Aeria: Product Manager
- 23 Dec 2006
- United States
PostedFeb 07, 2013 10:44 pm Last edited by Taz on Mar 01, 2013 5:16 pm. Edited 2 times in total
Producer Blog - February 8th, 2013
Update on current concerns and a peek at things to come
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Thursday, February 8th, 2013 - Update on current concerns and a peek at things to come.
I would like to thank all of you for any feedback and suggestions that you've sent to us. We have been taking these into consideration alongside analyzing a lot of game data. Please keep up the honest responses.
I will be going more in-depth on some of the topics we touched on in our last producer blog, as well as giving everyone some insight on the direction we're moving in to alleviate these problems. I will also be covering some exciting features and updates that are in the pipeline.
Let's do this,
Current Game Concerns
I am giving you a unique look in to what we are considering and requesting. This comes with the understanding that some things might change before being implemented, or some things may not be implemented.
Game Optimization (Low FPS)
As per several other posts we are certainly aware of this problem. Our previous patch brought minor improvements but it is still far from an ideal playing situation With your help we have been able to gather enough information to get this optimization started with our developers; we appreciate your unparalleled patience in dealing with this issue in-game.
We may need more information before this is resolved, but what we have received so far has let us really dig in to start finding the origin of the problem. Our developers are now working on a patch to increase game performance. This type of optimization requires a lot of work, so the present timeline for the patch is 2-3 months.
This was and continues to be one of our largest concerns. Everyone on the DKO team has been watching the RvR situation closely and we recognize that in it's current state RvR is a very one-sided event. We are looking at several ways to alleviate these issues--I've briefly highlighted our ideas below.
The most common RvR issues players are experiencing and reporting:
- Realm Balance
- Bridge Camping
- Low Attendance
Realm Balance - From all of the data we have analyzed and what we have seen at RvR, I'm hesitant to put much merit into Realm balance being a problem. I believe this is currently being majorly impacted by one thing: Low Attendance. We have considered some options to create more of a balance, yet until other issues are fixed we aren't at a stage where we can say for certain these balance issues are not a byproduct of the low FPS, which causes low attendance.
Bridge Camping - The DKO team has collectively put a lot of thought into this issue. In the majority of cases, camping usually means that there is a balance problem. To be frank, no matter how a PvP map is set up there will always be choke points that can be camped--so changing the layout won't resolve this problem. However, this is still a design flaw.
Currently we are looking at adding guards to the RvR bridges. As some of you know, we did a test run of this at RvR yesterday. From this test we saw the impact it had and, while it cannot be done with EXP loss, it can be a decent solution that doesn't require a lot of development time.
In most PvP games/situations when the two opposing sides meet they are both in a situation where they can all jump in and start fighting, should someone trigger that engagement. This is not the case at the bridges. A small group of players can run in to start that engage, but their entire team is not in a position to jump in and fight--they're outside of the PvP enabled area. Guards alleviate this situation because it allows players to enter the PvP area without being attacked immediately.
Low Attendance - One major cause of this is the low FPS. We understand. It is not a fun experience attending RvR with less than one frame per second. Getting this fixed, as mentioned above, is going to take some time. While awaiting this fix we are still looking at some other alternatives to increase RvR attendance.
One thing we are requesting is a teleportation notice that will pop up when RvR is about to start. This will have an option to be disabled if you don't want to participate. Additionally, we are looking at lowering the RvR time to thirty minutes and increasing the frequency to every three hours.
Opt-In PvP Incentive
This needs to be improved. It is very obvious that this avenue of PvP is underutilized. The community's largest complaint is the EXP loss on death through this method of PvP. On top of that, right now there is no reason to really have PvP on. To encourage an active PvP status we have added a buff that you receive when you have PvP toggled on, but we're not quite there yet. Our team will also will be requesting that an EXP buff be added while PvP is toggled on.
We are working on getting the EXP loss on death removed when participating in Opt-In PvP. Finally, we are considering rewarding DK points through open world PvP; this is something we could base a ranking system around. Furthermore we want to allow teamwork when your entire party has PvP toggled on.
Just wanted to briefly touch on this since our ideas are far from finalized. We are looking at ways to allow participation in multiple castle sieges per week.
A Peek at Things to Come
This is a look at what is coming; most of this content is still being developed. This comes with the understanding that the timelines for this content are constantly fluctuating.
Upcoming PvP Content
I want to give everyone a quick idea of what is on it's way, starting of course with the new PvP content.
Upcoming PvE Content
While this is a PvP focused game we still want to expand on what players can do outside of PvP. Over the next couple of months you'll be able to experience this new content.
- Realm versus Realm - Over the next few months we will be introducing three more RvR events
- Guild versus Guild - We have some exciting Guild vs Guild content coming (not Castle Siege)
- Improved Systems - We plan on continuing to improve the current systems to make them more enjoyable for everyone
In the next few months you will see us start building on and improving current game systems.
- Open Dungeon - We have an open dungeon on it's way, similar to Temple of the Gods
- Instanced Dungeons - In total we have three in our current content plan, two of which are only a couple months out
- New Areas - There are quite a few new areas upcoming, we can't give too much information here but you can expect screenshots
This week we have been testing content for Valentine's Day. You will be able to find more information about what'll be going on during this patch on the forums very soon.
- Crafting - We are looking to make this system more robust and interactive
- Auction House - It is in development, sell your items while out enjoying the game
- Skills - There are new skills coming, as well as further balance to current skills
- Guilds - There will be more rewards for guild levels
- New Race & Class - Yes, the long awaited Archer class is indeed coming