Talk:2019-01-25 Dungeon Crawler Network Q&A with Steven Sharif

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5:26

Aggelos: Thank you for joining us Steven! Much, much love!

Steven: Hey thanks for having me. I enjoyed the show.

Aggelos: Thank you.

Krojak: Thank you for answering the questions that we had, some of the specific questions. That was really cool.

Aggelos: No that that definitely did ask or solve a lot of the questions that I had in my head too, so that's great.

Krojak: With how the armor would look on different races and stuff right?

Aggelos: Yeah, yeah.

Steven: I don't know if you guys I mean, I played played lineage 2. It was one of my favorite games; and you know they had a little bit something similar, they had sets of armor; and they had multiple races and the sets of armor were wearable between any race; and it maintained a thematic component both in color scheme as well as the attachments, you know like if it was a lion based armor or a blue wolf or something along those lines; and it would be - there would be you know distinct yet subtle differences between the different races and the attachment components of the armor set.

9:22

Aggelos: You know it's funny Steven as we've been playing this people like don't like the Paladins Might but with how everyone plays oh I love that thing.

Steven: We were just having a discussion about the Paladins Might today because one of our designers was playing a match and he had a drop on someone and attacked them with two hits from a halberd and they managed just to take out their paladin's might and survive, and he was like "that is so op!"

Aggelos: That's the point of it. It's wonderful.

Krojak: For people who don't know any better yeah the Paladin's Might is fantastic because they blow their entire stamina bar.

11:21

Aggelos: So Steven what was the like is the wand still projectile based, like once upon a time it was pretty awesome and now it's sort of universally hated.

Steven: I think we significantly toned down the damage and some of the kind the attack speed.

Krojak: Yeah the firing rate feels a bit slower.

Steven: Additionally I believe we also tuned down the projectile speed, so even though it is still projectile and it was a projectile the entire time I think used to be almost at the speed of a hitscan and now it's slightly lower, which means you have to leave the target

Aggelos: Right now are the - I know the short bow was hitscan and the longbow was projectile. Is that still the case?

Steven: Yeah that's still the case.

Krojak: And the crossbow was projectile right?

Steven: Everything is projectile except for the short bow.

Aggelos: Gotcha. Are you still using the projectile base for the melee weapon or did you switch to a cone?

Steven: So it uses both: It uses a projectile to determine hit no-hit and then it has a cone. Actually you know what. I don't remember if we changed it or not. We might have actually changed it. Yeah I think actually we did change that to where it's just using a cone.

Aggelos: Okay 'cause I know in one of your latest live streams - I don't remember exactly when they all seem to mesh together over the holiday seasons - but you were saying how originally the melee wasn't feeling great because it was projectile?

Steven: Right yeah we changed it to cone. I think Alexy changed it over to cone or did some changing with the melee, which now it should feel better especially if you're using like a [audio dropout]

Krojak: Melee has felt a bunch better to me of late that's for sure.

Steven: Yeah Alexy just pinged me. He told me that it was changed to a cone hitscan.

19:45

Aggelos: Mr. Powers D in chat says is there an answer on if player size in the battle Royales being locked for 50 players for queues are for stability?

Steven: Right now it's not early for stability. We want to try to spin up as many possible instances of the server as we can on our existing server structure. So we turned the numbers down so that we can pop more queues off more more often.

21:15

Aggelos: So here's a question that I actually I think I have for you Steven. We noticed that the timer for the quest is continuing to go but because the you know you had to take Apocalypse back down are you going to reset the progression or are you going to reset the time when it actually does launch?

Steven: Yeah I think what we're going to do is when we've completed the stability testing that these open beta weekends are providing, we're probably going to reset the season but allow people to keep their achievements. So I need to speak obviously more with engineering to determine if that's possible. That's something that we need to discuss yeah.

Aggelos: Okay yeah 'cause I was curious about that. I know when you had it open and the progression was supposed to be kept but then with the closed beta, the timer's haven't started 'cause if you look at your quest it's like you've got 30 days left.

Steven: Right.

Aggelos: You know in our last episode I was like they have to you know when the game does launch and people can buy the season pass they need to give them the full whatever ten eight weeks whatever it is, but I'm curious if they're gonna let us keep the progression or if they're gonna roll us back, but you know that was just something that I was thinking.

Steven: Yeah it might not be possible to keep progression. It will be possible to keep achievements. So even though your progression might get reset you'll keep the things you've already achieved.

Aggelos: Oh okay. Oh 'cause its tied on the account level then.

Steven: Exactly.

Aggelos: Yeah okay. So then when we re-earn them do you think that's gonna cause - well I guess I'd be an engineering problem - but I guess are we gonna see double ups of you know Eldrich Greatsword?

Steven: It might see a double up. The question would be whether or not we can implement relatively easily logic to prevent doubling up of items. But that's part of the engineering question.

Aggelos: Yeah definitely. I know there's a few things like because I went through my entire account I know after the last livestream you said the migration stuff should be pretty much finished but you should check to make sure everything's on there and I went through and I provided an entire screen or a spreadsheet in our ticket saying hey this is what I think is missing but I know there was a couple items that were like I guess they were freehold placeholder items that had like a three item. So yeah having duplicates would be an issue because they had the same name, it just said you had three of them.

Steven: Yeah part of the process of that migration from the old database to the new website database was tagging accounts with their with the legacy data that we have contained within a secure old database and assigning those to the new account that's part of our new account services... I'm just saying assigning those items from the secured legacy database to the new account services had some hiccups in it which we had to run multiple scripts to go back and we do have [cross-talk].

27:43

Aggelos: So how is the guild queue going? I'm assuming that's a pretty big thing that we're gonna need for when Castle siege comes out Stephen.

Steven: Yes it's going pretty good. It's part of the schedule for testing that's coming up pretty soon. So that's that is a vital part of the castle siege.

Aggelos: Are you keeping ... Are you still sticking with the timeline you guys had originally where Alpha 1 testers will gain access to it to test first? Or are you gonna keep apoc separate?

Steven: Yes.

Aggelos: Okay.

Steven: No it will be Alpha 1 testers will still have first access for roughly a month of testing before it gets released.

Krojak: Here's a question: Separate client?

Steven: No it'll be in the same client.

Krojak: Oh cool.

Steven: Gonna be a separate game mode that you can select.

Aggelos: Beautiful. Yeah that's what I was curious about. I know a lot of people had been asking me like do you think they're gonna surprise us with Castle sieges on this? I'm like well I think they said they had to push that back already but even if they didn't unless they change their plans the Alpha one testers still haven't got in yet, so I totally doubt they're gonna bring it up on this test.

Steven: Absolutely. I mean the important thing about ... the castle siege and the decision to kind of delay that really reflected around the general release that we did back and December and understanding you know the additional time that's necessary in order for that testing process to be up to the standard that we should expect as well as the players. Even though this is something that you know was an additional phase of testing that we added you know this Apocalypse that became its own kind of standalone, it is still something that needs additional work.

Aggelos: Well yeah, you don't want to release a ... crappy product even as a test product, 'cause that - you know - you then become Ark sorry survival [cross-talk] you know Atlas. You know that kind of stuff... Castle siege and I don't believe you're not doing an NDA for Castle siege with the alpha one testers right?

35:56

Aggelos: So why was the fall damage increased and why was it decreased this time?

Steven: We were playing with that a little bit. It needed to be increased a little bit. Not the fall damage, but the the proximity to the ground that allowed for fall damage to happen.