As our servers in North America are very stable and the cable service is also splendid, we decide to add a dungeon area named Exotic Planet for those lvl15+ players.
For this reason, we have to upgrade our client to add the new item in it. Here we want to say sorry that the 2nd close beta test will be postponed. We do not want this happen, but to make sure everyone can enjoy the best content of AoA, we made this decision after serious discussion. We do not want to keep anyone waiting; we expect to see you in our game too. Many interesting activities have been arranged to make up the time that we have to wait for.
Thanks for your support to AoA. We will do our best to provide you an interesting game
Monthly Archives: August 2007
Warhammer Online Interview
Onrpg interviewed Richard Duffek, WARHAMMER Community Coordinator – read it here.
Warhammer Online Interview
Questions by Brian Perry Jr.
Answered by Richard Duffek WAR Community Coordinator
Onrpg: Since most of our readers are familiar with the basic premise of Warhammer Online, I would like to dive right into the community aspects of the game; specifically as to why you decided to do not only a video podcast but also have these little cell phone video updates usually showing a lighter side of the office.
Richard Duffek: With everything we do, we want to show how incredibly passionate the team is about making the game and provide an insider’s look at its creation. Anyone can send out stuffy sounding press releases or release highly polished talking head video that shows their company in the best of lights. With the Video Blog, we want the community to see what goes into making this game, warts and all, and to see how much fun we’re having behind the scenes. Plus it gives us more opportunities to put Paul in front of the camera, which is never a bad thing.
The Podcasts give us an opportunity to provide detailed, instructive and entertaining information to the community. Reading a second or third-hand interpretation of a quote from an interview that took place during the fourth day of nonstop press interviews at a major convention can lead to confusing or conflicting information about core elements of the project. The Podcasts let us provide definitive, specific information to help clarify things we feel are important. It’s also a chance to do some goofy stuff if we are in the mood.
Onrpg: After scouring the internet I pulled up an interview where it was mentioned that the “open beta” will not be something that everyone with a modem can participate in. Why was this decided, and do you anticipate any negative repercussions from your community due to it?
Richard Duffek: While it is true we won’t have the “everybody and their mother” open beta as you described, it certainly won’t be as restricted as our current closed beta. We’re planning to have a LOT of people in our beta test before all is said and done. If you really want to get in, there will be a way. We just don’t plan on allowing the uncontrollable chaos that comes from letting everyone within remote proximity to an internet connection download and “test” the game. It’s hard to keep the signal-to-noise ratio at a reasonable level when you are letting everyone and their mother download the game and try it out.
Onrpg: Fairly recently the release date for Warhammer Online was pushed back to Q1. Were there any specific reasons you can share with us that lead to this?
Richard Duffek: It is really comes down to the fact that the team has learned an incredible amount over the past two years and saw ways that they could improve upon some of their earlier efforts. There were things being done in the Empire and Chaos zones that made the game really come alive and brought the fact that there is a war going on home to the players. We wanted the extra time to go back and revamp the Greenskin and Dwarf zones based on these learnings.
Based on the response to the beta and builds we’ve been showing off on the road, we did the right thing. We knew we had the makings of a good game, but we want WAR to be a GREAT game. So we made the decision, as painful as it was, to push the release date back and make the game as glorious as possible.
Onrpg: Most people agree that Dark Age of Camelot was and still is among the best PvP (and RvR) MMORPGs on the market. How is that experience carrying over to Warhammer Online?
Richard Duffek: RvR is what we do best. The experience Mythic has from creating DAoC is a big part of what will make WAR one of, if not the, best RvR games on the market. We’re taking what we learned during the process of DAoC, the good and the bad, and kicking it up a couple of notches for WAR.
Onrpg: Will anything happen if one side gets a severe population advantage over the other?
Richard Duffek: Next Question! Population imbalance is always a concern for RvR-based games. There is an ebb and flow to things and populations do (and will) fluctuate based on any number of factors (patches, new content, momentum, zombie outbreaks, the price of tea in Zanzibar, etc.). That is why it’s important to expect it and plan accordingly. One of the first things to recognize is that you can’t really STOP population variance, so you need to develop ways to prevent it from hurting the game.
This is one of the major reasons that Scenarios are going to be so important. By providing controlled, balanced RvR via the Scenario system and by placing heavy importance on the outcome of those Scenarios, it will be possible to mitigate a great deal of the “harm” population imbalance can cause.
Onrpg: Collision detection in a PvP setting is something that almost anyone who has played a front lines-type character has been begging for since the creation of the genre, yet has been denied by other companies due to “technical limitations”. How can we expect it to work within the game?
Richard Duffek: Absurdly well! Collision detection is a feature we’re very proud of because it can have a very positive impact on the RvR experience. First of all, it eliminates the irritating behavior of a target running through you to either stay out of sight or to execute positional attacks. It seems like a minor thing, but it dramatically improves the overall feel of combat.
Second, it will add a much needed tactical layer to combat as players will be able to create formations on the battlefield to maximize the effectiveness of their party. They will be able to create walls of protection and attackers will need to find ways to deal with this. No longer will people be able to zip through a ten-foot Black Orc with an eight-foot shield to take out the little Shaman in the back.
Onrpg: Many eager players got their chance to try the game hands-on at Games Day 2007 in Baltimore, and have been posting their experiences with it. Have you been taking anything said by them either at the event or online into considering?
Richard Duffek: Most definitely. I have a presence at almost all of the WAR Fansites on the web and I’m constantly reading and gathering feedback, especially after any live gathering where people tried out the game such as Baltimore Games Day. This information is then relayed to the dev team to consider and address.
Onrpg: How closely are you working with Games Workshop, and have there been any major disagreements or “ah-ha” moments where everyone had the same thoughts at the same time?
Richard Duffek: Everything we do concerning WAR is done hand-in-hand with Games Workshop. Absolutely nothing gets put into the game that they haven’t signed off on. The closest thing we’ve seen to actual “disagreements” generally come in the form of amusing cultural differences. I was, for example, not aware that the phrase “follow through” has a rather scatological meaning in other parts of the world. One of the guys from GW was surprised, and a little confused, when we kept trying to use it as the name of one of the Dwarf Hammerer’s abilities. Needless to say, we removed that one from all of our documentation.
Onrpg: Is it more difficult working with an established intellectual property or an original one?
Richard Duffek: Both options have their own pros and cons. With an original IP, it’s your world; you’re free to do whatever you want in it. If you want 20 foot tall green bunnies with pink ears and horns, you can do that. It doesn’t matter as there are no ‘rules’ or guidelines to prevent you from doing it; you’re creating the rules and guidelines as you go. The downside of course, is there is no established fan base in place, and you might not find many people out there who like 20 foot tall green bunnies with pink ears and horns.
With an established IP though, you have that established fan base. If you make a great game out of that IP, there are people out there foaming at the mouth to play it. However, their expectation are going to be high, and if you mess up the game they’ve been waiting ages to be made, they’re likely to hate you forever.
Onrpg: Many game companies are churning out MMOs with the hopes of it lasting two or three years to make a quick buck, only to spurn their fans. How will Warhammer Online be different from this?
Richard Duffek: Mythic isn’t new to the online game genre by a LONG shot. We’ve been making online games for over 15 years. We’re not here to make a quick buck on the whole “MMO fad” like the companies you mention. We love this genre and we love MMOs, both making and playing them. With WAR, we’re not trying to make a game that will make us a quick buck, we’re making a game that our players will love, for years to come.
Zu Online Interview
Onrpg released an interview with Zu Online creators, IGG. You can find it Here.
Zu
ONRPG Q&A: Zu Online
Questions by Brian Perry Jr
Answered by Ice Han, Product Manager of Zu Online
Onrpg: How would you describe Zu Online?
Ice Han: Zu Online is a 3D MMORPG which is based on Chinese traditional culture, specifically the cultivation inner peace and wisdom as well as Kung-fu training. In this game, players will play a role that comes to the game world under the direction of gods. There are lots of quests in the game, which will tell players the stories of Zu Mountain. In the game, players are able to learn various spells, take care of pets, create guilds and build mansions, challenge calamity or upgrade to an immortal title, etc. This is the exclusive game world of Zu Online the players will explore for fun and also for their personal goal.
Onrpg: Is this game being developed by your company or another?
Ice Han: Zu Online is developed by Onwind Digital High-Tech Co.,Ltd, a company in Xiamen City.
Onrpg: What classes will be available to players and what is each of their primary functions.
Ice Han: There are five classes (clans) in Zu Online. They are The Sun Warriors, The Moonmaidens, The Swordsmen, The Bead Fairies and The Summoners. But actually, they belong to five clans respectively. Thus, we use “clan” instead of “class” in the game. The Sun Warrior: A defensive class. They are good at acting like a tank. Moonmaiden: They are good at melee attacks. They can also place traps and turn invisible. Swordsman: They are good at casting ranged spells, especially area effect spells. Bead Fairy: A supporting class. They are good at healing. They can also launch formations for summoning minions to help and reinforce themselves. Summoner: They are good at summoning minions to help fight and making durative damage.
Onrpg: What is the ultimate goal of players in Zu Online?
Ice Han: The ultimate goal of players is to safeguard righteousness and transcend themselves by exploiting their own territory and mansion to fight against the leaders of the evil—The Blood Demon.
Onrpg: Will there be any form of crafting available to players?
Ice Han: Yes. In the games, players can not only upgrade gear by using tradeskills, they can also feed pets and create items to strengthen themselves. But to do these, they should gather enough materials.
Onrpg: How will PvP be approached in Zu Online?
Ice Han: Dishonor System: In Zu Online, PK is divided into an honorable kill and a dishonorable kill. A Dishonorable kill will give birth to Dishonor Points. When the Dishonor Points reach a certain amount, the player’s name will turn red. Killing a player with a red name will not cause punishment in the form of dishonor points. What’s more, with more Dishonor Points you accumulate, the player will have a higher rate to drop items and even their exp will be deducted if they meet their demise. Killing low level players will produce a more severe punishment.
Occupy territories: There are lots of resource points in the game world. If a guild member occupies one, his/her guild will obtain glowstones dropped by nearby monsters pro rata.
Occupy mansions: In the game, there are some scenes called “mansions” for players to occupy. A guild having a mansion will have abundant resources. Besides, mansions can be upgraded for giving birth to more functions. These guilds should guard their mansion, or their mansion may be taken by another guild easily.
Freight: There are different kinds of resources around the game world of Zu Online. Thus players can buy in and sell some items at a profit in different regions. But there is great risk during shipping, because once the character meets his demise the character will lose all the goods he is carrying. Other players can also choose to kill the players in transit and rob their goods. PVP Mode: In some special regions (such as at a mansion) or state (such as freight), players will be in PVP mode automatically. The PK between players in PVP mode will gain no punishment.
PVP Contest:
Players can join in in-game contests in the form of party play, such as a monster slaying contest, item gathering contest, etc. The winners of these contests will obtain handsome rewards.
There are also special event contests. Players can get in line to join a special event contest in the form of party play by using an auto-matching system. Then once there are enough groups in line, a special event will be opened for the groups to compete in different forms, such as capture the flag, PK, kill the boss, etc. The winners of these special event contests will obtain rewards too.
Onrpg: Can we expect the same business model with Zu Online as with other games you have released?
Ice Han: We have not decided on the business model of Zu Online yet.
Onrpg: Are there any lessons you have learned from the other games you have published that will be applied to Zu Online?
Ice Han: The final published work of a game is a long course that requires long-term accumulation of diverse resources and constant improvement. We have learnt many lessons from the other games we have published. All of these will be applied to Zu Online. We will also improve our work ceaselessly to offer better services.
Onrpg: Do you have a rough timeframe for when the game will launch?
Ice Han: We anticipate its Alpha Test in the middle of August and a Closed Beta Test in September. The schedule depends on the progress of the game development. And once we figure out the exact schedule, we will announce it on our official website at once.
Everquest Q&A
Check out an interview with the Producer and Lead Designer of Everquest Live – Click Here
Onrpg: Everquest Q&A
Questions by Brian Perry Jr.
Answered by Clint Worley, Producer, EQLive and Travis McGeathy, Lead Designer, EQ Live
Onrpg: EverQuest has been around for 8 years now. How has this game been able to keep players involved for this long?
Clint Worley: EverQuest has always been a compelling experience for the players. Each time a player logs in, the game has evolved and that is what makes it worth coming back time and time again. There is also something to be said for players that have devoted serious time to the development and customization of their individual characters. People can spend a lot of time customizing and progressing their avatar.
Onrpg: What have been some of the major groundbreaking game mechanics that EverQuest has introduced?
Travis McGeathy: EverQuest has been a pioneer within the MMO genre since its inception, as it was the first true 3d MMO. EQ introduced the concept of raiding and it was one of the first games to use instance technology to give players a more structured game play experience than what previous MMOs offered. EQ introduced the concept of a shared quest where a group of players collaborate to complete a single quest instead of everyone having their own individual quests. It was the first game to allow you to temporarily play as another character, generally a historic figure, so players could actually play through the background lore of the game from the standpoint of the participants at the time.
Onrpg: How do the developers keep coming up with new and fresh ideas to keep players happy?
Clint Worley: One of the best things about the creation of new ideas is that Lore plays an extensive role and is easy to reference when producing new content. We also listen to the players and the ideas that they would like to see implemented in the game. Since the development team not only creates the game, but plays it too, we have a good idea where the game should and shouldn’t go and we enjoy taking the players along!
Onrpg: Your Company went and created so called “Progression Servers”, where players got to start from level 1 again with only the original version of EverQuest unlocked, no expansions. As players accomplished certain tasks in the game (as well as allow a certain amount of time to pass) expansions would be unlocked. How successful has this been in-terms of appeasing the longtime players as well as reeling in new players?
Clint Worley: The progression servers were a great addition to the EQ world. The players loved participating in unlocking the content and it created a very competitive environment. I believe that there is still room for other “server” ideas and I encourage the players to speak up if they have any suggestions.
Onrpg: Do you think when this progression server is completed and up to date that another will be opened up?
Clint Worley: We have actually merged the progression servers recently to keep the population count at a suitable level. We found that there was a huge initial uptake in the progression servers and they had a good lifespan for a “special rules” game type. Many of the players that were playing on the progression servers have moved back to the standard servers to make sure that they don’t miss out on the cool new loot, quests and raid content, but we still have a good number of people progressing the server.
Onrpg: Will there be a point in which no more expansions to EverQuest get released, other than the servers being shut down?
Clint Worley: Right now we are happy with the change we made this year by moving away from an expansion every 6 months to an expansion every 12 months. The change really allows us to refocus our efforts and make sure to get all of the polish and bugs addressed before launch. One of the other benefits it has is allowing the players more time to “catch up” on the previously released expansion content. We look at the release of an expansion as an event, an event that both the players and we as developers look forward too.
Onrpg: So many games have come out since the game originally launched. Many have borrowed very heavily from the formula you developed. Are you flattered or offended at this and why?
Clint Worley: I believe that EQ was created with a solid foundation and great ideas. Sure there were a few hurdles along the way, but I can safely say that while we were developing EQ we were watching the launch of Ultima Online closely. We watched the successes and the mistakes and took note. There were many design decisions in EQ that were a result of how the players reacted to how UO handled various situations. I look at the games that have followed EQ in the same way. All game developers have a common goal of trying to make a game that everyone loves, so it is natural to take what works from another game and apply it to yours and then add your own unique twist.
Onrpg: With a handful of big name titles exploring at the very least a limited free to play business model, do you foresee EverQuest ever trying this?
Clint Worley: I believe that there are games that are built from the ground up to fully take advantage of a free to play or a micro transaction service. EverQuest offers a significant amount of content with each update and expansions and we plan to continue providing the same level of service moving forward.
Onrpg: What is your favorite class to play?
Clint Worley: Ranger, I enjoy pulling mobs away from my melee friends and making them run over to me. Sure, it is frustrating for them, but I get a kick out of it!
Guide to Nature Human
Acquirement is the foundations of armor equip and weapon usage. The equipment require the special acquirement (often called skill) to enable you equip them. E.g.: if you want to equip a shield, then you need to learn the Basic shield tech.
The nature human is born with Armor Capacitance tech. electromagnetic radar tech, laser weapon tech matrix tech, this means that the human have no need to put their acquirement point on these skills.
Everyone can gain two acquirement points when he gets a level up. The human race needs to take the priority of equipping the Body, engine, and weapon first. So he needs to arrange his acquirement points on matrix tech armor drive and primary laser weapon skill. Then he needs to consider of the electromagnetic radar tech for head, armor drive tech for the leg, armor shield tech for shield and armor electronic tech for control-cabin, finally, the armor capacitance tech for the chipset. As to other skill, there is no need to waste your skill points. You need to upgrade your tech according to the combination of your armor. The best idea is spend no skill points before you get a perfect armor, and arrange your skill point according to the armor requirement.
The Nature Human is good at repairing skill. Generally, the human race always act like a healthier or a buffer, as in a battle you always need the doctors and nurses. The nature human is the leader of a raid team. Anyway, you can also build up your human character as a warrior, as the human weapon can cause area damage in one time.
Different of AoA
You have seen Transformers before, and you have seen Gundam as well. But have you ever become one of them? Or have you ever fought side by side with those legendary heroes? Well, there is little chance for you to go to Hollywood to join in the movie. But now, you have a very very good choice here. Join us in the Age of Armors; here you can fully enjoy the fun of transforming.
In Age of Armors, there is no magic, but there some this more powerful than magic. In AoA, there is no dragon, but there are monsters that far stronger than the dragon. Kill a dragon can bring you fames, honors, but they would disappear after your leaving. In AoA, there is no need to kill a dragon, for you have some more important things to do. The nation need your aid, the nation need you to fight for glory, fight for freedom, fight for win. In AoA, you are not fighting alone, you need to join in the region and fight with fellows. In AoA, you can really experience the war of Hi-tech. In AoA, There is no need to worry about your equipment, as the region will provide you a series of armors, what you need is to improve your fight skill and stand to the last, use your laser guns, missile laugher, or photon blazes to destroy your enemies. Or your can transform your armors into another battle shape, a wagon or an airplane or even a Dinosaur to slash your enemies into pieces. Come on and join us in AoA, you are not going to repeat an epic, but to establish your own epic!