[Actu] Compte-rendu des questions aux équipes de W.A.R

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Citation :
Publié par Fongrim LongueBarbe
Heu serieusement sa sert a quoi cette question ?
Ca concerne les capitales !
Et dans un sens, ça a de la pertinence : d'après toi, combien sont morts dans ces trous béants ? ^^
Donc si j'ai bien compris, chaque instance est totalement indépendante et ca des la phase 1, plus de points de domination général a toute les P1 afin d'ouvrir une P2 ...

Si ton instance réussie sa domination, elle ira en phase 2.

J'ai bon ?
Citation :
Publié par Rollan
Si ton instance réussie sa domination, elle ira en phase 2.

J'ai bon ?
J'ai compris la même chose.


Sinon c'était la totalité des questions ? Parce que rien sur le craft, pas de questions sur l'ensemble des classes, les capitales manquantes et rien sur un avenir un peu plus lointain, ça fait super léger.
Citation :
Publié par Zanka
J'ai compris la même chose.


Sinon c'était la totalité des questions ? Parce que rien sur le craft, pas de questions sur l'ensemble des classes, les capitales manquantes et rien sur un avenir un peu plus lointain, ça fait super léger.
C'est bien ça pour les capitales.
Et non, ce n'était pas la totalité des questions

(enfin, y'en a bien 90%)
Citation :
Publié par Rollan
Donc si j'ai bien compris, chaque instance est totalement indépendante et ca des la phase 1, plus de points de domination général a toute les P1 afin d'ouvrir une P2 ...

Si ton instance réussie sa domination, elle ira en phase 2.

J'ai bon ?
Apparement c'est ça, avec a priori le même système pour accéder aux instances et sûrement un buff ou autre pour que tu ne le quitte pas comme pour les bgs.
L'attribution des récompense semble avoir changé aussi, mais il n'est pas expliquer.
*Attend impatiemment le premier /kick pour un joueur d'une guilde qui est rentrer avant le lead
une autre fournée de Q/A :

Citation :
Ahhh, my trip. It is definitely an experience that I will not forget anytime soon, if ever.
My day started off with a typical early rise to get to the airport. A bit of a wait after, and I was touching down in Dulles airport in D.C. If you were a good and attentive follower, you would have noticed Andy Beldford (hence-forth, known as Bandy Belfords) sending out tweets with our smiling mugs after arrival. Mykiel (aka Sweet Uncle Happy Pants) was the first to arrive for the tour-de-force of Blaaagher Invasion, Werit and myself shortly followed, with Gaarawar filling the last spot of the group and we proceeded to lunch before we interrogated talked with a members from the different development groups.
We arrive to a table at lunch, with seats already filled by Josh Drescher and CJ. Tastey food, and a conversation dominated by the bearded Reverend filled with stories of lizard people, moving woes, gaming references, and the overall terrible state of modern-day cinema led to a close and we made our trip to Mythic HQ. In there, is where the meat of this story begins. So, continue reading for the paraphrased question and answer session with the Mythic’s content team. Keep in mind, I’m shortening both the answers AND the questions to keep this from being 30 pages long. We need all the words we can get, but attention spans are only so big.

For this, I am (SW) and any answer from the Mythic Team is (MT). I played with the idea of naming them individually, but I’m unsure as to their level of comfort of having the community’s eyes focused on them and dissecting each statement, so I preserved their deniability/anonymity.
SW: What were some of the main goals that you wanted to make sure were in the new city system?
MT: The biggest was that the end game was RvR and not PvE. The first thing to be done was to make the king encounters inaccessible. Some aspects of those encounters were adapted to the new version.
SW: Do you think you guys will make it accessible at some later point?
MT: Yes. (This was followed by a laugh and me asking “How likely?”)
MT: It would be a shame to waste something like that, but the imperative was to make the city experience a cohessive RvR experience.
MT: First stage was just confusing, erratic, and not real end-game material.
SW: Do you think that by making the three stages cohesive and independent of other instances made the gameplay less of a hinderance to the enjoyment of the player base as a whole?
MT: Don’t know if it was a hinderance, just a different design. The old system would not have worked with new way we’re doing this, and didn’t really have any bearing on our new design.
MT: The nice thing is that the instances are no longer tied to each other.
SW: So I don’t need to rely on some PUGs getting trounced by a double premade anymore to progress.
MT: Victory points in the city are completely irrelevant now. They matter up to the city.
Some of the other bloggers asked questions about the changes to the size of the map, and inclusion of new portions of the city and the difficulties that arose there-in.
SW: With that in mind, why did you decide to drop it down to one warband on each side? Particularly while in The Inevitable City, you had a better chance of creating that wall of bodies and choke points with 48 people?
MT: At first it had to do with loot, we toyed with the idea of loot being on the bodies themselves. With more than one warband it becomes a giant hassle. Different loot ideas came up later on, but we stuck with the 24 players to make the individual contribution of the player more important, as well as for ease in communication and coordination.
SW: So the primary reason is just to have each player shine more and have a greater part in the victory or defeat of their battle?
MT: Yeah, absolutely.
Conversation lead to some specifics on mechanics numbers at this point.
SW: The primary way to stop the invading force from capturing points is to kill the sappers?
MT: Yeah, they’ll keep respawning though.
SW: Do they respawn at the entrance, or at the closest objective?
MT: They spawn at the entrance, until you capture the Emperor’s Circle or Emissary of Change, then they spawn from there. Where ever the sapper captain is the location they will spawn from.
SW: So, essentially the goal of the defenders is to keep killing the sapper over and over again to prevent the invading force from capturing the points.
MT: Correct, the defender’s win condition is the timer expiring, and the invader’s win condition is to breach the palace gates. The first stage is 15 minutes by default, and each captured point adds 5 minutes.
MT: The sappers don’t come into play until the attackers have widdled away the defender’s foothold already. Conceivably, you could hold out the entire time, and never divert attention to the NPC at all.
SW: So, using the map as an example (picture a giant, sexy HDTV to my side that I might have hugged just a little bit) the defenders come down the and capture these two points, but the defenders are able to hold them off here and here and prevent them from taking Emperor’s Circle, the sappers will never spawn?
MT: The sapper’s always spawn, they capture the point, but each location has siege equipment that needs to be taken out. If you can’t take that out, the sappers will never spawn. So, you can keep the siege equipment safe and prevent a location capture. The testing we plan on doing will be where we find out how difficult we need to make this.
SW: So, if you’re in a warband invading, you could split up your force into two groups of 12 and have them each hit a point, destroy the siege weapons, and then have a sapper spawn for each of them?
MT: Correct. Of course, that’s up to the warband to choose how to coordinate. The first two are vulnerable from the start, and capturing the circle makes the next three vulnerable. So you could focus and zerg one point, or split up.
MT: It’s a minimum of three points captured to breach the gates. Probably much harder to do, because of the lack of time gained from the others. That’s a lot of the strategy involved. Eventually, the number of points you control will affect you in stage 3.
Next conversation lead to give further details on the way the system will reward players.
SW: So what made you guys decide to, obviously when you’re designing things like this you’re faced with the decision of rewarding people may lose, and then reward them for their effort. What made you guys decide to go with a system like the insignia one. Don’t you think that some people might see that as minimizing the effort and success of the winners.
MT: It would a bit, I can see that perception, but it’s better than the alternative. If you’re getting curb-stomped over and over, and you risk the opposition stop playing and you have this cascading effect. I definitely see how that can be perceived though. You definitely get a lot less (for losing), but you will eventually hit the benchmark.
SW: Did you find you achieved a good balance, or is that something you guys are doing in testing. Obviously there’s a tenuous number you have to hit there as far as making sure people will still put effort into winning, as opposed to just going in and AFK’ing like in other games.
MT: The differences are pretty significant. If you are defending an instance where the invaders control all six points and the defenders just had the timer run out. The rewards are pretty close, but you might want to ask Sean about the percentages.
(this is where they brought me a laptop so I could cease my furious writing, and sadly, distracted me from making a note about my follow-up with Sean in the next group, foiled again!)
SW: I know their models are going to be huge, but are the champions getting buffs and bonuses outside of the ward check? Increased damage, hp/ap pools, things like that?
MT: Yes.
MT: (laughter)
SW: (laughter) I keep forgetting to not end questions in a way you can just answer yes or no. Are there percentages, or can you enumerate that any more. Is it percentage, a strict number, is it something you’re still hammering out the details on?
MT: At the moment… it’s all subject to change. Champions will get a flat-value and then a percentage based on how many nodes their realm controls. That will apply to extra damage they can do, hitpoints, healing done to them BY champion healer, damage mitigation, and reduced healing from non-champions. If you are not a champion, you can ignore your own champions.
SW: So, my non-champion healer will heal my champions for less?
MT: Correct.
SW: So the intent is to have…
MT: You forgot the sweet ability.
MT: They get a temporary ability to plea the king for assistance.
SW: …you want the champions to fight each other. So what then is the intent for the other 20 people to do?
MT: Fight each other. You can still damage the champions, it’s just significantly less. If you have everyone focusing on one champion, it will be like a swarm of rats.
MT: Healer champion will get zerged down most likely.
There were a LOT of questions asked outside of these by my fellow bloggers, and me, being the damn decent guy I am, will not steal their thunder. There weren’t a lot of twitter questions throughout this for a couple of reasons. I think people weren’t really getting up and running to partake in this first Q&A (or to ask questions that were applicable) because they were lagging behind, or perhaps they just saw any change as a good one and instead, focused more on the things that affected them directly. When the careers people showed up, my twitter blew up like an atom bomb, so that last guess is probably a pretty good one.
Tomorrow, I will follow-up with the sit-downs we had with Bandy Belfords and with Carrie Gouskos.
http://shadowwar.wordpress.com/2010/...oop/#more-1528
Si j'ai bien compris et que je resume en gros :

Attaquant : doit faire du pve pour gagner (faire spawn mob, kill mob..)
Defenseur : doit empecher l'attaquant de faire du pve..
Donc, si instance vide, c'est du pve pour gagner. Pas besoin de presence de defense pour passer en phase suivante. Ca m'a l'air exactement comme un bg pour wb en fait...
J'en conclu que les PU devront se trouver une instance vide pour ne pas risquer de se faire gangbang

De toute facon à mort les PU !

On va pouvoir enfin se stuff royal..
__________________
Gobakabana -> Shaman RR 8x | < Soul Reapers > Pause [KN]
Babaogob -> Squig RR 9x | < Soul Reapers > En UP [KN]
Zkyi -> Mar RR 7x | < SoulReapers > En UP [KN]
Citation :
Publié par Ronsard
Si j'ai bien compris et que je resume en gros :

Attaquant : doit faire du pve pour gagner (faire spawn mob, kill mob..)
Defenseur : doit empecher l'attaquant de faire du pve..
Donc, si instance vide, c'est du pve pour gagner. Pas besoin de presence de defense pour passer en phase suivante. Ca m'a l'air exactement comme un bg pour wb en fait...
Bah ça me fait penser à Dota en fait.
L'attaquant doit faire spawn et proteger des mobs (sappers) qui vont aller ouvrir la porte. Le defenseur doit empêcher ces mobs de faire leur job.
Je n'ai jamais joué à Dota, mais y a quand même vachement de monde qui a l'air de trouver que ça roxxe donc dans l'absolu je pense que ça doit pouvoir donner quelquechose de bien.

La dernière partie sur les champions laisse penser que 4 joueurs de chaque camp seront (deviendront? seront désignés?) des champions avec des gros bonus
Bref vivement ce f***ing patch note!
__________________
"Passer pour un idiot aux yeux d'un imbécile est une volupté de fin gourmet" Courteline.
J'ai lu ça en diagonale parce que pas le temps mais en gros, y'a des champions qui spawnent pour les deux camps. De leur côté, les envahisseurs doivent capturer des points pour que leurs champions y spawnent et ainsi faire avancer le front. Et ainsi de suite jusqu'à arriver devant l'instance du Roi.
De base, les envahisseurs ont 15 minutes pour faire ça MAIS, pour chaque point capturé, 5 minutes sont rajoutées.
Citation :
Publié par Belk
J'ai lu ça en diagonale parce que pas le temps mais en gros, y'a des champions qui spawnent pour les deux camps. De leur côté, les envahisseurs doivent capturer des points pour que leurs champions y spawnent et ainsi faire avancer le front. Et ainsi de suite jusqu'à arriver devant l'instance du Roi.
De base, les envahisseurs ont 15 minutes pour faire ça MAIS, pour chaque point capturé, 5 minutes sont rajoutées.
Ben justement, cette phrase:

Citation :
SW:you want the champions to fight each other. So what then is the intent for the other 20 people to do?
MT: Fight each other. You can still damage the champions, it’s just significantly less. If you have everyone focusing on one champion, it will be like a swarm of rats.
tend à montrer que les 4 champions dont il est question seront des joueurs, puisque la question est "ok mais les 20 autres personnes ils font quoi?"

Par ailleurs je ne vois pas de référence à des PNJ qui popperaient pour les defenseurs
__________________
"Passer pour un idiot aux yeux d'un imbécile est une volupté de fin gourmet" Courteline.
Ah oui en effet, j'ai relu ça au calme et y'a que des sappers attaquants... Malgré tout, j'ai beaucoup de mal à me représenter le truc :/
J'attends d'avoir un truc plus précis donc !

Et pour le coup des champions qui sont des PJ, p'tet bien... Mais je vois mal comment ils pourraient orchestrer ça.
Pour moi, ça reste très flou, en somme
Citation :
Publié par Belk
Et pour le coup des champions qui sont des PJ
Et va savoir comment ils vont les choisir. Si tu fais un tirage au sort ça va whine quand ça va tomber sur des 40 fraîchement 40 et RR32 qui sauront pas trop ce qu'ils doivent faire, si c'est choisi selon le RR et donc /roll entre les 80, ça va être fun pour les attaquants ou défendeurs s'ils n'ont pas de 80. Quelle classe ensuite, car si les champions doivent se combattre je vois mal le fight Shaman contre PdR (au hasard ), encore moins un fight Kouptou vs Archi.
ça continue avec les Q/A :

Citation :
So as the previous interview concluded, the light blacked out again. When they came back one, the previous crew was gone. In there place stood 3 mighty warriors. Clad in the finest of armor, they took there place at the table. One spoke but a single word “Sup”, his name is Nate Levy. Introductions were given, and it started once again.
(Some of these questions were already answered during the post on Thursday, but I am putting it all together in a single place)
Nate Levy
Steve Engle
Sean Bossart
James Casey
Q: Are White Lions getting an AP drain or have the AP cost of their abilities reduced in the future?
A: Nate Levy: Not in the immediate future.
Q: When determining whether a career needs to be adjusted or not as in being to “OP” or not. Do you take the use of add-ons into consideration?
A: Nate Levy: Nope. For all parts in the game, in general we don’t regard add-ons as part of the process, because they are Meta.
Andy Belford: The thing is we cannot develop around add-ons, because we don’t know what people will develop. Someone could develop an add-on that grows your plants for you, but we didn’t necessarily plan for that in advance. We can anticipate all we want, but we cannot plan for things like that.
Nate Levy: The general answer to that is, if there is something an add on does that is grievously bad for the game, then we can just stop the add-on from being able to do it, not rebalance the game for it.
Q: How are the Choppa and Slayer going to be homogenized, as of right now they both have some things the other side wants, and then both have things, that the other side calls OP.
A: Nate Levy: None of the Careers are exact perfect mirrors. They all have differences, but of all the careers, the Slayer and Choppa really are probably the closest mirror. The things they have that are different are really a few abilities here and there, and the vast majority of them do work similarly. If we can get the other careers as similar to the Slayer and Choppa, I feel we would be in a good place going forward.
Q: Dual wield classes can use 2 soul proc talis, one in each weapon. This is impossible for those that have 2 hander weapons. Can this be changed?
A: Nate Levy: That came up a bunch when we first put them in. It’s one of the reasons why 2 handers didn’t work out quite as well as we hoped. We don’t have any plans to change it right now, but we are aware of it.
Q: Weapon DPS contribution for casters and healers, how are you looking at phasing it back into one of the future patches.
A: Nate Levy: Many of the concerns that were brought up in the discussion thread originally, were specifically regarded towards careers that already do top of the charts damage, and they are going to be getting more, even if it was a small amount. Even if the heals exceeded the damage, people were worried about top of the charts damage getting any sort of damage increase. We are approaching it by trying to get a lot of the hot button issues and careers taken care of first. Then at that point we feel that adding in the dps will be relatively less impactful of a change, instead of setting everybody’s heads on fire. Especially since most of the healing increase will generally outpace the damage increase.
Q: Are there any plans to get rid of the blue daemon that is spawned from the magus? It is a huge liability in most PvE situations.
A: Nate Levy: That and by the same token the M4 Firewyrm were really cool ideas that completely fell on their face and didn’t play out, and so we are going to be addressing those.
Q: Were any careers built with running a particular build in mind. I.e. there is only a certain way to go within the mastery trees.
A: Nate Levy: Our intent for all the careers has always been that all three masteries are effective, but obviously not effective at the same things. Our intent has always been that all three paths be considered viable. Obviously it didn’t work out that way, and to that extent it never will, as someone will always find that one particular spec that does 2% more damage than all the rest and everyone will do that same thing for their 2% damage increase, but if the others are close then we would be thrilled. As of right now there are some that are far above and beyond the rest, and that we are not happy with.
Q: Will the purge system be altered to be less of a grief opportunity.
A: James Casey: Yeah we are actually working on something, part of it is going to be 1.3.5, you are going to see especially more requirements on how a purge is initiated, so it will be less of a griefing mechanism, so yes you are going to see something in 1.3.5
I know it isn’t much but still thanks for coming by.
Peace,
M
Citation :
First off I want to say thank to Mythic for having me come on up, and thanks to my fellow bloggers Werit, ShadowWAR, and Gaarawarr for the good conversation, the use of the shower, and teaching me how to make a shiv. (Werit is really talented).
Just to set the mood, we were asked to sit in a nice conference room with central air. In front of us was a huge ass tv, and we setup up shop. Music started playing, and the lights dimmed. For a minute I thought I was at a WWE show, but I was in fact at Mythic, and then the lights came back on. There in front of us surrounded in a thick haze of sorcery stood:
Corrie Treadway
Keaven Freeman
Amber Turner
Mike Wyatt
James Casey
So The First Dev discussion was on, and we were ready. Now please keep in mind that I am only covering my portion of the questions, so you will have to hit up my brothers in arms at their sites to get all of the questions and answers.
Q: What was the biggest challenge for reworking both cities, because a lot of the player base complains about, <Insert City name> is easier because of A, B, and C. With Altdorf you have the running Alley battles with a lot of choke points, and with the IC you have more open areas and the dreadful falling or getting knocked off the sides.
A: James Casey: Well these two Corey and Keaven did most of the implementation, especially on the first two stages so.
Corey: I think a lot of it pertains to the cities not having the same footprint, because they are very different from each other on how things are laid out, which makes it complicated to make things as balanced as possible. Such as the run time to one location is 10 seconds less, and players will time every single thing and will be like “this isn’t fair”. It has definitely been a challenge with the placement of the points making them as equivalent as possible.
Keaven: It’s definitely not easy. Such as in Altdorf, you have the nice alleyways and to go from point a to point b, you have only one way to go, but in the Inevitable City because it is so open, it’s harder to mount that wall of people defense, because they can come around this way or this way (Note to reader, Keaven was making arm signals). We don’t have enough people to bridge this gap, so trying to make it as fair as possible is hard to do.
Q: Is there going to be any PvE “Leftovers”, because it is RvR driven but seems to still have some PvE aspects, NPC mobs running through such as the Auctioneers.
A: Mike Wyatt: No they’re all gone. The NPC’s that will be in the city post 1.3.5 will be the ones you particularly have to protect. Now we do have guards especially for the invaders, for when the invader takes a point, the guards will spawn because that point now becomes a spawn point. So you have those NPCs, the sappers aka “The Sapper Guys”, which don’t actually fight back. Most NPCs in there are punching bags as far as players are concerned. It is protect them for one side and kill them for the other. The only NPC’s that will want to fight players will be the 2 kings after a side wins. I am pretty dead set on making it if you are in Altdorf and Order wins, then Karl Franz is going to go clean up the mess and vice versa. That is why we had to start calling it RvR Driven instead of saying a pure RvR city. Players will bring up Concerns about “There are NPC’s here”, it is RvR driven. Yes there are NPC’s there, they don’t do anything, but they serve a purpose, and you are going to lose unless you actually protect them.
James Casey: It’s like a scenario with objectives, to where the NPC’s tie in with the Objective. It’s part of the play, instead of just “I’m going to go kill this guy.
Mike Wyatt: The sappers are going to be getting the little glow beams so you can see them far away and the NPC’s are healable. You can heal the Sappers, the Warlords, and the Kings. They behave differently that other NPC’s in the game, other than the fact they don’t attack back.
Q: Pertaining to the Changes in the city, but involves some aspects of the campaign itself. The underdog system, if someone keeps slamming into your city does that mean it will steadily become more difficult for them, i.e. a reduction in amount of time they have in the city?
A: Mike Wyatt: Not currently. The Underdog System has no bearing on the actual city battle itself. It only affects the difficulty or strategy needed to get to the city, but once you get to the city it has no bearing currently.
Q: What are you expecting to hear or see from the players with the New City siege? I know you said there is a 5 min prep time at the very beginning. After the prep time is up, is it going to be “All hell breaks loose” or feel more like a scenario? There are players who want this to be an epic encounter. The City Siege, End Game Content, and they want to have that epic feel.
A: Mike Wyatt: Well a lot of that we can do with polishing up the Content. The stuff you are seeing here is still pretty rough, and missing some of the polish. (this was in reference to what we saw on the screen) We are talking with sound guys, which will not make it in this patch, but hopefully in 1.3.6 with big sounds and exploding things and flashy lights, working towards the basic presentation of it.
James Casey: As part of the polish, even the basic setup of the phases, not only let you set up but the first thing you are going to see is the kings addressing their perspective sides which gives it a more epic feel, as the whole realm is here to either attack or defend, in comparison to you just login and jump in the city to go loot something.
Mike Wyatt: The king and the two warlords will be there. I am not sure if that answers the question.
Mykiel: yeah it does.
Q: Going to the city, everybody is going to be put in the same warband. The title of Warband Leader, how is that going to be assigned? Is it going to be done via some voting mechanism in the warband?
A: Mike Wyatt: It is scenarioesque. We don’t want people controlling loot or any of that stuff.
Mykiel: So no master looting and such?
Mike Wyatt: Yeah none of that.

Q: There has been some discussion about queuing. Originally you were able to select your own instance, and that was changed due to players farming empty instances, and now it is completely random. Are you planning on implementing something to where you can queue ahead of time, to where my party or warband can be placed in a queue for the next available new instance?
A: Mike Wyatt: Definitely not with this version. I don’t know if that is something we want to do. We would rather tackle the whole Pre Organized Group thing (FYI Premades are now called POGS, thanks Werit) without penalizing everyone across the board. If you start matching up POG’s v POG’s then everyone kind of suffers and it trickles downwards, things start firing less often and so we are definitely no looking at taking that approach to anything at the moment, because facilitating that would make things worse.
Q: How is it going to play out if the Attackers are in an empty instance, make it to stage 2, champions are already assigned, and that is when the defenders show up to the instance.
A: Mike Wyatt: We are going to be locking instances so that they will become un-joinable at certain points, so we can avoid that situation. Another terrible time would be joining an instance with 3 seconds of time left and somebody wins, and a player gets a lock out. So we are implementing something to keep that from happening after an instance reaches a certain point.
Q: Who are the new city changes primarily being aimed at in reference to Renown Rank?
A: Mike Wyatt: It’s for everybody. I know there is concern about, “We don’t want this rank 32 player in here because it gives us a disadvantage”, but on the other side of the coin, that rank 32 player is also contributing to the campaign, and it isn’t exactly right to lock them out from participating. It’s for All T4 ranked players. Now as Keaven said with the cascading wards check, at least when it gets to the third stage, it is going to pick the people who are most beneficial to your realm as champions.
Q: In the initial staging area, will there be NPC’s like the Guild Vault, Renown /Career Trainer so that if a player gets put into a non-organized group, they will be able to switch things out for their toon.
A: Mike Wyatt: Not currently, but that is a good idea though. That is something we can look at putting in.
Mykiel: It helps the players who generally run different specs depending on the situation they are in.
Mike Wyatt: The only concern I have there is where do you draw the line. The last thing we would want is to make it look like a refugee camp, with a sea of NPC’s around you.
Q: What level of renown are players looking at getting during the stages on average for completing the different stages?
A: Mike Wyatt: That is something we are still working on. Right now it is around 12k, but looking at somewhere along the lines of where it is now. The 12k is if you are completely annihilating everything.
Q: Statues of players. Will you still be able to destroy them?
A: Mike Wyatt: Yes, actually in both city sieges, if the defender wins, then the final battle takes place down at the bottom along statue row. So if you are losing the battle, I am going to destroy his statue out of spite.
So that is it from my end for the City questions, and I will be posting the C and C Q and A shortly.
Peace,
M
http://mykielwar.wordpress.com/
SW: With that in mind, why did you decide to drop it down to one warband on each side? Particularly while in The Inevitable City, you had a better chance of creating that wall of bodies and choke points with 48 people?

MT: At first it had to do with loot, we toyed with the idea of loot being on the bodies themselves. With more than one warband it becomes a giant hassle. Different loot ideas came up later on, but we stuck with the 24 players to make the individual contribution of the player more important, as well as for ease in communication and coordination.


Interessant leur notion de rvr.
On instancie et isole la population encore plus en créant des instances déconnectées les uns des autres au lieu de créer de l'open.
Et on reduit le nombre de joueurs dedans de 48 à 24.

On s'eloigne de plus en plus du rvr open de masse à la daoc pour se diriger de plus en plus vers du bg à la wow. Une sorte d' Alterac à 1 wb (24 personnes) au lieu de 40.
Manquerait plus que ca laggue ou que ca buggue tiens.
Ca me semble de plus en plus epoustouflant cette mise à jour...
Bah je sais pas ce qu'il te faut. J'aime bien l'idée d'open "de royaume", où faut se coordonner, avancer ensemble itout itout... Mais l'idée de perdre très proche du but à cause de facteurs sur lesquels je n'ai aucun contrôle, ça a le don de m'énerver un peu
Du coup repasser à une dimension gérable pour le endgame je trouve pas que ce soit une si mauvaise idée.


Et de toutes façons, ça a l'air quoi qu'il arrive 1000x plus marrant qu'une prise de Capi actuelle, @bordel fais ch..., go dodo/materunfilm/metoucher, je re dans une heure (que ce soit en attaque ou en def hein).
Citation :
Publié par Shai'Tan
Bah je sais pas ce qu'il te faut. J'aime bien l'idée d'open "de royaume", où faut se coordonner, avancer ensemble itout itout... Mais l'idée de perdre très proche du but à cause de facteurs sur lesquels je n'ai aucun contrôle, ça a le don de m'énerver un peu
Du coup repasser à une dimension gérable pour le endgame je trouve pas que ce soit une si mauvaise idée.

Et de toutes façons, ça a l'air quoi qu'il arrive 1000x plus marrant qu'une prise de Capi actuelle, @bordel fais ch..., go dodo/materunfilm/metoucher, je re dans une heure (que ce soit en attaque ou en def hein).
Justement, ou vois tu de l'open la dedans ?
J'y vois au contraire des instances encore plus deconnectées du reste et des joueurs encore en plus faible nombre qu'avant.
C'est de l'instancié renforcé par rapport à avant.

Les joueurs demandent de l'open rvr et des maps T4 plus grandes, mythic leur fournit encore plus d'instances à nombre de personnes réduites. Tu ne vois pas un pb dans leur ecoute de la communauté ?
Comme l'a dit quelqu'un ici, (Elpi je crois) ils diminuent le nombre en forteresses, ils retirent les forteresses, ils rajoutent des armes à farmer dans des bg, ils retouchent les capitales en plus petites.

En fait, ils continuent sur la lancée de ce qu'ils prevoyaient de faire de war en beta. Du wowlike en BG. Il ne faut pas se leurrer, le rvr de war a été un echec, sinon le jeu n'en serait pas là.

Apres ca peut etre moins penible que les anciennes capitales, ca ne risque pas d'etre dur, c'est le 0 absolu de l'amusement, même les joueurs war avec compte actif le disent (j'en vois venir certains sur l'argument du compte, faut dire ce n'est pas dur à deviner).
Mais ca n'est pas sur non plus. Tout ce qu'on a là, c'est de la com. Personne n'a encore vu comment ca bouge à l'ecran, l'etat du debuguage et comment Mythic a verouillé les possibilités d'empecher les joueurs pro pve de war (oh si si il y en a, une bonne partie même) de farmer leur capitale en esquivant les combats.
Et là, à moins d'un miracle, si je me base sur ce qu'a fait mythic en ce sens par le passé, et les joueurs aussi, ca n'est pas gagné d'avance.
Comme toujours, on verra un ou deux mois apres que le patch soit sorti.
Citation :
Publié par Associal
Justement, ou vois tu de l'open la dedans ?
J'y vois au contraire des instances encore plus deconnectées du reste et des joueurs encore en plus faible nombre qu'avant.
C'est de l'instancié renforcé par rapport à avant.
Désolé je me suis mal exprimé.
Donc la Capi, pour arriver à l'attaquer, il faut bien faire de l'open avant ? Enfin le truc où on attaque/def des forts/objectifs, c'est bien de l'open, ou j'ai raté un truc ?

Donc je voulais dire : j'aime bien l'open (la partie AVANT la Capi, les fois où ça lag pas trop), mais arriver en Capi et perdre la P2 à 1 ou 5 ou 15% à cause de facteurs sur lesquels je n'ai aucun contrôle, ça a le don de m'énerver un peu. Ca serait jouable, j'aurais préféré une Capi immense avec TOUS les joueurs dedans, mais quand on voit ce que ça donne en open...


Après pour ce qui est de l'écoute de Mythic, je pense pas me tromper en disant que le peu de gens qu'ils écoutent, ce sont des anglophones (etats-uniens ?), et c'est pas eux qui couinent le plus quant aux tailles des maps toussa (couineurs dont je fais partie dans mon coin, moi aussi j'aimais bien DAoC @jemetstroisheuresàarriveràEmainàchaquerel). En attendant, c'est le seul jeu qui offre un RvR, voire PvP convenable, je m'y plais, j'y reste :P
Maintenant on se plaint toujours d'un jeu en maintenance, là on voit que les choses bougent, et qu'ils en parlent. C'est toujours un changement encourageant (et puis j'ai beau retourner ces changements dans tous les sens, j'arrive pas à m'enlever de la tête que j'ai hâte d'essayer tout ça... je suis bon public ).
Un gros Q/A :

Citation :
So…yeah…the other bloggers made me look bad today by getting their posts up so quickly.
Not that it’s that hard to make me look bad. icon_wink.gif

Anyway, I finally finished transcribing my questions and answers, as well as some other pertinent ones, from the 4+ hours of audio we captured while at the Mythic HQ.
Each of us (Werit, ShadowWAR, and Mykiel) will be posting the questions we asked and their answers. Some of us had more questions at times than others, so make sure to hit up all their blogs to get the most complete look at what we found out. Keep in mind, there was a lot that was discussed that we’re still not able to share. However, full 1.3.5 patch notes should hit the Herald Soon (TM). So keep your eyes open as it’s bigger than even I expected…
(Obligatory – That’s what she said.)
Enjoy!
~Gaar
As mentioned in my last post about the trip, we talked to a lot of different people. Here’s a quick recap:
Round 1 – RvR and Content Team
Corrie “The Silent One” Treadway
Keaven “Like Heaven but with a K” Freeman
Amber “The Title Maven” Turner
Mike “Answer Man” Wyatt
Round 2 – Combat & Careers and Itemization
Nate “OK” Levy
Steven “Bright Light!” Engle
Sean “Items Guy” Bosshardt
In both Rounds, James “Hello I’m Carrie Gouskos” Casey and Andy “Rhythm of the Night” Belford were there as well. Paul “This is the Moment” Barnett joined us for a moment as well.

And away we go…
~We didn’t have the audio recording right away, so we missed the introductions. /sadpanda It started once we got into questions though. I let the other bloggers start off and joined in later with…~
GG - In each City (during the new Sieges) there’s this funny little off-spot, like in Altdorf it’s on the South Docks. You don’t need it, so what’s it there for?
James - So that one’s kind of an interesting thing. Let’s say you took the top two, but you’re getting close on time… The third one is additional time, and a respawn point, and it also represents additional bonuses in Stage 3.
GG - So it adds a little strategery…
James - Yeah, you can ignore it, but…
Mike - You get extra rewards during Stage 1 and 2 as well if you control it. So in this new City, Invaders could control all six points and still lose, just because the defenders held out time-wise…
GG - …or they’re horrible…
Mike - Yeah, or they’re horrible. So the winners get the PQ Bag Drop and the losers get X amount of reward depending on how many points they controlled. It’s kind of like how we did with the scenarios where we’re rewarding people for their effort. So, if you want extra payout, then you want to cap that point.
James - And then in Stage 2, the amount that you own is probably also going to affect how fast the Warlords get to certain locations too. Because if they have to actually stop and capture it, that’s going to slow down the Warlords at that point. So it’s a strategy element at that point: “How many do I take in this Stage knowing it will help now and later?”
GG - Right, so obviously you’re removing a lot of the different (PvE) instances (in the City), so the means by which everyone was getting loot before is now gone. People liked a lot of those things, like the Warlord weapons and the sub-boss drops in the King instance and the mythical “King Weapons” that were rumored to be in the game…if all that is going away, are those items still going to be obtainable in the new City?
Mike - Well, you definitely want to talk to the next group about that as they handle all the itemization and rewards and everything. However, last I remember talking to them, they said “Yes, they’re all in. They’re in the PQ Bags if you don’t win the Gold Bag. They’re in the others.” So, all the equipment should be there, it just drops in the PQ Bags now. I don’t know about the mythical King weapon thing…
Andy - The King weapons are not, and have never been, in-game.
~the other bloggers got some questions in here~
Werit - Is every instance guaranteed to get to Stage 3 or can it end earlier?
Mike - They’re all guaranteed to get TO Stage 3 but…Stage 1 will have a definite “winner” every time just because the timer is a condition. Stage 2 can end on a “draw” where no one really wins. There’s no PQ Bag, there’s no Warlord loot. It’s everyone kind of gets the…
GG - …finger…
Mike - …they get the “I lost” prize which is how many points you control and the same with Stage 3. If the timer runs out on Stage 3, the invading force’s King calls for a retreat and no PQ Bags drop in that instance.
Werit - Nobody gets the Sovereign-type stuff then?
Mike - Correct.
James - You’ll still get Crests as kind of the “loser” prize, but yeah, you won’t get the “oh somebody got an item”…
GG - What kind of Crests are we talking about? Just because it’s Stage 3 are people going to be getting Royal Crests or is it…
James - Yeah, they get Royal. Sean (Bosshardt) will be the guy to talk to in the next meeting to get a little more of what we’ve set up reward-wise there.
Mike - It should be Royal Crests on Stage 3 (Stage 1 – Invader, Stage 2 – Warlord). Oh yeah, it is. I hooked that up even…
GG - Don’t you look bad? hehe
Mike - …yeah…
~everyone laughs~
Mike - It’s based upon the number of Champions you’ve defeated. So if you kill all four Champions, you get two or three, somewhere along those lines.
Werit - So if you decide to stick with the instance and play through the whole thing, you’re guaranteeing yourself at least one Royal Crest?
Mike - Yeah. The absolute minimum you can get is one Crest per Stage. We have the Reward Lockouts, because we don’t want to lock people out from participating in the City, so instead what we do is we have a force-opt-out of the PQ Bag drop and you get Crests instead.
~I let the other bloggers get some questions in again. Aren’t I nice?~
GG - Ok, so while we’re talking about warbands…can you queue in groups? Can you enter as a warband?
Mike - It behaves exactly as it does now.
GG - So it just kind of opens up spots and people fill them as they enter?
Mike - Yeah, there’s gonna be the problem where warbands are going to get split, unfortunately, and they’ll have to try to juggle around and get people in the same one. There’s going to be that problem.
GG - Well, that brings the question of…well, it’s a cascade of questions…one of you go, I’ll ask later cuz they’ll hate me afterwards.
Mike - We hate you now. icon_wink.gif
GG - I didn’t ask, did I? icon_sad.gif
~Werit asked one of my cascading questions in the interim. I’d like to thank him for taking some of the heat off me…~
GG - So one of our fellow WAR players would like to know if there’s going to be some way around strong groups. Like leaving and rejoining as in scenarios.
Mike - This is the one where my gut reaction was to just penalize the crap out of people for doing that…
GG - ~whispers~ Go with your gut!
Mike - …but then it screws the people who went link-dead and came back or crashed, whatever the case may be.
GG - No one crashes in WAR…
Mykiel - Get better internet…
Mike - Yeah…call your net provider, flush your DNS cache…
~all laughing~
Mike - Yeah, so…right now I’m going to give people all three lockouts if you leave the City early. But there is the other option of giving them the “you can’t do any City battle for two hours” or something not like the 5-minute Coward! debuff.
GG - Yeah, the semi-pointless one…I didn’t say that. ~looks at Mykiel~ Why’d you say that!?!?!
Mykiel - I didn’t say anything!
GG - So technically, if someone is there and they don’t really care about the loot and they don’t like that group and they just want to get their RvR on, then they can leave and find another instance.
James - Sure. They can still get Crests, but they’ll get the lockouts. You just don’t get to roll on the PQ Bags.
Mike - Now when I say Crests, I mean “Crest”. Stage 1 for example, the invaders get four points and the defenders win. The defenders get the PQ Chest and other prizes if they didn’t win a bag, so all their rewards are divvied out. The losers, if they don’t have their reward lockout, gets four control points worth of reward. Now, if you have the lockout, you only get one Crest.
James - It’s very similar to opting out of a normal RvR PQ roll.
~We bloggers started arguing over who got to ask questions next. I tried to get more questions answered from the questions being sent to me via Twitter (yeah, that’s what I was doing…) but I was vetoed. icon_sad.gif I got more in later though.~
GG - In the entirely, completely unlikely chance that nobody shows up to defend…or attack I guess, because we could swing this question either way…if the new City is entirely RvR-driven, what if the other side doesn’t show?
Mike - You can do the whole City with zero opposition currently.
GG - How long will it take?
Mike - Umm… ~a short discussion ensued about the different aspects~ Somewhere around an hour to an hour and a half. Somewhere in there. Everyone will still get the lockouts applied to them, so it’s not like you can just churn these all day long.
~I let Mykiel get in a question. Iron Rock 4 lyf!…lol…then Werit snuck one in, but I jumped in quickly~
GG - Another questions from Twitter – Are there any thoughts on destructible walls?
Amber - Actually, we love destructible walls and destructible things. They’re fabulous and awesome. Unfortunately, there are lots and lots of art problems that come with trying to make destructible fixtures. So, any time we want to think about that, there is a long thumb-wrestling match that ensues down with the Art Department. So right now, no.
Mike - Most of it has to do with lighting. It’s really difficult to get the lighting right on a destructible piece because they’re not baked in. So you can tell that wall is destructible because it’s not lit right.
Amber - Basically, we have the argument of “It would be cool! Players aren’t going to care! It will just be cool!” “No! We can’t do that because it won’t look right!” “But it will be cool!” “No!”
Andy - “But I used to play DAoC and I loved it in DAoC!”
Amber - Yeah, I tried that.
Mike - It’s one of those things that’s acceptable in small quantities.
Andrew – So what’s the argument at that point? In re: DAoC.
Amber - Well, that’s when I get glared at. Basically, the only times we’ve been able to do destructible-type stuff, we have to do it in very specific instances where they’re actually able to create the entire thing as a fixture so they can make sure that it works correctly.
GG - Like blowing up siege engines?
Mike - That’s more “smaller scale”.
Amber - I’m talking Land of the Dead where the floor falls out. (See: World Boss encounter and one of the PQs on the Order side of the river.) That’s actually one fixture, that’s not terrain. They actually built that specifically. So when we’re talking about Keeps that have walls that fall apart and towers that fall off, their eyes start getting really big and they start backing away from the table because it’s just, it’s not doable technically, in a timely manner.
GG - So I’m going to rephrase this next Twitter question to try to get their intent across. One of my favorite things to do in the Inevitable City when fighting other players is to punt them into the Abyss. ~giggle~ Is that still going to happen? In Altdorf you can punt people into the water. Are those things staying? There’s no way to get out of those places.
Andy - Well, currently when you’re punted into the water, you drown.
Mike - Or at least you should. You should be dieing when you fall into the Abyss as well.
GG - Depends on where you land. icon_wink.gif
Mike - Yeah…you’re supposed to be dead. But yeah, you can still do that.
Amber - Do we have a Title for that yet? For punting X number of players? If not, we should.
GG - There isn’t one. I would have it by now.
~all laughing~
Amber - I’ll get on that. It should be named the “Heavy Hitter” or something. No, that’s already in there.
GG - Just make the final one, for punting 1 million players, should just be “The Boot”.
All - Das Boot!
~all laughing~
~again, I was nice and let the other bloggers get some questions in…well, like one maybe~
GG - Speaking of Ward checks, so…are Wards going to be useful in the City? Do they serve a purpose? Or is it just that you’ll be checked for them when the Champions get chosen? I mean, if you get a bunch of people in there who are in their 30s and half your instance is in the 30s and half are high-RR, are you going to be able to kill the King?
Mike - The King still has his Ward on him, so do the Sappers and Warlords.
GG - So if you get the unlucky instance and two of your groups don’t have any Wards whatsoever, are you going to be able to kill the King or are those 40s just screwed?
Mike - It’s going to take a lot longer. The King’s not a 10-minute fight or anything. Fully-Warded players could take him down in around 3 minutes. So that goes up based on lack of Wards. You could theoretically run out of time if no one has enough Wards to do significant damage to him. Hopefully we don’t see a lot of that. We have a lot of numbers and hit point stuff…we need to witness player behavior before we tweak values.
Keaven - And the Champions would be able to attack the King too.
Mike - True, and they would do good damage.
~I let them get more questions in, cuz I’m cool like that~
GG - Scarybooster wants to know if the new City system will change the Tiered Open RvR system at all? Is there any affect on the “outside world”?
Mike - Nothing.
GG - So, we saw how with Stage 2 in the current system, you unlock it and then the Campaign opens back up. Is that going away?
Mike - When the City leaves Contested state, the Campaign resets like it does now. Now, if someone’s instance is still going on, they stay there. We’re not kicking them out of their instance just because the City reset. But everyone else can go back to the Campaign and Scenarios. However, scenarios are off during the Contested City.
~they snuck some more questions in on me, sneaky gits~
GG - So some people want to know if we’ll be able to burn down the City again. That was one of the fun parts of invading, as annoying as it was as a point mechanic, it was cool to just light shit on fire.
Mike - Not right now. We run into problems because that’s a performance hit. Before, when those things were in the Cities in the past, there were so many of them that it hit the cap so the game would stop rendering things. So you’d have invisible things and they picked them at random so it could be something you needed to interact with and it just wouldn’t show up.
GG - So would burning buildings down fall under that category of destroying things? Like the building would have to be “rebuilt” to burn down that way? Because there are wonderful tents in the ‘Traitors Watch” PQ in Dwarf Tier 1 that burn so beautifully…
Amber - Oh jesus…yeah…yeah, that was fun. That’s another long conversation with the Art Department. That was the original idea was to have stuff in that people could just break and blow up, but again… Glad you like it.
~Werit snuck in the F-bomb here (Fortresses) and after they answered, I snuck one in from Twitter~
GG - Any new ways to avoid spawn-camping in the Cities?
Mike - Well, right here…
(The entire time we were talking, more or less, we were watching them run through the various stages and areas of the new City Siege on a giant big-screen. It was awesome!)
…you can see I have set up the infamous “Random Barrier of Light”. It’s a one-way click. So when you click it, it ports you to the other side, but you can’t click back in.
GG - So it’s like Grovod Caverns. But if say, all of Order is standing right here at the barrier and Destro is just click-popping in and getting farmed…
Mike - We were going to remove the “I can respawn whenever I want” and have it work in waves, but other than that, no. If you get to the point where they’ve pushed you back that far, there’s no means right now to negate that. The Champions cannot be behind those barriers. So when you get picked as a Champion, you get X amount of seconds and then it ports you outside the barrier and you can’t go back in because that would be horrible.
(Obviously, it’s to your Realm’s benefit to rally around your Champions and if you’re to the point where you’re getting farmed at your barrier, the fight is basically over. Other Stages are handled differently.)
~at this point, the first Round was over and the next group came in~
Introductions:
Nate - I’m Nate Levy. I’m the Design Lead for Player Systems, mostly Combat & Careers, Itemization and Trade Skills.
Steven - I’m Steven Engle. I’m Nate Levy’s understudy.
Nate - And he writes about himself in the third person.
Steven - Yes.
Andy - If Nate ever dies, Steven is right there to take his place.
GG - And probably the first suspect in the murder investigation.
~all laughing~
Sean - I am Sean Bosshardt. I am the Items Lead, I suppose.
GG - Spizzy Spose? ~chuckle~
Nate - We have like eight different hats, so the Title depends on the hat you’re wearing.
Steven - And it also depends on what question you’re asking.
GG - All the hard ones go to Nate…
Andy - Pretty much.
Nate - I don’t know about that one. I think he should kill me, then he’d get all the hard questions.
~Werit, the sneaky git, snuck in a question from Twitter before anyone realized we were starting questions, but then Andy stopped us and made us introduce ourselves. Mykiel tried to pretend he was me. They weren’t fooled.~
Werit - Wood to repair doors…right now it doesn’t stack. Is there a reason?
Mythic - I have no idea why it doesn’t stack honestly. I can certainly look into stacking it.
GG - Cuz when you’ve got good wood, you only need one?
~the laughing starts~
Mykiel - He’s right.
Andy - Oh wow…well…you should only be able to buy one every thirteen minutes anyways, right?
GG - And it’s used up in 8 seconds?
Andy - It’s got a 5-second cast-timer.
~at this point, the entire conversation devolved into uncontrollable laughing~
Nate - This is already a problem.
GG - Always a good time, always a good time here.
~we got serious after that and hit up the questions from Twitter, most of which you’ve seen the answers to already, others you haven’t~
GG - Will the bonuses from Sovereign gear be adjusted to make them more worth wearing?
Nate - I’ve mentioned in the past a few times during the Ventrilo Q&As that changing gear is always really, really high risk. Because as much as people don’t like some of the stuff, there’s someone that does like it and no matter how you change it, you’re not going to get to a place where everyone is happy. That said, we certainly agree that a lot of the bonuses are not that great. So we have learned that lesson and we will definitely improve that going into the future. As time permits, we’d like to be able to go back and fix some of the old sets. However, like I said, it’s a very high-risk change to make.
GG - Grimnir wants to know how we’re getting phat lootz in the City. Player drops, PQ Chests, Divine materialization… How’s it gonna work?
Sean - Strictly through Public Quests. So each Stage is going to award…Not sure how much of this stuff you heard from the other guys…
Andy - They threw you in front of the bus.
GG - Yeah, they bussed everybody they could. It’s like you guys get training on that or something.
~all laughing~

Sean - So the new Stage 1 is going to be the Invader Stage and at the end of the Stage you get a PQ Bag with Invader gear. Stage 2 is Warlord and 3 is Sovereign. During each of the Stages, you’re also awarded currency of that type as well as all of the instance weapons that previously dropped. They’re still there. But it’s all going to be through PQs and player-drops as usual.
GG - So they kind of tried to explain how it’s working, but they said that you’d have to answer this, so…with the way the bags work, you’d be able to pull all the old stuff out of the bags but the Gold is just the Armor Set.
Sean - Right, so it works exactly the same as all the other RvR PQs where you don’t inherit all the other bags with the Gold Bag. So if you get a Gold Bag, you get the Sovereign gear or you get tokens.
GG - One of the reasons people ask that specifically is that you get a lot of people that go into the City and don’t opt-out of the loot roll specifically because they want that Purple bag. They don’t give a crap about the rest, but then they take all the Golds from people that need it. In this current system, that’s alleviated a bit with the ability to Master Loot, however in the new City that’s not an option. So…
Nate - In a lot of ways, that’s more the general way the PQs are set up overall. It’s not specific to the Cities. It would be great if we had a more granular opt-out and it wasn’t just Yes or No, you could opt-out of Gold or opt-out of everything, but that’s not something we have coming in right now.
Werit - It just makes it weird cuz people are upset about winning.
Nate - Yeah, it’s kind of strange.
GG - Yeah and I think that kind of links into somebody else’s question which is are we going to be able to use tokens for more things. I think people would like to be able to take those Invader and Warlord tokens and spend them on the Invader and Warlord weapons/jewelry/etc. Is there a chance we’ll see that in the future?
Sean - So we’re actively looking at adding things to both the scenario “stores” and the RvR “stores”. So in 1.3.5, we’re putting two new Talismans on the RvR merchant that are temporary. One is a permanent run-speed and one is a AP Cost Reduction. There is going to be one for each Tier that you can spend your tokens on and you’ll have that buff for X amount of time (before the Talisman decays). That’s the type of thing you can expect to see in the future.
GG - Semi-consumable type stuff?
Sean - Yeah.
Nate - Yeah, because the rate that the tokens are coming into the game is pretty high and we don’t want to put stuff on the store that costs a million tokens. At the same time, filling it with more potions is kinda boring because people go “Wheee…a potion…whoopee…” So the short-term repurchase-able stuff we think is a good middle-ground.
GG - So…I’m totally dominating the discussion here but I don’t care…
~Nate laughs at me~
Andrew - You’re going to once I take you out back…
GG - A lot of the things we buy now with tokens are combat-based, is there a chance that we’ll see things that have nothing to do with combat be purchasable with RvR tokens? Like say Dyes or any kind of crafting materials…
Nate - Yeah, that’s possible.
GG - So spreading things out so you don’t have to go PvE to get some of the stuff that you want.
Nate - Sure. We want to keep the whole token system expanding constantly as we go forward so that’s something that’s entirely possible that we’ll throw on at some point.
~Werit snuck one in on me and asked about the changes to tokens and how they’re getting multiplied in 1.3.5 which queued into another one of my questions~
GG - So is this the reason we see the cost of Armor (Invader/Warlord/Sovereign) increasing in 1.3.5?
Nate - Yeah, it’s largely a non-change in most cases because they cost more but you’re getting more. The big advantage was that it lets us reward people in the Cities who were losing, but in a very granular scale because we’ve given ourselves more room to work with.
~Andrew then interjected with “Ok, to take away from Gaarawarr for a minute here…” I can’t help it if people were sending me lots of questions via Twitter. icon_sad.gif I let him have his one question then jumped right back in, cuz I had to represent my Twitter-followers! Yeah, that was it…~
GG - While we’re talking about people rejoicing everywhere in happiness…
Nate - He just wanted to take the questions back…
~all laughing at me~
GG - Well, he leads right into mine.
Andrew - Yeah, we’re actually a team, you just don’t realize it.
GG - Yeah, so…armor debuffs. Currently, they do stack. You can stack Corrosion and Dissolve and sometimes each of those with career-based armor debuffs. Are we going to see that adjusted?
Nate - The ones we’ve looked at have never stacked that we’ve found I believe.
Sean - If there’s definitely one-offs, we can look at it. The ones that we’ve looked at, we’ve either fixed or they didn’t stack at all. If there are some out there, we can definitely take a look at it.
GG - We were testing it last nite as my Alliance-mate got the 880 armor dissolve proc weapon off the King sub-boss and it was stacking with his Warlord set bonus to effectively give some people zero armor. He was having fun with it all last nite in scenarios. hehe
Nate - Yeah, I wouldn’t doubt that there are a couple here and there that are still broken and stacking that way. Either put in bug reports or post on the forums with the specific ones.
GG - So it is specific items or debuffs as a general rule? Do we need to report the items?
Nate - Both of them help because the debuff can be lots of different things and if we know which item it came from, it helps us narrow it down.
GG - OK. I think everybody would be happy if, as a community…well, we enjoy it ~giggle~, but the people we’re killing would be happy if we got that fixed for them, so thank you.
~I backed off and let the other bloggers feel good about themselves…errr, I mean ask some questions. hehe~
GG - So, everybody wants to know, with the new changes to the City, along with keeping the old items, are there going to be any new items available as drops and/or rewards for killing your opponents in the face?
Sean - Currently no. Anything we add will probably be onto the RvR store.
Nate - And we may continue to do City Revamps and add new things, but for the initial step of getting the RvR-driven City IN, we’re carrying over the existing loot.
GG - Besides the Goblin Fanatic, which was a wonderful post by the way, what new classes are soon to be released?
Nate - We’re not introducing any new classes in the foreseeable future.
GG - Any tongue-in-cheek comments?
Nate - No.
~and again those pesky bloggers got a few questions in. Just a few though, I have standards to uphold!~
GG - Another Twitter question – Are there important changes to the Squig Herder in 1.3.5?
Nate - Well, we fixed their armor buff. That’s really the big one for the Squigh Herders.
Andrew - That’s going to make a lot of people very, very happy.
Andy - Yay…more melee squigs…
GG - And another Twitter question – Any chance in the future of the combustion/dark magic mechanic being changed in any way, shape or form?
Nate - The only thing I’m really going to say about that is, like I said, Bright Wizards and Sorcs are too good. We all know it. We’re looking at whatever we need to do to make them more reasonable.
~Andrew tried to ask a question to Sean at this point and directed it with “Items Guy”…and they wonder why I ask most of the questions…hehe. In the laughing that followed, Mykiel snuck a question in instead. Once done, there was an ominous silence that I broke with…~
GG - You gonna get your question in now Andrew?
Andrew - Oh..umm..yes…
Nate - He was waiting for your permission.
Andrew - Yeah, I was waiting for permission since you’re dominating this.
~they all laughed at me again~
GG - Just wait, I’ve been nice.
Andrew - Great, now I’ve lost the question…
GG - Twitter question – Alright then, so is there any chance of a tank on the Order side getting a tactic where they can’t be detaunted?
Nate - Probably not…seeing as we just removed it from the Black Orc.
GG - Twitter question – Will the Chosen + DoK morale-stacking be fixed any time soon?
Steven - That is definitely some of the things we’ve been looking at. Sprout Carapace has moved to a Morale 4.
Andy - So they have to choose between that and Immaculate Defense.
Steven - Yes.
GG - Twitter question – So, since the Magus is quasi-mirrored with the Shadow Warrior, the Engineer and the Squig Herder, why don’t they have the same Morales and ranged Auto-Attack?
Nate - Well, the Magus is mirrored to the Engineer, he’s not really quasi to the others. In general, casters not having ranged Auto-Attack was an early design decision that we made. It’s one of the things I’ve tossed around on and off but haven’t pulled the trigger on yet because it’s pretty significant potentially and we’re not really at the point where we need to do things like give ranged Auto-Attack to Bright Wizards and Sorcs. It would feel a little weird if we gave it to Magus and none of the other casters, because then the Archamges and Shamans would be going “What about us?” So it is a bit of a bigger picture.
GG - They don’t DPS…
Nate - There’s no DPS Archmage and Shaman anywhere. Ever. You know you all have one.
GG - I have one. Actually, my AM is a pure hybrid. I keep his Willpower and Intelligence equal and bounce back and forth as necessary and absolutely love it.
Mykiel - I’ve got a Toughness of 1.
GG - You’ve got an Intelligence of 1 too.
~everyone groans~
GG - Twitter question – Are there plans for the Shaman/AM mechanic change totally scrapped now?
Nate - The changes we had discussed previously we’re not going ahead with at this point. We think that the changes we made to them got them to a much, much more viable place.
~Andrew staggered me at this point and got a question in. I knew I should have picked up that Renown Ability! Werit followed him up as I was still unable to attack. Mykiel then knocked me down and got one in as well.~
GG - Twitter question – So is the Black Orc mechanic going to be reworked at any point in time?
Nate - No, they’re not going to be totally reworked. They are a little more limiting than we originally wanted, but I don’t have an answer (other than that) for you right now.
GG - Twitter question – Any adjustment to Witch Elfs coming? Specifically in regards to finishers?
Nate - Not slated for 1.3.5/6 I don’t think.
Steven - Umm…no…. ~long pause while we wait for him to finish~ …yeah, that’s all I got. I’m eating a cookie. It’s good.
~all laughing~
~Andrew took this opportunity to get a question in as my attention had been diverted to the plate of yummy-looking cookies on the table. I got right back in after that though, cookie-less~
GG - Twitter question – Are you looking to make it just as useful for Shamans to be Green/Gork spec and put out heals that will actually keep people alive?
Nate - We’d like to. Certainly, if you’re not heal spec, you’re not going to heal as well as someone that is. That’s part and parcel of going heal-spec: you get to out-heal the other people. If you take a damage spec or hybrid damage spec then your healing is going to take a hit and that’s the whole intent of picking a specialization.
~Werit tried to get a question in at this point, but he was unaware that I had already started the cast-timer on my summon-able group stagger, aka: Paul Barnett. He showed up and derailed the entire conversation, as is his wont~
Paul - Is this the moment? This is the moment, right? This is the moment where you have access to the Career people. This is the bit. Like the box can come out now and you can go “Oh really? I DO have questions..”
Nate - There are no questions about Careers. No one cares.
GG - We haven’t had any at all. The internet doesn’t want to know about Careers.
Paul - Balancing and Careers isn’t important.
Andy - Tweet out that Paul Barnett is in the room and see if anyone has questions for him.
Paul - Oh, we’re blogging live? Wow.
~the bloggers attempted to break my group CC at this point and got some more questions off. During which time, I ran out of AP and my summon of Paul Barnett ended and he left the room~
GG - Twitter question – Any chance on adding more group survival abilities to the Ironbreaker since Gromril Plating has been adjusted to self-only?
Nate - No, we’re not adding anything right at the moment. There’s nobody that can say with a straight face that Gromril wasn’t overpowered and they know it.
Mykiel - Gromril wasn’t overpowered.
Nate - You are such a liar! And you can’t say it with a straight face cuz you’re already laughing.
GG - I’ve been an IB since launch and it was overpowered when damage was mitigated before hitting it.
Nate - Especially for a Morale 3. There’s just nothing else comparable at Morale 3. It blows everything else out of the water. So that one had to be changed because it just had to be changed. We’re not adding anything for them in 1.3.5.
~Mykiel tried to ask a question from Twitter, but it was a bit confusing in the way it was worded, so I translated~
GG - With some of the classes and their Mastery Paths, it looks like there is only “one true way” to go with your points. Were those classes designed that way and the other paths were just added in as filler?
Nate - No. Our intent for all the Careers is that all three Mastery Paths are equally as effective. Obviously not effective at the same things. If you’re a healer and you spec damage, you’re not as effective at healing. But, our intent has always been that all three Paths are viable. Obviously it didn’t entirely work out that way and to an extent it never will because someone will always find that one particular spec that does 2% more damage than all the rest and then everyone will do that for their 2% damage increase. But if the others are close, we’d be thrilled. Right now, some are just far above and beyond the rest and that’s something that we’re not happy with.
~Andrew asked a personal question about Shadow Warriors which I then used as a segue to another Twitter question. Man I’m good at this~
GG - This doesn’t come from me but it’s totally about me, so that’s great. Will Sword & Board tanks see any more CC/debuffs/etc added in the future so there’s more of a reason to stay alive as opposed to going two-hand spec?
Nate - Not in 1.3.5, but it is a general direction we like of defensive tanks having more CC because that’s a defense. But not specifically in 1.3.5.
Steven - I’d like to preface that we don’t want to ADD more CC, it would be more of possibly moving it around to get the defensive tanks where we want them. Just not adding, adding is bad.
GG - I don’t know, you can feel free to add stagger to Ironbreaker… ~giggle~
~Mykiel attempted to cast a question and got set-back, but made a quick recovery and succeeded. Nice save man. I then interjected again~
GG - Twitter question – Cloaks from Tome Unlocks…any chance to make those patterns that are selectable like the Title system. To overlay almost like Guild Heraldry?
Sean - No plans to do that.
James - Interesting idea though.
~all Devs agreed~
Sean - We can definitely look into it.
Steven - Yeah, give them a kudos. They just made a whole group of Developers perk up.
~Werit and Andrew got a question in and then I grabbed another one…sensing a trend here? hehe~
GG - Twitter question – Will classes that use pure two-handers, they use Archmage as their example, ever be able to weild anything other than two-handers? Like say two one-handed items like some other classes?
Nate - Not in the foreseeable future. Partially because that is a MASSIVE change to their animations on the scope of which you cannot imagine. So not in the foreseeable future.
~I was enjoying the “one for me, one for you” alternating question format so let it continue with Werit getting one in then back to me~
GG - Twitter question – Itemization question in general, will “useless” gear ever stop dropping in dungeons? ie: the phantom Marauder that has his full set twice over by now…
Nate - So you mean, career-specific loot that drops but isn’t for someone in your group and is Bind-on-Pickup?
GG - Right.
Sean - So we, I specifically, have been looking at that. I have looked into doing something with that extensively and I’m continuing to look into something. I’m not going to promise anything obviously, but it is being looked at.
Werit - Will that be part of the Economy changes?
Sean - The Economy stuff largely doesn’t affect the dungeons and we did that on purpose because it’s a much larger-scope change. But it is something we do want to look at in the future. The Economy stuff is more for World-drops outside of dungeons and for PQ drops.
~Yeah, Werit snuck a good follow-up in, so I let him get another after that. I’m telling you, I’m not as bad a guy as they make me out to be…~
GG - Twitter question – So someone says Archmage needs a Melee Staff Mastery Path. Are we going to see that any time soon?
~all laughing~
Andy - Yes, with the Bright Wizards.
Nate - Sure…not so much.
Andrew - Well, they showed it in the video…isn’t that what the follow-up is all the time?
GG - Yeah, Archmage vs. Witch Elf duels is specifically what they want!
Steven - I want to see the complaints on Archmage Auto-Attack Haste stacking…
~all laughing~
~after that comedic interlude, the other bloggers got a bunch of questions in…I was still giggling too much. The conversation trended towards crafting and onto the topic of Hybrid Seed drops…yes, they do drop, yes they are extremely rare…so I interjected with this~
GG - So since it is so hard to loot them and the person that actually gets lucky and sees one drop while in a group of people may not be a Cultivator, are there any thoughts on making them Bind on Use so they can fuel the economy?
Sean - We’ve talked about it, but we don’t have any plans of actually going through with that right now. It is something we’ve been talking about for a long time.
~Andrew asked a question about token drops in RvR and at the conclusion of the discussion Steven just randomly tossed out this comment due to the way the camcorder we were using to record audio was pointing at him~
Steven - I feel like a god-damn Mogwai… Bright Light! Bright Light! Jesus…
Nate - There you go: New Career.
Steven - That’s my favorite Career: the Mogwai.
Nate - After the Goblin Fanatic, we can do the Mogwai.
GG - Bright Light! Bright Light! As he runs around.
~ah, the hilarity…moving on~
GG - So there’s always been a fun little war between Salvagers and Scavengers…
~all laughing~
Nate - …a fun little war…
GG - Yeah…so…currently if you Scavenge 100 NPCs, you’re going to end up with 5 or 6 purple fragments. If you Salvage 100 items, you’re lucky to get 1 purple fragment. Are we going to see any more adjustment to this system because Salvaging is now the red-headed bastard son of the crafting world.
Sean - There are no major changes like that for crafting in the works. Crafting is something I’m constantly looking at, as I told you before. So that is definitely one of the things I’d think would be an improvement to the system as a whole. Unfortunately, that’s pretty much all I can say. I’m trying, but there’s a lot of things fighting for priority and it all comes down to where can we make the biggest impact on the game.
~we bounced around quite a bit after this and lots of topics were covered by the other bloggers, not to mention some things that shall never be repeated…lots of humorous tangents and what-not…I finished strong though, in my opinion…let me know what you think~
GG - So can I get an off-the-record question in?
Nate - Depends on what it is, doesn’t it?
~all laughing~
GG - <off-the-record question>
Nate - <off-the-record answer>
Werit - I’m still astounded by that off-the-record question…
~I’m pretty sure Werit’s sentiment is echoed by everyone there. I really dropped the bomb on them. The stunned looks on their faces were priceless. I’m SO good at this~
Now, I’m off to transcribe more interviews…oh joy! We talked to Carrie Gouskos and Andy Belford again on Friday, so I’ll get what I have from that up as soon as I can stomach putting the headphones back on and watching the little slider move across my audio program while typing constantly…yeah…isn’t blogging fun?
Until then, hit up the Offical Forums and the reveal on the new RvR-driven City Sieges!
~Gaar
http://gaarawarrgabs.wordpress.com/2...ory/#more-2317

Un peu plus de détail sur le siège de capi :
Citation :
As you should be aware from the blitzkrieg of information coming to you, the working city changes have been released. They cover an absolutely massive chasm in a shift of the way that the end-game is going to work. A complete and utter over-haul. The transmission was ripped out, and the engine block was revamped. So, our old charger has been revamped into a beast of a muscle car. Sexy and big, ready to eat up whatever gets put before it. Okay, maybe the car metaphor strayed a bit, but keep reading anyway.

So, we now have a city fight that takes place in the whole city. The players have been reduced to 24 on each side, and there are no longer any PvE instanced fights. In fact, the only PvE work you’ll be doing is how it relates directly to enemy objectives that they SHOULD be defending. The system that they’re using for the city invasion is a lot like the old “Blood of the Black Cairn” from Eataine days of scenarios, AFTER it was revamped. Invaders start with an initial pair of capturable points that they can use to push the fight ever forward to the enemy gates. Capturing points opens up closer respawns, gives bonus time, as well as bonuses in later stages (there are three total).
The second stage has the Warlords for each side come out, and this is where the defenders can try to take back control points to help tip the scales back in their balance for the final stage. Eventually, the two Warlords can meet and start to duke it out, while the player-minions fight at their feet.
The last stage is the portion with the champions. Each side gets teleported to their respective corners for a pep-talk from their leader, he then chooses four champions (one of each archetype), and the two sides can fight it out. Once the enemy king’s champions are dead, you can start to kill him. If you’re lucky, the two kings will meet up before then and start to brawl like pissed off teenagers.
It’s truly not a complicated system. It can last for a couple of hours, and each stage has different wards associated for the various NPCs/Players in it, as well as different objectives to achieve. I’m not too sure how hot I am about cutting the players involved in half and THEN doubling the ground used for the map. It seems like it may spread the fight out too much. Where it was felt right, but who knows, it may work like BotBC or BFP with the focused objectives centralizing the fights. Either way, it’s a huge change, and a lot of good stuff is coming, that I can’t wait to test, break, and pillage my way through.
I have two more posts being reviewed full of long question and answers from Andy and Carrie, as well as a few more from the other teams. I’m hoping to get them back tomorrow at some point (or maybe even today if lucky), and be able to put them out there for you guys to peruse. Until then, happy hunting!

http://shadowwar.wordpress.com/2010/...-how-it-works/
L'énorme truc de Gaarawahndiahdjaezhnkaaarbs, c'est ni plus ni moins ce qu'il avait déjà posté (et qui a été traduit), mais cette fois-ci, avec tous les détails de la discussion. Donc, rien de neuf

Ah, si, tout de même ! Je sais pas si c'est juste une blague mais la dernière question de Gaaraeoijoztwarrbs m'intrigue beaucoup ^^
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