in size. We’re not too sure, but probably one of the older meshes.

Q: Will there be an auto-walk/auto-run?
A: Yes. Not such as click on shoe icon to track quest, but Numlock to auto-run.

Q: Can necromancers revive allies when healers are being poopy?
A: They cannot revive but they can utilize corpses around you to summon something based off of that.

Q: Will we be able to move while dancing?
A: No. Dancing will be a root animation.

Q: We know taverns on a freehold unlock buffs for players, will there be an option to make it a store?
A: The tavern is already kinda like a store that players/their family can list goods on it. 

Q: A while ago citizen tickets were mentioned as a one off, is that still planned for?
A: Citizenship tickets were to get citizenship without owning land. Its too early to tell right now. We’ll give you an update on that when we have it. That’s the first time steven has been stumped by a question.

Q: For the bladecaller class
A: Weapons or Weapon creatures. The fighter doesnt get the summoner skills, so like forward strike attacks with the summoner augment will summon a cage of swords, also the blade golem.

Q: What are your current thoughts on resource management in combat, combat regeneration plans etc?
A: Your action economy is based upon what balance we determine we would like you to have. Do we want you to be able to kill a player with your entire stamina bar? Yes. So when utilizing your mana bar in the mmorpg, do we want you to kill it with what % of your mana bar, and that’s the type of perspective we’re going with for it. We dont want you to sit down after every fight.

Q: Will there be a class that uses fists or gauntlets to brawl it out?
A: Our weapon system isnt tied to classes. You can use any weapon on any class. We do want gauntlets, it depends on the resources we have to make that happen. If we have time to do that, we will.

Q: I like the 3rd person action camera in apocalypse, will it be in the mmo too?
A: It will be in the action combat stance for the mmo.

Q: How will you respond to exploits, new things that happen in systems that you dont plan for?
A: It depends on the imbalance we’re talking about. Like the node system unless something goes catastrophically wrong, it’ll be fine. The goal is to let the emerging gameplay live and breathe and not constrain it. We would get involved for like exploits or duping or if the node system melted down. But for example if people come up with new builds, thats on a case by case basis. 

Q: Will the MMO hybrid combat be skill based or gear based in terms of who will win a fight?
A: The goal is to emphasize skill over gear. But gear will be a VERY important role in your ability to perform. But ultimately the player with the higher skill level is going to have the edge in combat so to speak. Like level 1 will never take on a lvl 60. But relatively within 5-10 levels, we want that to be where the skill takes place. There’s 3 components when it comes to balance when it comes to 1 on 1’s which we arent balancing for. We are balancing for group vs group. We look at level progression, gear progression and class choice. Those 3 things play together the largest role to determine your efficacy in battle. Skill is the weight that tips the scale in people’s favour. So a high skill player below 5-10 levels would be able to tip the balance due to skill. But below those 5-10 levels, it will be extremely difficult to balance things out. Some classes will be better than others, your raid composition will play an important role. 

Q: Will it be possible to revert/reset our artisan points?
A: We havent discussed how we want to do it.

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