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

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il y a des questions qu'il n'avait pas foutu dans le gros tas^^, des questions identique apparaissent dans plusieurs Q/A différents aussi

Un autre Q/A :

Citation :
This will be the final set of questions from my Q&A with the Careers and Items people, Nate, Steve, and Sean (i.e. “Item Guy” or “The young one”), that I might have left over from my live blogging that took place on-site. As well as an interview with Andy Belford, the last of our interviews while there.
I’ll start with this absolute GEM of a quote from Nate Levy. We were talking about add-ons in general, and how it relates to class/game balance. I’m a huge fan of add-ons as anyone here should know, and have a perverse pleasure when participating in the numerous threads that pop up every week to “Ban nerfed buttons and auto-focus, zomg!”
“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.”
SW: Justblaze: Are shadow warriors getting a mirror for SwtW?
MT: No immediate plans for that. We’ve been tossing around a lot of things in general for specifically the ranged shooters. We don’t have anything to share right now.
SW: Nynth: Engi/Magus/SW seem to be in the most need of a clear role? (What is your guys intended perception of their role in Warhammer and how well do you see them fitting into that spot)
MT: As far as performance, in a lot of ways and to be totally honest, they’re not far off, a little under but not far off. They feel much farther off because the BW or Sorc are way higher above. It’s something we need to take from both angles, bring some down and some up and meet in the happy medium.
SW: Are there any plans to change, modify or adapt them (the SM and BO mechanics) in any way in the future?
MT: They are a little more limiting than we had originally wanted, but I don’t have an answer for you right now.
SW: When I’m looking at the 3 different trees of the SW class, they don’t have a niche for them. Instead of having a role, it seems they were designed with the delivery of a role, all DPS. Whereas, the other careers, like the BW has a DoT tree, and AoE tree, etc… where the SW is short medium and long range. Because of that, it seems like the class has been unable to perform because they don’t have that niche to fall into.
MT: Well, part of the reason we did that is we wanted to have multiple RDPS careers that did played differently. The BW is choosing a focus, whether it’s spike damage or DoT, or AoE. With the SW, we wanted you to pick more a playstyle instead of actual ability, so it’s kind of. You start off at range because you’re RDPS, the enemy runs at you. What do you do? Do you stand your ground and shoot them? Do you start moving back or just whip out your swords and say, “Come on, bring it”. So that’s why we did it the way we did. Because we wanted it to feel different.
SW: WarAyleen: Marauders are now able to use real dual wield. How will mutation procs deal with this? Will they remove, proc, or replace?
MT: Procs stay the same. As will graphic art.
SW: Seed issue?
MT: They are still rare, but they do drop.
SW: Are RR requirements for crests going to be added to prevent people who aren’t even close to using from getting them.
MT: We’ve held off on putting those requirements for a couple of reasons. One, he will be able to use it eventually. Two, breaking it down is a perfectly valid form of getting something out of it. And three, he still participated in the kill, so he gets as much reward as anyone else that did. To say it should be limited to people who can only use it right now, really you could apply that to any other part of the game. Think about us doing that, and it would be pretty miserable on the whole. You could see world drops in PvE a level above you, and you couldn’t roll on it, that wouldn’t be fun.
SW: So if you do it one area, you’d have to apply it across the board.
MT: A lot of that is from the perspective of them seeing, I can use that right now, why didn’t I get it. It’s because you weren’t the only one who participated.
It should be said that Nate and James are probably the most two laid back guys in the company. Every question you ask them is met with a very relaxed, “Okay”. Even when faced with questions that were tough and complete left fielders, they didn’t stir more than a golden retriever on Prozac. At a point or two, I wanted to check them for a pulse, just to make sure they weren’t incredibly well crafted replicas.
So, we ended our interviews and day, to talk with Andy Belford. Our time was VERY limited at this point, the day was almost over, the diligent workers at Mythic still had a ridiculous amount of things to do, and our recording device was starting to die. So, Here’s the little bit I was able walk away with from the skull of Mr. Belford.
SW: The last couple PTS events I’ve been to, it seems there’s been a steady increase in the number of players coming out to participate. What do you think is the main reason for them coming out? What is the main reason for the increase?
AB: I think the biggest draw for the players is the chance to interact with the dev team, whether just me, or Carrie showing up and playing, or Nate Levy, or any of the people coming out. We don’t have any illusions that there isn’t a sense of coolness. Me having been a player and gamer like everyone else, being able to interact has always been a cool thing. These are the people who make and shape the worlds that are so important to me and I’m so invested in.
SW: You think the word is just getting out, and the opportunity is there, or do you think there’s some other factor?
AB: I think players are recognizing the fact that we make ourselves very available to the community. We pride ourselves on the fact that we have regular interaction with the community, and we really, for the most part, don’t’ pull any punches. We’re not giving people BS answers. We’re not trying to, of course some things are no comment, or we have to give the PC answer “We’re always looking into things like that”, but for the most part, when we can give an answer, we don’t dress it up, we say, “This is the answer”, and are very forthcoming. Not only that, players are recognize that developers are human. We enjoy talking to people, we’re being casual, and don’t have a stick up our butt. I feel like players appreciate that and I’m very proud to be part of a team that is like that.
SW: (speaking towards the oracle program) I just had a conversation with someone on the forums about this very thing. I had to explain to them what the system is, and who we actually are. I had to explain that we’re only there to represent our selves, so I think there is a general misunderstanding, for whatever reason, among the populace of what it is that we’re there for.
AB: It happens.
SW: They see a green name and go, “Ooohh special and different”.
AB: Anytime there is something that kind of denotes, or sets somebody apart from the rest of the crowd so to speak, it can foster feelings of resentment, or why are those people more special than me. People think that the core testers have a direct impact when it comes to making design decisions and things like that, where it’s not the case at all. Like I said earlier, these are players, like anyone else, only they have shown an exceptional ability to communicate and be a member of the community.
SW: Lately, I’ve noticed there’s been a huge resurgence, or a new-surgence you might say, of other WAR bloggers. The meta-game community. It’s been interesting to me as I’ve seen so many pop up, just within the last two months, that it’s been astounding. Why do you think that has come about?
AB: There’s a few reasons. A larger more over-arcing reason is that the new generation of MMO gamers are very socially driven. They feel the desire to share experiences with everyone else, and to help enrich the community by doing so. It’s amazing; it’s part of the social networking revolution. Facebook, Twitter, blogging, even down to lesser known things like raptor and other mediums such as that. Before launch, Warhammer had dozens of dedicated blogger, that have sense, maybe not blogging only about Warhammer, but moved on to a general gaming blog. Which, I view that as a contribution of the blogging community, we inspired people to write about our game, and while they may not have stuck with the game, they have stuck with the community. They have enriched their community.
As for the recent resurgence, I think it’s great. We’re at a point in the community’s development, that we can really pay the extra special attention to the bloggers. Really encourage and foster that environment for people to share their experiences in game, to talk about the game. Whether positive or negative, or being critical or whatever, that’s fine, they’re talking about it. They’re sharing their experience with the rest of the community. I’m very proud to be part of the team that leads the charge on that, and to have a producer like Carrie. She whole-heartedly embraces the community and encourages us to do everything we can, like this visit, to get the information out there. In years past this would have been solely for things like the media, gaming websites, new sites, and things like that. It’s that extra special attention we can pay to our community that gives me a lot of satisfaction in what I do.
SW: What would you say is your primary method of getting in contact with the player base and the community?
AB: I don’t have a primary. I have multiple that I use extensively. The forums are the first that comes to everyone’s mind. Yes I’m out there on the forums; I’m posting on the forums, conveying information from the development team to the forums. I also hang out in IRC channels quite a big. Regularly in the Iron Rock and the Badlands channels, I use
Twitter. Facebook I kinda try and keep personal. But Twitter I’m often using to talk about what I’m working on. Sometimes too much criticism because they feel like my time could be better spent in other places. I’m one of those people that loves social media tools. I love interacting with people; I am a people person, that’s why I’m working in this job. I love talking to the community, I love being out there with them.
SW: What do you think is your most successful tool?
AB: Like I said, the most looked at is the forums. But, I feel like things that are old school like IRC are just great, because it humanizes you to a point. You can be in there talking to your players. Not just about the game, but talking about everything with the players there. They start to view you less as on a pedestal, and more as this guy who has a job, and has the same passions that I have about this game.
SW: You can have fun with this question. Are there any people that you wish you could just permanently ban, from the forums?
AB: Oh boy, um. Everybody…
Gaarawar: Everybody, you heard it folks.
Laughter
SW: Everyone!
AB: My job would be so much easier if it wasn’t for the people!
No, no, that’s definitely not the approach I take. Honestly, I don’t view trolls in the manner of, I want to get rid of them. I think everyone deserves a voice, within reason. Some of the more vociferous and inflammatory trolls out there are just that way because they really do care that much about the game and the community. The challenge of my job is to see that, and separate the wheat from the chaff and find out what is the valid concern and the underlying intent behind it. Obviously if someone steps over the line, we have to foster an environment where the rest of the community feels like they’re safe and that they can not be exposed to really ridiculous behavior. So, we tolerate a lot on our forums. People get a lot of chances before we close the door on them, and I don’t think that will change anytime soon, because we want everyone to have a voice in their game.
I think that as a whole, my conversation with Andy really gave me some insight into how it seems we have one of the best gaming communities available. Obviously, wherever I go is the best, but on top of that, it’s very clear that Andy and Mythic through him have some very strong and right-minded ideas about how to best coordinate its players.
I’ll end this whole thing with a classic statement.
Steve Engle: Man, I feel like a god-damn Mogwai. “Bright light, bright light!”
Bloggers: Throw some water on him! Feed him after midnight!

http://shadowwar.wordpress.com/2010/...andy-belfords/
J'aime beaucoup la justification de l'absence d'auto-attaque sur le magus. Parce que ça impliquerait de la donner aux autres classes magiques.
Reflexion des plus douteuses quand même. Les SH et les LB ont plus ou moins obtenu un pet dont le scaling suit la progression du personnage (bien que cela puisse être grandement perfectionné). Pourtant rien du tout pour l'ingénieur et le magus.

Je trouve au final que les bloggueurs ont grandement manqué de réparti histoire de pointer quelques incohérences.

Rien que pour exemple, dans le même lot de question, un des dév avoue que normalement chacun des trois arbres d'une classe est conçu pour être intéressant dans la tache qui lui est associé. Et pourtant ça ne l'empeche pas de plaisanter à propos des AM dps.
Citation :
Publié par Henki Malagen
J'aime beaucoup la justification de l'absence d'auto-attaque sur le magus. Parce que ça impliquerait de la donner aux autres classes magiques.
Reflexion des plus douteuses quand même. Les SH et les LB ont plus ou moins obtenu un pet dont le scaling suit la progression du personnage (bien que cela puisse être grandement perfectionné). Pourtant rien du tout pour l'ingénieur et le magus.

Je trouve au final que les bloggueurs ont grandement manqué de réparti histoire de pointer quelques incohérences.

Rien que pour exemple, dans le même lot de question, un des dév avoue que normalement chacun des trois arbres d'une classe est conçu pour être intéressant dans la tache qui lui est associé. Et pourtant ça ne l'empeche pas de plaisanter à propos des AM dps.

tu parles d'un scaling ... sur des armures moyennes mon pet a du mal à passer plus de 150 et 200 sur du tissu, hors critique ....
Oui je sais Nausicaa...LB UnderPowered et compagnie. J'ai bien précisé pourtant dans mon message que le scaling existant pour LB/SH n'était pas parfait, loin s'en faut je te l'accorde. Surtout que le pet est plus important pour ces deux classes puisque plus de compétences y sont liées.
Mais bon, les chiffres que tu sors, c'est ce que je fais sur un mob 39 pour ma part...
Pas grand chose à se mettre sous la dent pour l'après 1.3.5 :

Citation :
The final person I got to interview for before departing Mythic was the Producer, Carrie Gouskos. She was able to sit down with us for a while and was more than happy to answer our questions. Continue on for a few of mine. Thanks Carrie!

In the interest of time, I am going to paraphrase her points, rather then transcribing it all. Please keep that in mind.

Q: In previous Producer Letter's, it was mentioned that you were looking to bring some aspects of the foreign WAR markets back to the US (EU?) version. Can you elaborate?

  • First and foremost, we are being very careful about only bringing back what is appropriate. For example, grinding is a popular aspect of some games, which would not work as well in the US market.
  • Another example of something that may not work so well is crafting resulting in the loss of a piece of armor.
  • Some features will be purely optional. The new character heads/hair are something they want to make available to US players, if they so choose. Don't worry, Dwarves have not been altered.
  • Economic improvements are an aspect they would like to use in the US market. It doesn't mean gold specifically, but more how players interact with each other. More BoE items and Auction House improvements are an example of what they'd like to add.
  • Money sinks are also an area they want to be careful with. There may be some added in the future, but they do want to grandfather players in where possible.
Q: The last Producer's letter didn't give use any new information on 1.3.6. When will we be able to find out more?

  • The April Producer's Letter, which is due out near the end of the month, should have some more details.
Q: 1.3.4 was about scenario weapons, 1.3.5 is about sieges, is there a general theme to 1.3.6?

  • All she could divulge is that it may have something to do with items.
http://www.weritsblog.com/2010/04/my...-producer.html

Un autre Q/A avec Carrie Gouskos :

Citation :
Man, I just thought of a much better title for my post on the city thanks to this one (The Big Queue). Sigh, inspiration often comes late. This will be the final set of questions from my time at Mythic on Friday with Carrie (or Dagny as I will forever think of her now). This was an interesting conversation we had, in two parts. It’s very clear when speaking with her that she is passionate about the game as a whole, and that her outlook on gaming is slightly different from some of the others we had spoken with. She, by nature of her new role, has to take a broader, long term look at the game as a whole, and craft where she sees it going. Frequently when answering a question, she would close her eyes, and you could see them darting back and forth as if reviewing documents or information on a computer screen. It struck me as a form of conscious REM sleep, where there is so much information that it is necessary to block out the surroundings and visually sort her thoughts and memory. So, here is the low-down, I’ll be SW as usual, and Ms. Gouskos will be CG.

SW: So, you have some pretty ambitious goals that you’ve set out to do, and we all appreciate them. The monthly letter from you in particular and you’ve been able keep up with it. How important was it for you to make that type of decision?
CG: There’s always a batch of things that we’ll never be able to talk about. It often comes up because it’s the things people want to know about the most. Like the *cough*ex-word*cough*, the dirty word, and various other things that continuously come up over and over again, that we have to say no comment to. It’s really been very important to us, that we don’t’ say anything that we can’t completely stand behind. There are a lot of factors, a LOT of factors that can contribute to something being pulled out. Even after its in-game, on PTS, and the last thing we want to do is come across like we over-promised. That’s just horrifying. We’ve seen that with the armor-sets, I’ll say that straight out. We went, “Here’s this cool awesome stuff.” and there was such a mixed reaction, that we went “Oh God, what do we do?” The answer was, we couldn’t do anything until we knew how to kind of appease everybody. Unfortunately, the solution to do so, has such a burden on development costs, that when would you way that against other REAL changes that have more of a meaningful impact on the game.
SO, all of that brings me around to communication can be a really slippery slope. It was important to me for two reasons. I wanted to establish a consistency of message, in that, we’re not hiding. Even if we can’t say what you want us to say, because it’s not the right time, or we don’t have the right answer, or any of those things. I didn’t want to hide, because it doesn’t help anything. I also wanted to set up an established communication that is completely 100% honest. So I think in the past, we’ve run into some problems (not going to throw anyone under the bus), where the producer’s letter or monthly communication will occur, and then the thing won’t go in the game. It’s not necessarily the producer’s fault, per-se, because as I said, there are SO many different factors. What I wanted to do, was go, I’m going to setup a communication in that everything I say we are going to address. It does put me in a precarious situation because it means we do have to deal with the armor sets sooner rather than later. It does mean we have to deal with the loading tip contest, sometime in the near future. It does put a timeline on things, but I needed to do that, because I needed to gain the trust of the players. That was kind of the goal of that.
It’s a little challenging because I want to have stuff in there that is meaningful and sexy. And I’ve definitely put things in there that the community team has taken out, and gone, “No, no, no. Don’t say that yet!” Actually my last one had a pretty big thing I had to take out because they didn’t want me to say it till I was 100% right.
SW: This is going to be a crazy broad question, but where do you see the game going. Where do you want it to be? Obviously mega-open.
CG: Yeah, really open. I’m really happy with our user base right now. Because, we have, they’re angry and venomous and all that stuff. But I’m really happy because we’ve been noticing, especially in the last couple months, a lot of positivity, and a lot more activity in game in various ways, and that makes me really happy. For many, many reasons. So, the one thing I would say about it though, our players ARE players, so they forgive some of the things in game that maybe a new player wouldn’t forgive. I want to change that, not so much for the new players, but for the existing players. Of course the goal is always to have more people come play the game. But I don’t care about that. What I care about is improving the quality of the game for those currently playing it, because they’re actually playing it, and therefore are the ones we care about the most. So, where I see it in the next few years, I’d like to start by improving the quality of the game as it is. <hesitation> And by…giving our players as many things to do, in as ambiguous a way as I can say it.
SW: So what you’re saying is, you’re really looking to get a refinement. It seems like from your other posts you really want to get rid of bugs, and bugs annoy the hell out of you.
CG: Yes and there are bugs in Warhammer, and some that embarrass me. Like, they do. I know that a lot of our players don’t care. They want more things to do. I understand that, but there are some things that we just need to look at and refine it just a little better. Some of that stuff will impact the players, not just a bug fix, but we make something that used to be tedious work better. Added some convenience to the game. That being said, I’m not interested in (cell phone alerting her she’s late for a meeting) continuing to screw with old systems, until they’re completely a mish mash of whatever. Obviously we want to expand upon and build on systems.
That might sound wrong because of what happened with scenarios and with the city. Let me say, continue too. For ever and ever and ever. We’re going to come back and look at scenarios again and refine and do more stuff, and have more interesting mechanics, and weekend war fronts, and different rewards and different rule sets, and all of that stuff based on the information that we’re gathering right now and evaluating. At the short term, until we have compelling reason why, we’re not going to do like, a scenario revamp, or a change in the way scenarios feed into the campaign and all that stuff. That’s not what I’m interested in doing. If there’s a reason we need to do it, so this is my “That’s not guaranteed”, we will. I am interested in providing new things for the players to do, and new ways for players experience the game, and…new content, and new all of that stuff.
Gaarawar: Choked on that one a little bit.
CG: Yeah, I did.
SW: So, what would you find is the more important of choices?
CG: In the short term, the former, in the mid to long-term, the latter. And I’m not defining short-term so you’re not getting no dates out of me buddy! (Cell phone alerts her again)
Mykiel of PODCAST asked a few follow ups here, after which she left, and then came back minutes later.
SW: What would be the biggest issue that you want fixed, right now. Whether in game, company, anything at all.
CG: *sigh* That’s a good question. The problem is it’s Sophie’s choice right, there’s kind of a targeted attack of many different things. For example, the answer to that question if you’d asked me four weeks ago would have been buffs dropping. Three weeks ago, it was keep doors, which as of next Tuesday’s maintenance should be resolved. Again, hopefully maybe. 1 week ago, would have been AFKs in scenarios, but we’re on track with a code solution that we’re fairly happy with. Originally pre-1.3.5, but a bug was in there, so we had to take it out. Yay, for QA.
So, because AFKs were the one, the answer, I don’t know that I’ve picked a next. Let me pretend like I can pick a next, where I would go, based on what I’ve heard from the team, mostly QA, CS, and community on this, where I ask for the top 10 issues. I would probably say, well loot bugs, …well, lock-out timer issues. Basically, how we pick those things is how frequently does it happen, how many people does it affect, and scale down from there.
Oh, I know one, PQs. PvE. Let me put this out there. There are PQs in PvE, that, well, don’t work. Don’t want you to tear me apart for doing PvE in an RvR focused game. So, one of the problems, probably the most wide ranging ones, if there’s a problem with something spawning under the world, or in a tree, or if you kill something out of the range, too many PQs were created with exactly the number of things you need. So if you need 12 stepping stones, there are exactly 12 stepping stones, so if one spawns into a tree by accident, because something is off in the spawning radius or a tree got moved in the last zone crawl, whatever, it is a problem. It can be resolved by us putting more than the number of the items in the PQ.
A lot of the problem is, we’ll get a report from CS that says, “blahdy blah PQ doesn’t work”. This is the bug we got. We go in, and it works. So, what happened. Did the person kill the mob outside the PQ, did the item not spawn, which item. That’s a painstaking process, crawling through each stage, to figure out where each went wrong.
This led to a conversation about the inherent problems are with the bug report tool, driven a lot by one of the bloggers that I’ll leave them to write about.
SW: On how to incentivize ORvR more, to encourage players to enter the lakes. It sucks saying it, but maybe PvE type objectives or things to do in the lakes would be good?
CG: That’s always kind of the key thing that was the brilliance of the RvR DAoC, the best XP. If you wanted the sweet XP you would go and kill the snow crabs out in <something> and you would be killed every time by someone ganking you, and that was exciting and fun.
Further conversation was had about the Mailbox Guardian Squad, and AFK’er in SCs, then she left us.
A big thanks to Carrie for being accessible and incredibly friendly and forthright in all of her answers. I truly believe that with her in her current position, as well as all of the other great people there, Warhammer has a great future. To everyone I met during my time there, thank you for being hospitable and more welcoming, warm, humorous, and just more fun to be around than I had any expectation of.
http://shadowwar.wordpress.com/2010/04/15/the-big-qs/

Un Q/A avec Andy :

Citation :
So we blogger got a chance to sit down with Andy “The Lizard King” Belford and ask him some questions about the community and his job. It was fun being able to sit down in another room with central air kept at a cool 73 degrees. It was a smaller room, but he was in the far corner and we had him blocked in. The day was our. So we began asking our questions. yeah I didn’t get many questions off during this time period, but combine these with the other blogger Werit, ShadowWAR, and Gaarawarr and you will be able to piece it all together.
Q: There does not seem to be many game companies out there that have this type of interaction especially with the PTS and getting all the players together on vent. What was defining/changing moment here at Mythic and especially you for the Community Coordinator to go with that type of interaction/methodology for testing and running testing events?
A: Andy Belford: Where we changed our approach to testing? If I had to pinpoint a specific time, it would probably have to be during Land of the Dead testing. Now granted it was on a smaller scale with the Core Testers, but we spent 3 to 4 nights a week for 6 weeks straight testing Land of the dead content from the PQ’s to the instances with the Core Testers all those nights. We were on vent communicating with the CT’s, and we got a lot of great feedback from testing this way. We really liked that method. It was a lot of work, filled with really late nights and tired days, but in the end it was worth it as we got a chance to interact with the players and being on the same level with them. Having seen the success with that process, I made it a conscious decision to bring that same level of accessibility to the general public. That is why we started doing things such as getting on ventrilo with the player base. A player provided a vent server for us for a very long time at his own expense. We didn’t request it, we didn’t ask for it, he just said “Hey, here is a 400 man vent server, feel free to use it”. We were very fortunate to have that to use as a resource. The success we had with those prior testing events allowed me to turn around and justify to the studio that we needed to buy our own vent server. “We need to provide this service to our customers”, so that is what we did. We needed to make this investment in our community, and went out and purchased out vent server for the next two years. We’re committed to maintaining that same level of accessibility and openness with the community through venues such as ventrillo.
Q: Speaking of the vent server, I noticed that there are more than just Warhammer Online Age of Reckoning channels in the vent server. There are Dark Age of Camelot and Ultima Online channels as well. Are you planning using the same methodology towards testing in the other games, or have you already started doing the same thing with DAoC and UO?
A: Andy Belford: Right now we really haven’t had a chance to start with DAoC. As for UO, I can’t really speak to that one because I don’t really do much with UO. That is James Nichols the other community coordinator who handles that. As for DAoC we haven’t really had a chance to do it. In the future could I see us doing things like that where we are doing test events? Yeah I could see that happening. I could see that happening for sure.
Q: You mentioned before that you are always looking for more Core Testers. Is there anything coming up that you might be looking for additions to the Core Tester program?
A: Andy Belford: I don’t have anything specific coming up. I would say that with the 1.3.5 city testing coming around the corner, there are definitely going to be opportunities for people to show us that they shine so to speak. People who want to be part of that program, who want to give great (*disclaimer* so no one gets confused. the word great is not meant to be utilized only as positive feedback. The word great means that whether it is good or bad that it is a well thought out and constructive post) feedback on the forums from the testing. The players who want to be good testers during the process, and have a high level of energy and enthusiasm behind it. I think I have said this before, but we are not looking for “Yes Men” or looking for people who say “That’s the best thing ever, I love Mystic”. We’re not looking for that. On the same token we’re not looking for somebody who just tears into everything we do, and basically acts like a troll all the time on the forums. We want players to be critical. We want our Core Testers to be critical of us, while at the same time remaining intelligent, rational, and reasonable.
Q: Is there anyone you hate, on any of the servers that you play on? Where you just want to kill them until they are dead.
A: Andy Belford: Other than Gaarawarr? Let’s see. Who are some of my Nemesis? You know I don’t know. On Destro I am playing a healer mostly and I’m usually not looking at names as a healer. It’s usually “Someone get this Witch Hunter off me”. I also tend to pug more on my destro toons, instead of running premades. On order there are definitely more than a few DoKs that I would like to murder. I don’t want to call out any particular names as that would give away which server it is, but there are definitely a few DoK’s that come to mind. The melee spec ones that annoy the hell out of me, or the healing ones that have a guard bot, and pop 1k1db, and I am like “Take Damage Damn You!” There are a few Sorcs that I always go for no matter what. There are also a few players that I will go after no matter what toon they are on. They will be the first one that I go after, and I know which characters they are usually on. If I see their name it becomes “Yep kill them”. Just like everybody else, I have people that I go after first.
Well that was pretty much it from my end. We would have had more time, but the recording device was crashing and so we had to cut it short.
Peace,
M

http://mykielwar.wordpress.com/2010/...-of-the-heart/
Le ration de conversion des jetons normaux va passer de x5 a x1 comme pour les jetons des armes. De même tous les jetons (et pas seulement les royaux), vont être multiplié par 5 :

Citation :
From Weritsblog:
'Tokens. In 1.3.5, the existing crest token system is getting a bit of an overhaul. Instead of being broken down to 5 crests of the previous tier, they will now work like Insignias and be converted to 1. Don't go rushing to break down your crests, they will be increasing everyone's crests 5x. So if you have 2 Warlord crests (like I do), they will turn into 10.'
En gros, si vous n'avez plus besoin de conquérants, d'envahisseur ou de seigneur de guerres, vous avez interet a les convertir avant la 1.3.5 (contrairement a ce que dit le blogguer) en officier (au moins vous aurez des popos pour longtemps ):

Si je casse avant la 1.3.5 : 1SdG -> 5Enva-> 25 Conq -> 125 officiers. Soit 625 officier après la 1.3.5
Si je casse après la 1.3.5: 1SdG x5 -> 25 Enva -> 25 Conquerant -> 25 officiers

Sauf si bien sur il rajoute un jour ou l'autre des objets achetables avec les anciens tokens, et vu qu'il n'y a apriori tjs pas de conversion vers le haut, vaurait mieux garder les jetons, mais y'a rien de dit la dessus.
Citation :
Publié par Weris
De même tous les jetons (et pas seulement les royaux), vont être multiplié par 5 :
Le prix des items va t'il aussi être multiplié par 5 ? j'avais entendu une rumeur dessus, mais ... ?
Citation :
Publié par fyren`
Le prix des items va t'il aussi être multiplié par 5 ? j'avais entendu une rumeur dessus, mais ... ?
La dites rumeur avait la même source (a savoir un PTS mis en ligne par erreur).
Elle disait que l'invader, le warlord et le royal avaient leur cout multipliés par 5.

A voir si un patch note 1.3.5 integral nous donnera plus d'information sur le sujet.
SI cette info sur les tokens ce confirme et si cela est mis en place sur les serveurs, c'est juste minable....

Plutôt que de nous sortir une extension il rallonge la durée de vie du jeux comme ça...

Juste pitoyable
le stuff souverrain va devenir courant avec la 1.3.5.
grosso modo , toutes les 68h c est une piece souverraine .
en deux semaine un mec qui s est connecter 4 fois 1h30 peut se faire 4 pieces souverrain trankillou.....
je dis plutot ils sont en train d offrir le stuff a tout le monde .
et ca c est bete.
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http://i.imgur.com/RZQz4ME.jpg?1
Citation :
Publié par Ulgen
le stuff souverrain va devenir courant avec la 1.3.5.
grosso modo , toutes les 68h c est une piece souverraine .
en deux semaine un mec qui s est connecter 4 fois 1h30 peut se faire 4 pieces souverrain trankillou.....
je dis plutot ils sont en train d offrir le stuff a tout le monde .
et ca c est bete.
Heu il n'y a pas que le stuff souverain hein ...
De l' annihilateur au souverain il y a un sacré vide...
Citation :
Publié par Ulgen
le stuff souverrain va devenir courant avec la 1.3.5.
grosso modo , toutes les 68h c est une piece souverraine .
en deux semaine un mec qui s est connecter 4 fois 1h30 peut se faire 4 pieces souverrain trankillou.....
je dis plutot ils sont en train d offrir le stuff a tout le monde .
et ca c est bete.
C'est pas une piece par personne hein.

Et y a quand même un roi à tuer aussi.

Donc ce sera incontestablement plus accessible que maintenant mais certainement pas aussi rapide et facile que tu le dis.
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"Passer pour un idiot aux yeux d'un imbécile est une volupté de fin gourmet" Courteline.
tu gagnes l instance ou tu la perds , t atterris quand meme en p3 a la fin.
ensuite je suis prêt a prendre les paris que le roi adverse va être une sale bouse , avec 4 mec transformer en champion du roi en plus t aider.
et pour les loots , bah suffit d être chanceux au roll .
après faut arrêter le seul set qui est dur d accès du jeu c le souverain , tt les autres set sont a la portée de n importe quel joueur , quel que soit son temps de jeu. peut être le wl et encore vu le nombre de token wl qui droppe........voila quoi
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http://i.imgur.com/RZQz4ME.jpg?1
Peut être que s'ils "offrent" l'équipement souverain à tout le monde c'est peut être parce que quelque chose de neuf arrive prochainement... Oulaaa , j'en ai trop dis... !

<S'éloigne en sifflant!>
déjà qu'actuellement le souverain est super accessible sur les serveurs anglais... la, ce que j'en pense c'est que le mec, au rr40 pourront déjà commencer à se stuff souverain, et ca, c'est assez flippant en effet...
Citation :
Publié par Lrgn
au rr40 pourront déjà commencer à se stuff souverain, et ca, c'est assez flippant en effet...
Déjà le cas sur les serveurs anglais/allemands ; Athel sera le prochain à se mettre à "jour".

On peut pas leur en vouloir, tout comme WoW ils essayent de toucher un max de joueurs potentiel en uniformisant l'accès au loot.
On refait pas une recette qui marche.
Message supprimé par son auteur.
le end game sur un jeu pvp pour moi ca reste de tuer des gens.
vautour reste du pve , et crois moi y a moyen de le faire avec un grp de 4 stuffer et deux qui viennent pour se stuff.
a ce propos le record sur tombeau vautour
main tank : Black guard 40/rr 24 , sur warhammer alliance , a battre.
le mec doit quand meme sacrement gerer.
http://i159.photobucket.com/albums/t...Dracke_006.jpg
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http://i.imgur.com/RZQz4ME.jpg?1
Ces healers surtout, pi quand tu connais ça devient fastoche

Sinon par rapport à l'end game je suis du même avis, ToVL c'est du PvE ; les capitales sont l'end game de WAR. Elles sont mal foutues, instanciées mais ça reste en mon sens le haut de la pyramide.
Message supprimé par son auteur.
Citation :
Publié par Ulgen
le end game sur un jeu pvp pour moi ca reste de tuer des gens.
vautour reste du pve , et crois moi y a moyen de le faire avec un grp de 4 stuffer et deux qui viennent pour se stuff.
a ce propos le record sur tombeau vautour
main tank : Black guard 40/rr 24 , sur warhammer alliance , a battre.
le mec doit quand meme sacrement gerer.
http://i159.photobucket.com/albums/t...Dracke_006.jpg
A priori, ce n'est pas parce qu'il est rr24 qu'il est à poil. Un gars stuff pve qui fais du pve, ca n'a rien de spécial !
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