Jeden z niewielu naprawde drazniacych issues, czyli targetowanie zostanie wkrotce (pewnie na bete 5) naprawiony. Jest tez cos o autogrupowaniu. Najbardziej whinujacy calling (Rogue) dostanie tez zmiany w mechanice energii i GCD. Hint: sekcja "On Horizon".
Jak mowie ze ci kolesie sluchaja feedbacku to wiem co mowie. Srsly nie spotkalem sie jeszcze z takim teamem developerskim. Jesli podobne podejscie zostanie zachowane po premierze i jesli beda uwzgledniac idee graczy co do rozwoju gry to pure win. : )
Nawet iniside'owi zasieg zwiekszyli chociaz tylko on o tym spamowal.
Scott Hartsman napisał(a):
Beta 4 Preview: Ready to Rumble?
Hey, everyone! Thanks a lot for being patient with us this week on the VIP invites for those who preordered. We've been making sure to get people covered almost as quickly as they can ask for help, and you've gone above and beyond in your compliments to the folks doing the helping.
In fact, I can't think of another time I've ever seen this level of concentrated compliments aimed at a CS group. Thanks for posting and mailing them in – You guys rock. We’re working with all of our sales partners to smooth this flow out for the rest of the preorder period, and should have some good news to share here in the next day or two.
On the development side: In the short week since returning from the holidays, a lot of our focus has been on launching presales, a store, and an entire ordering and billing framework. While making sure that the Warfronts, new zones, and events were going to be ready for beta.
I’m going to be extra honest about this one: Stressing Warfronts is going to make for a very interesting day tomorrow. It may go perfectly, or there may be issues due to the massive crush that our instancing system is about to take for the first time ever.
Either way, we’re here for the entirety of the event, and we’ll be reacting as quickly as we can to anything that comes up.
Even with all of that going on, we still did manage to hit up a few things that were on people’s minds. Apologies if this is more of a bullet list and less of a well-written piece of prose. It’s been a hell of a week around here.
IN FOR BETA 4: (like you haven’t seen the patch notes already)
* Ten, count them, TEN hotbars you can turn on and map hotkeys to and move around anywhere you want.
* Huge polish pass on the Raid frames – These got their first workout in the big events, and with Warfronts they’re even more important.
* More polish on the Reactives UI.
* More polish on pet naming.
ON THE HORIZON:
* PvP Autoflagging Toggle – With our unique world and event style, and with good reason, people really want to be able to be protected from autoflagging in the chaos. We agree – That’ll make for better gameplay.
* Target Nearest Friendly, Target Nearest Enemy, and a better Next Enemy cycle. Yes, we should add those.
* Rogues: We hear you. The pacing forced by energy regen and cooldown interaction isn’t getting the fun gameplay result we were aiming for. This isn’t something we could rush out in a day, but we’re on it. Needs to be fun and feel right first and foremost. That’s the goal. We should have something you’ll be able to call much better for Beta 5.
* When you’re in an Event (whether it’s a Zone Event, an Invasion, or a Rift, or so on), you actually don’t need to be grouped to get credit, loot, and experience for completing stages or the event itself. That said, people still want to be able to group and raid up more easily, and many have even requested automatically. We’ve been thinking about this for a while internally, and we’ve decided that we have to take on trying to get something that’s solid, fun, and helpful in place here.
* Rift Vessels, Zone Currencies, Sourcestone Currencies, Wardstone upgrades, and other Ascended Powers – This whole system isn’t coming off as cleanly as it should. We’re going to be putting some effort into making this look and play a lot more like the cohesive system it is behind the hood. People only care about a feature when a game can present it cleanly, and we’re going to step up on this.
* Story and notable character development: It’s all well and good to have a bunch of great lore written down here on the team, but it doesn’t count at all unless it’s presented in a way that it makes it across. I’ve mentioned this in one forum post, but story polish is to designers the same way that optimization is to engineers. It’s an ongoing process, and one that we’re going to be making constant improvements on from now until launch. Some will be subtle tweaks where areas just feel more memorable, others will be a bit more drastic.
Thanks, and we’ll see you in Telara,
- The entire team at Trion, including the engineers and operators who brought you the store, the awesome support folks who’ve been answering your help requests, and some people on a game team, too.