about 1 year
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 |