about 1 month ago - Albion Online - Direct link

Transcript (by Youtube)


1s hello and welcome to a new video format
3s we thought it'd be interesting to try a
6s react to comments video where I
9s basically read out the comments on the
11s recent foundations introduction video
14s and try to respond to them try to give
17s my thoughts and feedback on them this is
19s going to be a little bit less structured
21s video than normal and probably a bit
23s longer so stick around if you're into
25s that sort of thing we'll get started
27s right away so first comment defending
30s rates is difficult in particular for
31s smaller guilds and then adds a feature
34s that benefits bigger guilds uh yeah that
36s might seem contradictory but I actually
38s don't agree that fortifications benefit
41s larger guilds they benefit all guilds
43s equally um by adding territory defenses
47s um on top of that there's an awesome
49s feature that we didn't mention in the
50s video yet and that is that the cost of
53s fortifications varies based on the
55s quality level of the zone
57s so strong guilds that occupy a quality
60s level six Zone will have to pay a much
62s higher price for their fortifications
64s than uh guilds that occupy a quality
66s level one zone and that means that
69s guilds typically weaker guilds that are
72s occupying these territories will have
74s access to the full
76s territory um defensive strength at a
79s much cheaper cost in terms of resources
82s and I think that's pretty cool that's
83s going to make it easier to defend
85s against stronger opponents coming from
87s stronger zones you guys better add new
89s battle m for Siege with the addition of
91s walls I want catapults fire bists Rams
94s or even some magical ones Well we'd love
97s that too um we did make the conscious
100s decision not to include them in the
102s first iteration of this update and it's
104s actually part of why this update is
106s called foundations for me it lays the
109s foundations for future expansions of
111s territory Warfare with things like
114s ladders with things like catapults Rams
116s and all of these things um there is some
119s challenge involv in designing these in a
121s way where they don't only look cool but
124s they also perform a cool function and
126s they add tactical depth the dream for me
129s for fortifications is that we end up
132s with a different type of zvz fight that
134s we've seen before having more reasons to
137s to split into multiple parties having
139s having smaller dramatic fights on the
142s edge of a zerg rather than just having
145s this big army that primarily tries to
148s hit each other in in one point
151s um and yeah Siege equipment could be
153s really exciting for that some
155s suggestions guards could be upgraded by
157s feeding then equipment of a certain tier
159s and literally food okay so this is
161s talking about fortifications um yeah I
163s mean God upgrades probably won't be
166s quite that complicated in the initial
168s version it would create kind of an
169s imbalance in the crafting world if we
172s decided on certain gear being needed for
174s the guards which is why it's probably
176s going to be more simple um when it comes
179s to static defense it's similar to Siege
181s equipment we discussed a lot we even
183s play tested a little bit but this is
185s something we want to add as a next step
188s after we see sort of how the Baseline of
191s this update is getting played hence the
192s name foundations it's the foundation
195s that we want to build epic Siege battles
197s on here's a comment exactly as you
199s suspected you just let it out and waited
201s to see what would happen I think this is
203s referring to me saying in the de talk
206s that there were some concerns about
207s rating the way it would play out well
209s yes to be fair we think we've reached a
212s point where we we need to move forward
214s with some things we can't like stay
217s concerned too much about everything in
219s the game because that would freeze us
222s and and put us into place so yes we
224s wanted to try something we want to move
226s forward and yes there was a certain
228s feeling of getting back into sort of the
230s alpha stage where we were experimenting
233s but that's the the drive that I think
235s will get us forward with alvan online of
237s course we're being careful that we're
238s not causing any kind of like permanent
240s damage we we're doing things that are
242s focused on Seasons but yes we want to
244s experiment we want to try and we want to
247s move
247s forward finally stones will be worth it
250s as a resource yes I mean that was the
253s that was one of the goals with the
254s foundations update um we did try to push
260s the stone need of uh foundations as high
263s as we dared to make sure that this
266s impacts The Stone Market whether we hit
269s the right point we will see um because
272s of course the owners of the territory
275s still have to think feel that it's worth
277s it for them to upgrade
279s fortifications um but yeah let's see if
281s we found the right balance and hopefully
284s my stone gatherer character will be able
287s to make some money again on minute four
289s they mentioned what I take as protection
291s by the territory owner like let's say
293s I'm farming Lots uh lots of things on
296s the territory I contribute to the
297s territory through tax or other means
299s would it incentivize them to let me Farm
301s there instead of straight up killing me
304s yeah that's the idea so basically the
307s reward chests in the territories will be
309s filled based on the activity in PVE in
312s the local cluster so surrounding the
314s territory any roaming mobs killed there
316s static dungeon content there will
319s contribute to the uh value that's in the
323s chest in the territory and that means
325s the guild that's playing there has a
327s strong incentive to let you play there
329s because they basically passively collect
331s a bonus for you playing there and while
334s I don't think that will always lead to
337s them letting you do that because they
339s probably want to have some of their
340s content of their own it I think it will
342s lead to cases where guilds are maybe not
344s so aggressively killing people within
346s their own region and rather looking for
348s killing people in other regions please
350s improve the roads of Avalon with an
352s update to them throughout the year they
354s really need improvements to shine again
356s for small scale players 242 up votes uh
360s so yeah a lot of Roads comments on this
363s video and a lot of focus on the roads
364s yeah let's get into that so the main
368s difficulty we have is defining what is
371s small scale everybody has a different
373s opinion on what is a small scale
376s encounter or we typically
378s joke every group that has one more
381s player than you is a zerk
384s um yeah that's actually a challenging
387s thing because when we look at the roads
389s of Avalon we get a lot of feedback that
391s the roads are dead the roads aren't
394s doing what they're supposed to be doing
395s for me but we look at the data and we
399s see a lot of activity in the roads we
402s see a lot of PVE activity in roads we
404s see a lot of PVP activity in the roads
406s and we see more than we had before the
408s updates so certainly the updates did do
411s something for some players well for more
415s players than
416s before um and now we're faced with the
420s challenge of figuring out how do we
423s address the needs of these additional
425s play player groups that are apparently
426s looking for a different kind of small
428s scale because right now what we see in
431s the roads if there is a group so if
434s there is more than one player grouped up
438s on average they're three to four players
441s grouped up which we would consider an
444s ideal small scale group size three to
446s four players um engaging in roads
449s content sometimes maybe five sometimes
451s maybe
452s three but that's kind of a pretty good
456s um group size so at the moment
459s internally we're debating quite a bit
462s how
462s to address this topic that obviously
465s gets a lot of attention and has a lot of
467s people unhappy but at the same time
469s we're not quite sure
472s um what exactly people are saying to us
475s when they say it needs to have more
477s small scale some people in the comments
479s here are saying it needs to have more
481s focus on PVP objectives um and have
485s content for five to seven players is
486s that what we're talking about when we
487s say small scale or do people actually
490s feel that three to four players is too
492s much and we're talking about just groups
494s of two that should be the focus of the
496s road
498s um like I said we're talking about this
501s internally and we're thinking about
504s possible solutions um the challenge of
508s course is if you move this space into
510s one direction or the other so you make
513s the objectives for larger groups or you
514s make the objectives for smaller groups
516s you run the risk of making it less
518s attractive to the players that are
519s currently playing the
521s roads so I'd say our stance on a roads
525s update is let's continue to talk about
527s it let's figure out exactly what
529s everybody's looking for because we tried
531s two times already and didn't apparently
534s address the needs of uh this player
537s group and if we have that clear answer
540s we are absolutely happy to do a roads
542s update until then I would love to hear
546s more
547s precisely what are you looking for
549s exactly when you say small scale
552s avalonian roads are dead no content no
554s players we need solo dungeons back we
557s need loot from rare legendary chests
559s back okay roads are dead no content no
561s players we again cannot confirm that in
564s the data we do do see an increased
566s activity compared to the previous
568s updates so they're definitely not dead
572s um we need solar dungeons back
575s well that's something we can talk about
577s I think there are some technical
578s challenges with getting them back but if
581s that would make a huge difference that's
583s something we could consider the what
587s surprises me about this though is that
590s there aren't that many spawn positions
592s for these solar dungeons so this cannot
595s be a large group of players that we
597s could potentially entertain with these
600s solar Dungeons and then we need the loot
601s from rare legendary chess back well the
603s loot should still be there albian has a
606s huge randomization in the loot and of
608s course we've
610s rebalanced um various content in the
612s roads with the charging up mobs and you
615s know different camps so the chests don't
617s work exactly the same way but the loot
619s is all still there um and we just
622s redistributed it across the different
624s cont content in the roads you should be
626s able to find quite valuable legendary
628s chests there fix roads too many zones
631s since splitting the server and not
632s enough content to keep players in the
634s zones reduce the amount of maps and add
635s tracking that's actually really helpful
637s comment that that gets gets some
640s specific points for what you're looking
641s for with the road um so reducing the
645s number of maps I guess you're looking
646s for a higher player density so more
649s opportunities for PVP and
652s then not enough content would mean if we
654s did that we would have to increase the
656s spawn rate for the content which would
658s be okay because we've cut a bunch of
659s maps so less reward gets constantly
662s generated so less risk for the economy
665s so that's all good the only problem I
667s see is if we reduce the number of Road
670s zones we would also have to reduce the
673s number of entrances in the world
676s significantly because otherwise we are
680s creating um travel networks that are way
683s too powerful um because if the smaller
686s amount of zones have the same amount of
687s connectivity to the outside world you
689s just have a much higher chance of
691s getting the connections that you always
692s need now you would also have a higher
694s risk of
696s PVP in that so Transportation would
699s become less safe um I think it's an
703s interesting thought we'll look into the
705s actual number of
707s players um but the reality is of course
710s this would be restricting the number of
712s people that are able to benefit from the
714s roads as a Content um and thus would
717s particularly hurt the solo players which
719s is one big group that's asking for uh
722s the roads to actually get pushed into
724s their Direction so this is one of the
726s challenges that we have to weighs think
728s about how do we serve these different
729s player groups maybe it makes sense to
731s split the road somehow into a Content
734s part that's aimed at solo players and
736s the content part that's aimed at groups
739s uh yeah let me know what you think we'll
741s think about it as well buff solo
743s dungeons again uh yeah those definitely
746s have been overtaken by other content I
749s mean they do offer a high high degree of
752s safety and I think that they actually
754s have a pretty cool role to play there
756s right now as you know a spot for solo
759s players in the open world to take a
762s break from from from the sort of
766s surface pressure that's there when
769s you're out in the black Zone um the
772s constant risk of getting killed I think
774s they do uh offer a nice safe haven to
777s take a break within your session and
778s just have some nice PVE but um obviously
783s people want to
784s also uh have that content be playable
789s continuously
791s um yeah it's something we're we're
793s looking into um there will definitely be
797s a buff for solo dungeons at some point
799s but we do want to first kind of find
801s their exact role in the open world and
804s again we have we have the the difficulty
806s that actually solo dungeons are one of
809s the most popular contents being played
812s that might not be the opinion of the
814s hardcore player group that really really
817s like gets into optimized Fame per hour
821s and silver per hour rates but a vast
823s number of albian players are enjoying
825s the current content in Solo Dungeons and
828s um don't need them to be anything else
831s at the moment at least from what we can
833s see in the numbers I think making solo
835s dungeons viable again would be good the
837s chest respawns could be optimized but
839s more rewarding exponential with each
841s Rarity and also balancing the Rarity of
842s the chest spawn um so let's talk about
845s making solo dungeons viable again solo
847s dungeons are a very safe type of content
851s they're not supposed to be competitive
853s with things like black mists right they
855s can't be they shouldn't be because
857s they're way safer we also don't like the
860s idea of opening them up to PVP again
862s because we think the type of PVP that's
865s happening in there isn't the good type
867s of PVP we want PVP to to be about
871s between people who have a fighting
873s chance against each other as much as
874s possible and in the solo dungeon
878s scenario that is almost never the case
881s very very often um this content turned
885s into just an ambush and Slaughter and
889s that is what loses albian players um and
892s then in the end kills the content they
895s have to have a balanced place in the
896s world are they possibly a little bit too
898s weak yes we're looking into that are
901s they should they be much much better no
904s they can't be because if they were they
907s would be out competing actual PVP
909s content which would goes against the
911s fundamental risk versus reward
912s philosophy in alment online update
915s suggestion for solo PVP add a passive
917s sorting system with certain IP ranges
920s while ignoring the IP given through
921s capes and OC players would be sorted
924s automatically like Mists where players
925s only wear 700 to 100 1,000 IP 1,000 to 2
930s 1,200 IP 1,200 to 1,500 IP uh this would
934s be way more balanced than everything we
936s have compared to corrupted Dungeons and
939s in the current state of MTH would you be
941s okay with having rewards scale down if
943s you're wearing lower IP because in terms
947s of the risk and reward premise of the
949s game that is what will be needed
951s otherwise why would anybody be playing
953s High IP in this content right so as long
957s as the rewards are the same all the
960s players have to be matched in the same
961s pool we need more activities for single
964s players what are you looking for what
967s what what need for single players is not
970s being
970s served um we have in my mind the largest
976s variety of activities for single players
979s for for any group right like you've
981s Gathering crafting
983s farming all of these are Solo activities
985s and then on top of that you can go into
987s the black Zone on your own you can and
989s go into the Mist you can play corrupted
991s there's a lot of stuff that you can do
993s as a single
994s player what are you looking for
996s specifically please please please work
999s on solo Dungeons and allow awakened
1001s weapons to drop as loot in Solo dungeons
1004s well awakened weapons can drop in solar
1008s dungeons um they can drop anywhere in
1010s the game the requirement is that some
1013s player used an awakened weapon it
1017s got they got killed it dropped
1020s and then it rolled for the chance of not
1022s getting destroyed entering the loot pool
1025s and from that point on it can drop
1027s anywhere where you can get gear loot in
1029s the game the awakened item can also drop
1031s so solo dungeons already have it buff
1034s solo group dungeons or remove them
1037s entirely yeah I think a lot of solo
1040s players would disagree with removing the
1043s solo dungeons entirely um we'll look
1046s into buffing them please add this stuff
1049s I guess we're talking about
1049s fortifications for faction Warfare and
1052s capturing defending faction outposts
1055s faction Warfare is cool and unique but
1056s it gets boring over time due to the lack
1058s of depth let us build stuff for our
1061s faction you know what we had actually
1063s originally planned to have
1065s fortifications for faction Warfare as
1067s well in this update it turned out to be
1069s too much work um so we're going to
1072s launch fortifications for territories
1075s first and see how they play out and then
1077s we'll be looking into adapting the this
1079s content for factions but that's
1081s definitely on our list because we also
1083s think it would be cool to have that
1084s content accessible to the broader player
1087s base it would be awesome to be able to
1089s faction flag at Outpost say you're
1090s faction flagged and want to do some crup
1092s dungeons or Venture Into The Mists when
1095s you do so you lose your faction flag it
1097s be nice when you come out of the crop
1099s dungeon if you could run to an outpost
1102s and flag up um the thing always to think
1105s about with these things is whether there
1107s is some exploit where you can
1110s do
1111s something uh by being able to flag in a
1115s different location I can't immediately
1117s come up with something so we'll check it
1120s it might be a cool idea might make it
1121s more convenient um and we'll go on a
1124s list of things to do for faction Warfare
1127s faction objectives there could be an
1128s actual motivation to come first every
1130s month yeah there's a challenge with the
1133s factions because unlike in other games
1135s where you're committing to your faction
1137s for life in Albi you don't um you can
1140s change your faction so the risk here
1142s would be that at the last moment
1145s everybody would try to switch to the
1147s winning faction um which unfortunately
1152s makes designs like this tough from my
1154s point of view the update is incredible
1156s but it would also be great if other
1157s aspects of non-lethal PVP would improve
1160s such as the faction war that war Mounds
1164s could be used there um yeah I mean War
1168s Mounds are specifically not allowed
1169s infection Warfare because we do feel
1171s that they would overpower beginning a
1174s players from being able to participate
1176s in that content too much and generally
1179s um these battle Mounds are prohibited in
1182s the yellow zone for a reason I agree
1186s though it would be cool to have and
1188s maybe there's an opportunity to do that
1189s at some point hello first of all for all
1192s the work you do I'd like an update to be
1194s made where the number of skills of
1195s weapons is more equal some lines have
1198s eight choices between q w and E some
1201s have less uh meses and bow only have
1204s seven and crossbows only six yes this is
1206s something that we are always working on
1208s we are always um when we have the
1211s opportunity try to fill up weapon lines
1213s I don't have that many uh Spell choices
1216s yet we typically try to do it to make U
1219s an outdated weapon line more viable in
1221s in various contents but that is
1223s something that you can look forward to
1225s um that we will always do to kind of
1228s catch up with the other lines add a luck
1230s or agility parameter that allows normal
1232s blows to be
1234s avoided thank you for the suggestion but
1237s I and the design team actually think
1240s that that would be a terrible idea um
1243s one of the premises we have for our
1245s combat system is that it is predictable
1247s as much as it can be it has as little
1250s luck involved um as possible so um yeah
1256s while that might be cool to have the
1259s occasional lucky uh event I think the
1263s majority of players probably would enjoy
1265s this but please let me know if you have
1266s a different opinion my suggestions are
1269s we have Royal armor royal shoes but why
1271s no Royal cape and Royal weapons looking
1274s forward to see royal weapon and Royal
1276s capes in the future we're also looking
1278s forward to seeing those in the future
1279s can't tell you when yet but they're
1281s definitely coming at some point hello I
1283s would like you to add a new Branch the
1285s necromancy Branch it would be a very
1288s novel branch since no free game has it
1290s or uses it you could configure it to
1293s summon skeletons dungeon bats and other
1295s Champions or creatures that already
1297s exists in the game we would absolutely
1300s love to add a necromancy weapon the
1304s challenge is that we also really really
1306s really like our large battle
1309s performance and the issue there is that
1313s if you can actually summon summon any
1316s kind of
1317s creature um we have to ECT that you are
1320s going to do that in large scale fights
1323s and
1325s unfortunately all the information about
1327s what your creatures are doing and how
1329s they're engaging in the fight have to be
1331s sent to every single player in that
1333s fight and if we imagine a multiplication
1337s that
1338s means let's say there's 300 people in
1341s that fight and they were all close to
1344s your creature that means 300 people have
1348s to receive that information and if you
1350s can have multiple ones of this this is a
1352s huge multiplier and essentially in terms
1354s of data being sent a mob is similarly
1357s complex to a player and that means for
1360s every summoned creature we would add to
1363s the fights we would essentially be
1365s reducing the number of supported players
1367s in a large fight and would have to have
1369s lower cluster caps and that is not
1374s viable there are obviously workarounds
1377s we could make it so that the summon
1380s creatures you have aren't actually
1382s synchronized on other clients you can't
1385s actually really see fight them or
1387s something like that we could just
1389s visualize them but I don't think that
1391s would really
1393s satisfy um The Players such as yourself
1397s need an IP cap for Mists like corrupted
1400s dungeons I don't want to be killed by
1401s 4.1 rats well typically when people ask
1404s for an IP cap for Miss they're asking
1406s more for a higher end cap not a lower
1408s end entry requirement unless we've been
1411s getting that feedback wrong
1414s um I think the solution here is not to
1418s restrict the gear or the entry because
1419s we feel that would take away from the
1422s open world feeling but to think about
1424s why are ratting situations happening
1427s that frequently and that has to do with
1429s the player density in The Mists the
1431s challenge with changing the player
1433s density is that we also would have to
1435s tune down the rewards otherwise we would
1436s spike up the rewards for everybody else
1438s and then blooding the game economy again
1442s so yeah we're we're looking into options
1445s for tweaking The Mists to make like
1448s these ratting third party situations
1450s less frequent or less you know less of a
1453s thing it's not entirely preventable as
1455s long as we keep the Mists open but I
1457s don't think we can find a satisfactory
1460s lower entry level Point um that still
1464s feels like it's an actual kind of open
1466s World Experience combat and items
1468s balance some weapons are not even
1470s playable make every item unique and
1472s interesting and useful uh to at least
1475s one feature that is our goal um it is
1478s often overlooked where some item is
1481s currently good um it is also very very
1484s challenging to do because we have far
1486s more items than we have actual specific
1489s use cases and um that means it's it's
1494s very hard to say like this item is good
1496s in this use case this item is good in
1497s this use case because they all compete
1499s with each other then and then they have
1501s to kind of be balanced and it's a vast
1503s array of combinations that you have to
1505s oversee for balancing which is one of
1508s the challenges of these you are what you
1511s wear systems and one of the reasons why
1513s this sort of thing barely gets done by
1515s anybody in the in the industry because
1517s most people who are developing this sort
1519s of game would say it's insane to to try
1522s to build such a vast balancing system
1525s and such an open system but we think
1527s it's exciting the downside is you will
1530s always get moments in the game where
1532s certain items are not meta are not
1536s useful we're constantly working on it
1539s and it's we're never happy if items are
1541s not in a good place we need a grace
1544s period when joining a random group in
1546s Lethal zon so they don't leave and kill
1548s us immediately I agree um this is
1551s something that we're looking into
1553s generally little bit expansion of topic
1555s here um one thing we're we're thinking
1558s about how can we make it more attractive
1560s for people to transition into the black
1562s Zone because we have a very sharp divide
1564s in the game between people who never
1566s want to go into a PVP Zone and then the
1568s people who do regularly go into the PVP
1570s Zone and feels like a huge step going
1572s into the black zone for new players many
1574s times so our idea is to
1578s make collaboration in the black Zone
1582s more
1583s feasible um and part of that is changing
1586s the way that disbanding groups work
1589s where you don't immediately become
1590s hostile so that there is a chance to
1593s kind of see the Betrayal and at least
1595s try to escape um that is just one piece
1597s of the puzzle however I think you need
1599s more to to generally make this viable
1602s but it's a it's a good suggestion and
1604s it's something that we're looking into
1605s at the moment so here's a comment I'd
1607s really love to see more fleshed out
1609s group dungeon experience be it more
1611s enemy types and bosses new tile sets
1613s variants and other ways to spice things
1616s up it's the most fun I've had with my
1618s friends in the game and while I do
1619s understand the emphasis on Guild versus
1620s Guild uh it'd be neat to have a space
1623s where both PVP and PVE enjoyers enjoyers
1626s get a lot of value and variety from
1628s their time um yeah nothing against that
1632s we will add more dungeon content
1636s continuously more enemies over time the
1640s challenge I think is that there is a lot
1642s of work involved in actually making like
1646s a fullon new experience so the impact on
1649s the game is actually relatively small
1652s for a large amount of effort so with the
1655s same effort that we can invest into like
1656s a whole weapon line or whole new gear
1660s line uh we can probably make like one
1663s dungeon full of new enemies and as long
1666s as that dungeon doesn't really add
1669s anything new to the game it's probably
1672s just a visual teaser which would be
1675s cool um but you don't really get a lot
1678s of new
1680s gameplay systemic gameplay out of it I'd
1682s say um but what we will continuously add
1685s new enemies to kind of spice up the
1687s experience I'd say first though we want
1689s to
1690s revisit the role of solo random dungeons
1694s group random dungeons static dungeons to
1696s really make sure that this content gets
1699s actually played enough um compared to
1703s The Mists we feel that the emphasis of
1705s the game is quite heavily on The Mists
1707s right now and we'd really love to get
1709s more people back into the open world
1710s into into these types of content and
1713s then I think it makes sense to also
1714s expand on that content un sure if it's
1716s been said too busy to scroll for it but
1718s I and many others would like a sort of
1720s summoning ritual type thing for hell
1721s Gates but for corrupted dungeons instead
1724s oh so basically the maps that we have
1727s for hell Gates you'd love for corrupted
1729s dung that and we think that's doable and
1732s have put that on our list of things to
1733s do and you can look forward to that a
1736s move all button to move all your
1737s inventory to a chest
1739s not necessarily to be able to loot just
1741s when you're at a chest that you own you
1742s can move it quickly um yeah I'll bring
1744s that up with the UI team I think the
1746s main challenge here is always finding a
1748s good place for that button uh where you
1751s know it logically makes sense everybody
1753s can intuitively understand it what does
1755s the button do um but there's also space
1758s somewhere in the UI add more advanced
1760s screen pings like League of Legends uh
1762s attack here Retreat defend go there
1764s danger uh yes also something we talked
1767s about internally also something on our
1768s to-do list the bigger challenge to
1771s understand here though is um obviously
1773s we're not League of Legends in terms of
1775s player count and I'm sure you expect
1778s this to work in fights of hundreds and
1779s hundreds of people um and that
1782s information has to get sent to hundreds
1784s and hundreds of people which means we
1785s have to consider that we don't overload
1788s uh you know sending that information
1790s with too much detail to everybody and so
1792s so there's a little bit of detail
1793s involved here but it's something we've
1796s had on our list for for quite a while um
1799s and I'm sure we'll get to it eventually
1801s I can't tell you where it's in the
1803s priority of the UI team at the moment
1804s though the ability to make the chat box
1807s black depending on where you are in the
1809s game it's hard to read so I guess you're
1812s asking for the ability to make it full
1814s black I do believe we have the ability
1817s to control the
1818s transparency maybe we need to just allow
1822s a higher range for that I'll forward
1824s that to the UI the ability to see and
1827s search all inventories from one
1829s place um yeah uh we have that on our
1834s list as a thing we want to do it's quite
1836s a big feature technically because all
1839s your inventories technically live on
1841s different servers you would need to have
1843s a way of searching all these
1845s servers
1846s um but it's on our list and I'm
1850s absolutely sure it will come eventually
1852s I can't tell you right now when though
1854s let me ping on the map so that my party
1856s can see it on the terrain in front of
1858s them would make clear communication so
1861s much easier you know what I think that's
1863s a really cool idea I'll forward that
1866s update suggestion hide others in the
1868s city on PC 2 not only on mobile uh yeah
1871s it's been requested many times it goes
1873s onto our list for the maintenance update
1875s or the improvements update would be nice
1877s to have some more optional colors for
1879s the cursor gold is hard to see in the
1880s AVN roads blue is difficult in snowy
1882s areas standup one is not better which
1884s color would you like add a range radius
1887s indicator to all skill skills that have
1888s a range that deactivates them I loved
1891s adding the range for the invisibility
1893s with Ambush but also Mist walker shoes
1896s with the teleport back to the starting
1897s location requires a similar range
1899s visualization otherwise it's impossible
1901s to use the max range effectively that's
1903s a good suggestion I'll forward it I
1905s don't know if it's easy to add in all
1907s cases it might sometimes be technically
1909s challenging but in the cases where it's
1911s easy we should definitely do it please
1913s give us the ability to customize our
1915s button placement for mobile users thank
1917s you uh I have good news for you the
1919s mobile team is working on a prototype of
1922s this I don't quite know what state it's
1924s in at the moment when it will be ready
1925s for release but it's in the works can
1928s you add spectating Ally when you're dead
1931s in the crystal Arena why am I staring at
1933s a black screen for 15 seconds you know
1935s what with the new custom match mode I
1938s will have to ask the programmers if that
1941s code is transferable for this use case
1943s if it is it might be something that we
1945s can add sounds cool why does the
1949s on PC fov much higher compared to mobile
1953s or is it just me I guess you're saying
1955s why is the fov wider on the PC than on
1961s mobile well it shouldn't be the mobile
1964s version by default is zoomed in more
1966s closely on your character so you can see
1968s more closely what's going on when you're
1969s starting the game but you should be able
1971s to pinch and zoom out and you get to the
1974s same fov as you can get on the PC
1977s especially if if you have a widescreen
1979s uh mobile device can you add a graphic
1982s preset a fast way to change to a
1984s specific preset I think that would be a
1986s one wonderful thing for a player who
1988s plays multiple contents yeah I think
1990s that's a good suggestion and should go
1992s on to our polishing list of quality of
1994s life features display the inspected
1996s player IP on an item not yours it's
1999s counterintuitive you're absolutely
2001s correct it
2002s should probably say the inspected
2005s players the problem is that the uh UI is
2008s kind of generic and it always shows
2011s yours because in a lot of other
2013s circumstances or rather let's say you
2016s don't actually see anywhere where that
2018s UI comes from um but yeah I'll forward
2021s this to the UI team and we'll see if we
2023s can make this case intuitive so this
2025s comment is asking for the option to add
2028s a marked symbol such as a crown on the
2030s name tag so you can follow the Healer um
2034s or the shot caller in zvz fights more
2036s easily that is something we are aware of
2038s and that we have on the to-do list for
2040s our UI team they're working on it I hope
2043s we can bring it uh with the following
2046s update obviously not not the foundations
2048s update still in work but the one
2050s following so here's one boat trips boat
2053s transports and boat fights I do actually
2055s have a full concept for Naval for Naval
2060s expansion to albian online um we've
2062s never pulled the trigger on it
2064s because well we feel there's so much to
2066s do on the main game and and before we
2069s add an entire kind of secondary game
2071s next to it we'd really love to still
2074s address a lot of the the challenges with
2076s the existing systems and pull the
2079s existing game more together before we
2081s you know go out and do something crazy
2083s is there any way at all to add three
2085s versus three content I think a large
2087s portion of the player base would enjoy
2088s it I don't know if it's arena or if it's
2090s hell Gates or or what you're looking for
2092s but I'm assuming it's kind some kind of
2094s structured PVP um in 3 versus 3 The
2097s Challenge is always we have a game that
2101s has a lot of content and we have to
2104s observe population size um you know
2107s every kind of division we add diminishes
2110s the pool of people that play it and at
2112s the moment um while there are some
2115s places where this might be viable for
2116s example in The Mists it would
2118s potentially be viable in terms of player
2120s counts in Hell gates for example it
2122s currently isn't um so yeah if we if we
2126s make sure that the particular feature is
2128s healthy enough in terms of player base
2130s then adding 3 V3 is something we'll
2133s definitely consider but focusing on
2135s certain player group or group sizes is
2138s always a tool for us to control the
2140s population within a feature and make
2141s sure that you get matches and activity
2143s in it I love these de talks I want them
2145s to be more frequent well thank you but I
2147s really do them when I think I have
2149s something meaningful to say um I don't
2151s want to you know have have you listen to
2154s me ramble like you're doing right now um
2157s I really want to use them to present
2159s something when when I think we have
2161s something cool to talk about here's an
2163s idea have earnable
2165s Cosmetics um yes we have some of those I
2169s don't know if that's what you mean but
2170s in for example in the crystal Arena you
2175s can earn some Cosmetics that are
2176s exclusive to that content and we do
2179s actually currently have plans to expand
2182s on this quite a bit and we will soon be
2184s able to talk about it and I'm quite
2186s excited about it hey could you add
2188s performance updates that help people
2189s with low resource setups with the new
2192s visual changes there will be
2193s difficulties for many players not sure
2196s what new visual changes you're talking
2198s about I mean we we're constantly working
2200s on performance
2202s uh having an MMO with all these
2205s different equipments all these players
2208s uh and and also having the challenge of
2211s the
2212s perspective where you don't really have
2214s distance so you can't really do a
2216s traditional LOD where you would just
2219s like scale down the Fidelity of things
2221s if it's in the distance
2224s um unfortunately means that there is a
2227s certain uh challenge in overhead but
2229s performance is uh is a key thing we're
2233s optimizing for constantly on mobile
2236s devices we're particularly optimizing
2237s for memory as well um but if you do
2242s have particular Performance Point where
2245s you're like this thing is dragging down
2246s performance then please point it out um
2249s because we typically pick up those
2251s comons we look into it so it might be a
2253s particular spell that has a particularly
2255s High Fidelity VFX that might need to be
2258s toned down or or whatever it
2260s is um but do please point out in what
2263s situations are you primarily
2264s experiencing performance issues and
2266s where where are they um affecting you
2269s the most we cannot make the game perform
2273s well on uh you know super low-end
2276s devices in very large scale fights that
2278s is just the nature of having a lot of
2281s characters with unique animations unique
2283s gear sets and all of these things at
2286s once um we could however consider if
2289s that is a topic whether we can scale
2292s down the Fidelity in these fights right
2294s like we could say options to remove
2297s animations from characters if certain
2300s criteria are met or whatever but we do
2303s need you to point out what particular
2306s situations are um affecting you most and
2310s then we can focus on them rework the
2312s Mounds the game still feels like there's
2314s only five to six Mounds I would say if
2317s there's five to six Mount categories
2319s that's actually quite a large amount of
2322s mounts because we have them on all ti so
2324s actually it's like um almost 30 models
2328s of different mounts just for the base
2330s and then you have all all of the skins
2332s on top um we do want to rework the mount
2334s soon we want to make more base types
2336s available um and yeah just generally
2340s give you more options for what you want
2342s to play sort of as your standard Mound
2344s and not only limit that to horses and
2346s Swift claws um but open up wolves bears
2349s and bors uh at the very least um the
2354s challenge with constantly adding new
2355s mounts of course is that every single
2357s Mount has to have its kind of role in
2358s the game um and actually we feel we
2361s probably need to bring the things
2363s together a bit more to actually make it
2367s a bit more the play Choice which which
2369s Mount they want to play because
2370s otherwise you just have the one perfect
2372s mount for each kind of situation and
2374s there aren't that many different use
2375s cases for mounts right um the original
2378s plan was to have you know one mount for
2381s every kind of specialized situation but
2383s it turns out for the majority um people
2385s want a mo Mount that moves
2387s fast uh and if that's the only thing
2391s that the only Dimension there isn't that
2393s much room for having all these different
2396s variety of mounts but that's something
2398s we will look into and we definitely have
2401s the plan of making more Mount types
2403s viable but I'd rather say more on having
2407s different rare mounts more available on
2409s more tiers so you have a more viable
2412s choice for playing wolves for example or
2414s bears and so hey SBA how about bringing
2416s extreme weather conditions to the maps
2418s think about shooting lightning and
2420s fighting or trying to survive in the
2423s cold uh yes I have thought about that in
2426s the past and I would have loved to do
2428s that but I think in
2432s reality there would be a lot of people
2434s annoyed about being unable to move
2437s properly in a cold environment when
2439s they're just trying to get from one
2441s place to the other or I don't know
2443s having lightning interrupt their battle
2445s it sounds like a really cool idea but
2449s albian isn't a you know a survival game
2452s for you as an individual player but
2454s serving many many many players at once
2456s and it it'll be it will be very
2458s challenging to have a weather system
2460s that at the same time delivers the sort
2462s of immersive experience you're looking
2464s for and at the same time is compatible
2466s with all the different systems that we
2468s have in the game and all of the stuff
2469s that can happen on a map um but it would
2472s be cool and if there's ever an
2473s opportunity I'd love to do it I would
2476s like to see open World quest solos and
2478s groups anywhere and also more backs
2480s slots my main question for that is what
2484s do you want to get out of those quests
2487s like
2488s I've thought about adding storyline
2490s quests to the game but the experience
2492s from other MMOs says unless there are
2495s significant rewards
2497s attached people don't play storyline
2500s quests or at least they don't a lot of
2502s people are not very interested in
2503s storyline quests so yeah we'd have to
2507s come up with some reason to play that
2509s content um what would you expect to be
2512s seeing there because we like you know
2515s albian all items are player made so so
2518s it wouldn't necessarily be gear rewards
2520s like in other mm
2522s RPGs um yeah be interesting to hear your
2524s thoughts if you had any ideas for
2525s rewards Gathering please specking
2528s Gathering is hard
2530s AF um there's a bit of a debate here um
2534s internally we're having that debate on
2536s the one hand side obviously it'd be cool
2539s if to have Gathering be kind of smooth
2541s and easy to do on the other hand um the
2546s more we make Gathering accessible
2549s through ease of leveling the more
2551s gatherers will actively be competing and
2553s the more sort of nonfocused gatherers
2556s will also be able to gather the
2558s resources making resources scarer for
2561s all of the gatherers and we can't just
2563s up the amounts because then we're
2565s collapsing the global economy so um yeah
2569s I don't see us currently changing the
2571s Gathering too much we might look into
2575s making it somewhat easier at some point
2577s um but I don't want to commit to that
2579s it's a ongoing and lengthy internal
2581s discussion about what the right thing to
2583s do here is to protect the effort of
2587s gathering um or to make it more
2589s accessible to more
2591s players give us your thoughts what do
2593s you think should Gathering be easier to
2595s level or should it stay the way it
2598s is change the city plot system it's
2600s literally impossible for other people to
2602s own a city plot when people with
2604s multiple alter accounts with billions
2606s monopolize the entire city for months or
2608s years if they have to um yes this is
2611s something we're looking into the goal
2615s that we're pursuing is making
2618s it harder to actually monopolize the
2623s plots in that way I can't give more
2626s details um at the moment but we're
2630s looking into this right now well this uh
2633s was a first attempt at doing this type
2635s of video um it became very long
2638s so apologies for that um but what do you
2641s think should we do more like this when
2643s we have de talk releases should we have
2645s reacts to your comments and if so what
2648s would you like to see for those um yeah
2651s it was an interesting experience from my
2652s side thank you very much for watching
2654s see you next time