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You’ll need to put in about 20 hours in Albion Online to become competitive in PvP

As Albion Online barrels toward a summer release, the crew took to Reddit yesterday for a marathon AMA session to tackle any pressing community questions.

Asked how much work an average player will need to put in before being of any use in PvP, the team responded, “A general principle of Albion Online — as a game with a strong PvP focus — is that the combat power curves for gear and character progress are very flat […] When you start out a new character, you could expect at least 10 to 20 hours of gameplay before you could be considered competitive in PvP.”

What about super-experienced and -geared players taking over the game’s landscape and making it miserable for everyone else? “Of course, well-organized guilds will always have an advantage over more casual players – it would be weird if that was not the case. However, it is extremely unlikely — and has never happened in any of our tests, two of which lasted around six months — that a single faction will dominate the world.”

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Skyforge AMA discusses pay-to-win and future content updates

Skyforge just released a major update, but it’s also making an effort to reach out to its community more enthusiastically. Western producer Volker Boenigk hosted an AMA on Reddit yesterday, inviting players and onlookers to ask any and all possible question about the game, its localization process, and future updates. That included a big question front and center about accusations of pay-to-win gameplay.

Boenigk explained that past a certain point, the game really cannot financially support itself solely on costumes and cosmetics, but the goal is always to ensure that players have a positive experience whether or not money is spent. He stressed that it’s something the game’s team takes very seriously and is always happy to discuss constructively with players.

Questions also covered improved rewards for directives (which are coming) and the localization process of the game (which suffers slightly for speed, as the team wants to get updates from the Russian version into the Western version as quickly as possible). If you want a peek behind the scenes of the game or just want to learn more about adapting a foreign game for Western localization, it’s a worthwhile read.

Source: Reddit

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Chronicles of Elyria AMA on alpha, middleware, griefing, and B2P

The Chronicles of Elyria team submitted itself to the wilds of an AMA on Reddit earlier this afternoon, allowing players to bombard the developers with questions about the soon-to-be-Kickstarted MMORPG. Here are some of the highlights so far:

  • Pre-alpha/alpha 1 testing will begin “as early as possible,” potentially “as early as Q1 2017, with beta beginning in the summer.”
  • CEO Jeromy Walsh previously worked at Microsoft developing automated test infrastructure; Elyria’s will be similar.
  • How will the studio pull off something so ambitious? Experience, partly, but also middleware. “We’re leveraging as much middleware as we possibly can,” Walsh says. “We don’t believe in re-inventing the wheel, and where others have made progress and have license-able technology available, we’ll be looking to leverage that.”

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Crowfall addresses victory conditions, Malekai lore

When it launches, Crowfall is going to have to deal with the problem of winning. The most recent Ask Me Anything event for the game on Reddit touched upon the reasons why PvP games have tended to have difficulty holding on to players, but also touched on one of the major issues facing Crowfall with new campaigns and new victory conditions. In order to discourage players from thinking a campaign is won or lost in the first week, the developers are specifically planning on ramping up the volume and quantity of rewards as the campaign goes on, thus ensuring that the struggles remain anyone’s game until the end.

Players can also expect the game to support smaller and mid-sized guilds in competitions, as J. Todd Coleman personally hopes to make mid-sized guilds the de facto norm for the game. Monsters will exist in the game world, but primarily to serve as persistent threats and material sources rather than major opponents. And if you’re not on board with the current iteration of the game’s Hunger Dome, that’s fine; it’s simply an environment for testing the game, not something that will be carried over for launch.

Want something that’s a bit more focused on the game’s lore rather than systems? Check out the details on Malekai, Lord of Shadows. He comes pre-packaged with spiders.

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RIFT’s design team answers player questions on Reddit

In 1964, Bob Dylan released “The Times They Are A-Changin’,” and he could very well have been talking about RIFT. Sure, the odds are low since the song was released 51 years ago, the game didn’t exist, and the odds that Dylan knew about all the changes the game had gone through recently that far in advance seem highly unlikely. But the point here is that RIFT is indeed changing, and the team behind the game took to Reddit to answer player questions about all of these changes.

The answers make it clear that adding the Primalist to the game took a great deal of work (about a year of development time) and while the developers would have liked for it to be a free addition to the game, it simply cost too much in time and effort. There’s also discussion of adding another mobile app in the future, although the conclusion is that it’s unlikely. Check out all of the questions and responses in the official thread.

Source: Reddit

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