Monday, August 19, 2013

Slith's cheesy exploration guide ep. 12

There has been some talk about Palace of Cetriss on forums as of late and it seems like people are under impression that Palace of Cetriss will be new T5 raid (makes more sense than another T3.5).

And what better way to spend your time than arguing with strangers on the forums while drooling over youtube videos featuring unfinished, half baked content? I am here to provide!

While people got to the Palace before me I couldn't find any youtube videos documenting it so I am posting my own.

Getting into the zone requires very little effort and it boils down to finding the right place to jump.

Tip? You know the entrance to the Palace that is blocked with rocks? Turn around and find a way on top of the mountain behind you ... and jump over the gap from there.

As a bonus check out http://joannatsui.com/ for some Dragon's Spine concept art, including Palace of Cetriss. Somewhat exciting (yes, it's a slow news month).

Friday, August 2, 2013

Interview with Craig Morrison

Craig "Silirrion" Morrison, movie buff, twitter enthusiast and former Game Director for the Age of Conan took his time to answer few questions about his day-to-day routines in MMO development.

What does Game Director do on a daily basis? Let's say that it's Monday morning, you have your cup of coffee steaming and now what?

I think it’s important to note up front that my personal role changed a lot over the years, and there was a reason I also had the various production titles down the years, first as Producer, then Executive Producer, and ultimately as the Creative Director for the Montreal studio, so my days could be very different from what they were like when I first started out as a Game Director on Anarchy Online.

There were there though certain elements of my days that were pretty consistent and tied to how I approached the positions I had.

I was pretty much an early bird, and liked to get into the office relatively early most of the time. When I first got in I tried to spend an hour or so just browsing industry news and information. I had a list of websites that I worked through to keep up to date, from the MMO specific sites like Massively and MMORPG.com through industry sites like Gamasutra and Gamesindustry.biz to the more general gaming sites like IGN, Kotaku, Eurogamer, Rock Paper Shotgun, and a lastly a few more pop culture centric sites to keep up to date with the other creative industries. IO9 is a particular favourite. It might not sound important, but I always feel that it’s important to know your industry as well as you can, even the stuff that doesn’t always naturally interest you specifically.  

Then I’d start with my mail; I could easily be accused of being a little OCD when it comes to a clean and organised inbox, and so anything urgent would be dealt with first thing. Check there were no new fires burning! That would lead me to the stats, as I would get three specific overnight reports that I checked every morning.

There would be one on server activity, how many players logged in, hours played, class breakdown, level breakdown, activity levels by server etc, this would quickly show me if anything worth investigating was going on that we weren’t expecting. Then there would also be a report from the billing and customer service side of things, which showed payment info and stuff like that, it could also flag stuff up that needed looking into.

Lastly there were the shift reports from the QA and customer service departments. The QA report would give the status of their testing on whatever builds they were currently working on, while the CS folk would provide an overview of the issues that affected customers on the live servers.

Then I would try and spend an hour or so going through the various forums for the games, and some external ones. It was almost important for me to keep up to date with what the voices in the community were saying.

We used a task management system called JIRA, and our awesome project managers had a suite of reports that gave me an overview of progress and where we were at with things. I would go through the top level reports each morning and make sure I didn’t see anything that alarmed me.

I would chat with the producers for a bit, make sure there were no major problems they needed help with. We would go over anything they wanted to discuss, or just wanted some feedback on, or if I needed anything looked into based on what had cropped up in the reports etc.

That would generally take you through the morning and then the afternoons could be anything! With such a changing role there were any numbers of meetings that might occur, anything from the hiring process, through meetings with Marketing or management, to content reviews, design meetings, or meetings with partners or external folk.  

Generally I talked with people, but if that sounds banal, I’m kind of underselling it. A lack of communication, or miscommunication, is usually the root cause of many of the challenges you face in game development with a large or medium sized team, so the talking becomes important. Whether it’s just chatting to the team to see progress or making sure people are talking to the people they need to be talking to, often nothing beats just having that extra conversation. It can save you a lot of time down the line!

How much creativity is there is in Game Directors daily routine? Do you design anything? Have a lot of meetings with the members of the team to see what have they come up with? Do you give the team a general idea for the new content or are you reviewing their plans?

I think that depends on the person, and the team. When I was first a Game Director on Anarchy Online we were a small team, so it was very creative and very collaborative and we all had to pitch in. We were only four or five people on the game design side, so it was very organic and we were all involved because we were all talking together pretty much all the time. I guess I was ‘in charge’, but to be honest it never felt like that, we were an awesome little team, and I really enjoyed that environment. Everyone on that team was experienced and knew what they were doing, so we rarely had much conflict outside of the normal creative discussions. 

That’s simply not possible on a larger team, so working on Age of Conan was a very different challenge. The team was close to two hundred people when I took over, and even years later, prior to the time they downsized all the teams earlier this year, there were still thirty people directly on the development team.

It’s the hardest part of transitioning to more of an executive role. Is coping with the realization that you can’t do everything yourself anymore, and worse, you absolutely shouldn’t, because it’s generally not conducive to keeping a happy team.

It also depends on the person I guess. Some Game Directors are more hands on than others. While some like to micro manage more, others prefer to take more of a behind the scenes role.

Personally I like to get a bit metaphorical and compare it to the role of the pilot that joins a ship to see it through a river channel or a dock. The team are the ship and the producers the captain, the Director or Executive producer is not there to tell them how to run the ship, but we are there to point out where the rocks are and where they need to get to. I have found the best balance for me results in that kind of a guiding role.

So we would be the ones laying out the intentions, drawing the box as it were, and then it would be about trusting the team and empowering the team to fill the box with the content. If your systems, tools, and general directions are understood by the team then they can usually work some magic when allowed to really own, and take responsibility, for their own content. I’ll always prefer that to designers feeling like they are just peons rigidly implementing someone else’s ideas. You will almost always get better content out of happy, inspired designers.

That’s not to say they are left to their own devices completely, we would review the content as it went along (and the producers and lead designers do a lot of that), and I made sure to play through everything before it went live, both on internal builds, and more importantly on the test servers, as there I could also do it with real players.

Generally however, as long as the set-up and briefings were done right, we didn’t run into too many problems with people going ‘off the reservation’ as it were. The team knew what was required of them, and went at it. The challenges were usually more likely to be implementation issues, or trying to push the tools a little too far! When you have creative people they are always looking to push the boundaries of what is possible with their tools, especially as they get more experienced, so sometimes you have to balance ambition against the time available for a particular piece of content.

If you could make one more add-on for AOC is there a particular   REH story that you would want to explore?

The original team had already tackled one of my favourites in ‘The Frost-Giant’s Daughter” and in some ways it was hard because of when in Conan’s timeline the game was set, after Hour of the Dragon. That limited some of the direct implementations we could do. So we had to get creative, as we did with ‘Shadows in the Moonlight” for example, I loved what the team did with that one, and see the players revisiting one of Conan’s adventures years later.

Personally, I would have loved to have found a way to explore the great barbarian’s pirate years and his time with BĂȘlit, in “Queen of the Black Coast”. That was one of the first Conan stories I read, and I always liked it. The main issue was that it risked feeling a little like we were retreading Tortage, and the timing just never seemed to work out to do something there. I would have loved to do something with it, in particular as Dark Horse did such a great job with the comic adaptation last year.

What tools did you use to keep tabs on Age of Conan project? I imagine there was a lot of things to track of.

As I mentioned earlier we used a reworked version of a tool called JIRA for our task management. There were also the reports I mentioned earlier, I tried to keep constant tabs on what was going on with the game. There is a lot going on, and a lot of teams interacting, so keeping track of things becomes very important.

What is the toughest part of being GD and what is the most satisfying about it?
The toughest part is always having to play the bad guy. Even under the best circumstances you invariably have to say ‘No’ far, far more often than you say ‘Yes’. With so many great creative folk involved there is never a shortage of ideas or suggestions and you simply don’t have anywhere near the time and resources to do them all. So the toughest part is trying to prioritise between what might be two, there, for or even more really good ideas for what you can do with say one available slot for new work. You might think that all of them would make great additions, but you can only do one. Those are usually the really tough choices and the hardest part of the job.

The other end of the spectrum is an easy answer

The most satisfying thing for me is always happy players J.

Playing on the live servers and seeing players enjoying what the team made is a great feeling. Really it’s why we do what we do. The creation process delivers some satisfaction in and of itself sure, but it pales into insignificance compared to the feeling you get when you see the positive impact it has on the players’ experience. At a fundamental level that is why most creative people want to create, to have it enjoyed by others.

Nothing beats that for me. 

What do you think was the biggest achievement of the development team and what was not entirely satisfying?   Stats system and Bori are not permitted as answers :]

I have a soft spot for the Savage Coast adventure pack. When it comes to the balance between the size of team and what they achieved that was probably one of the best deliveries we made. The team did a good job of making the pack, while still providing live updates, and the finished results were some really cool content. The instances clicked for me, and I felt they were the closest we got to really nailing a ‘Conan’ experience.

In terms of something I’d have liked to have done better, I think I would have preferred if we had stuck to the original concept for the alternate advancement system. Our original idea did not have any ‘passive’ abilities and everything had to be slotted in one of the six available slots. That way players would always have had to choose and we would have avoided the issue you see today with veterans having a real advantage, in particular in PVP.

It is one of those situations where hindsight is 20/20. At the time there was a real concern that such a system would not motivate players long term, and they would get the six to twelve skills they wanted, and then not care about the AA system. Even the player feedback backed that up, and lack of longer term goals was one of the driving criticisms for adding it in the first place. It was a trade off, we could foresee the potential issues with passives, but at the time we decided that it was worth those risks. If I could go back and change that back to what we originally said I would.

In many ways it’s indicative of the challenge with bringing more open systems to a progression based game. Fear creeps in, and you start inching towards what you see as a ‘safer’ option. That is one of those times I wish we had been a little more adventurous.

From professionals perspective how big of a shift have you noticed in the MMO market since AOC went live? Is there any other industry that you would compare the changes  to?

Night and day to be honest! The market has changed massively since I started working on MMOs. The audience is larger, and also more demanding, not just in terms of content consumption, but also for quality and experience. The online space itself is changing. More and more genres are moving towards having almost compulsory online experiences, some for the better, and some maybe not so.

Essentially we are fast becoming a more and more connected society, and games are simply reflecting that. It’s all new and still, to a degree, unknown. We are also a relatively young industry, and haven’t matured yet. Think about it, movies have been learning for over a century, TV for over eighty, so we are very much the proverbial new kid on the block. That’s an exciting thing to be a part of, but it also means the future is very hard to predict. I point out to people that when I started at Funcom, you tube didn’t exist … think about that for a second … it’s now so influential, so pervasive, yet it didn’t even exist less than a decade ago. An iPad was a prop from Star Trek.

Personally I think that’s an amazing thing, and yields a lot of potential for creating future virtual worlds and games. We have learnt a lot from the generations of MMOs so far, and I still believe that someone is going to take them a step further, and then a lot of doors will open. There will be challenges for sure, and ultimately we might have to move beyond the way we have thought about them so far, but that is probably a bit away yet. Each generation teaches you something new, and will challenge our perceptions about what works and what doesn’t. The key is taking the best parts from each generation and continuing to evolve the genre.


I’m not sure there is anything else that can compare to the potential, as games have always had the unique element of interaction, and MMO style games have the added element of human interaction. That brings with it a lot of good, and a lot of bad, but has the potential for interactions that go far beyond simply scripted thrill rides. I’m looking forward to continuing to explore that potential!


Sunday, July 28, 2013

Essential PVP gear - mouthpice

Sometimes my real world and my MMO world will cross over. Remember my MMO wedding? I sure don't, I was drunk off my ass.

Anyway I have always had very healthy teeth until just a couple years ago my dentists informed me that I am "kinda wearing down my teeth by grinding them". I though "ok no biggie". That was until recently my dentist said "fuck dude, you are REALLY grinding your teeth". So we tried to find the cause of this problem which could be either stress or strenuous activity.

My job can be stressful at times, but I couldn't recall grinding my teeth at any time so we could cross that one out.

Strenuous activity? Well I have been involved with weight lifting for several years now (bodybuilding at first, P90X as of late) and it's very common for people to clinch their jaws while lifting weights. So I have taken extra care to be self aware while trening to see if there is any excessive teeth grinding. Nope, I tend to bite my lower lip, but my teeth are fine.

Then it hit me: Age of Conan PVP *facepalm*.

I am grinding my teeth during PVP when I am trying to get that last second kill before dieing myself. Quite common for assassin class. There is no denying that, I know this, I have seen myself done it. First time the dentist mentioned this issue was when? When I picked up AOC back in 2008. 

Of course I have told my dentist that "yeh bro, this teeth griding? That's from lifting sick weights, dog!". What else could I have told him, that it's from playing PVP?????

Now how to address this issue? Simply knowing that I am doing IT while PVPing won't solve the problem by itself.

As stupid and geeky it might seem I am using underarmor mouthpice to protect my teeht .... during PVP.
Ironically this is the product that I actually would have been using if my sport activity was the source of the problem.

Which brings me to the second issue: explaining it to my wife my the hell I am wearing this high end sports gear while sitting my ass in front of computer and NOT while I am actually working out?

"I am uh....molding it".

Yeah, that excuse is already getting old -_-/

Saturday, July 27, 2013

Sand and Jagged Rocks ep.4 - upcoming content


 I am here to bring you the latest and grates info on what is coming down the pipe:

The Coils of Ubah Kan dungeon looks like live ready (almost) and it is already itemized. Since I know that is all you care about here are some fresh screenies of epics and blues:

Assassin mask. I am not big fan of SDS armor design, but it beats HOC and Fort for sure.

Epics!
Assassin epic legs

More lootie

Let's look at new epic legs stats compared to the most commonly used Blades leggings of the hidden tomb 

Chaos pants
8 more armor
9 less const
468 cr + 25 dex = 468 +75 Combat Rating = 543 = 24 more combat rating
7 more hit rating
no difference in critical and critical damage ratings

So....seems like new Chaos legs are veeeeeerrrrrrrrry minor upgrade to Tomb legs.

The difference in health is +72 HP and whatever stamina loss from constitution is mitigated by +25 dex.

But we are talking here about +0.67 DPS difference, but still an upgrade and a way to gear up faster than "kill & pray" Yag runs.

The dungeon has several bosses and looks neat.



More so there is now a new quest in SDS that will reward you good blue pots for killing the bosses. I don't know if this will be an incentive alone to go into dungeons, but it's good that the Devs even thought about offering a little more than in Khitai.

What else do we know?
Senior Designer
 
CirithGorgor's Avatar

Funcom

Hi,
again thanks to everyone for the feedback, I'll take a look at the Unknown and make sure there are some changes done before this hits live.

A quick note on the loot;
there should be at least 1 guaranteed epic drop per dungeon run which can come from any of the sets, as well as a smaller chance of picking up epics elsewhere in the dungeon (including a possibility of from the trash (albeit very slim)).
There is also a new quest you can pick up outside Coils of Ubah Kan and Sepulcher of the Wyrm, which will provide a consumable stat potion reward for completing it.

We do realize that the itemization of the last few releases has not provided sufficient incentive to do the content (long term) and therefore your feedback is particularly appreciated in this regard for the Coils of Ubah Kan patch (including the repeatable quest).

This is great news, not only epic drops are guaranteed, but also clearing up trash can get you extra drops (like epic hands from Wyrm dungeon). Seems like Funcom decided to that Wyrm won't be re-designed (too bad IMO), but people will still be able to get it's loot via trash mobs in Coils (source).

But the exciting news keep on coming:
 07-15-2013, 02:21 PM  Report Post   CirithGorgor is offline   #13
Senior Designer
 
CirithGorgor's Avatar

Funcom

The final version of the Coils of Ubah Kan dungeon is now on the Test Live servers, this includes all the loot for the dungeon (including an additional quest with loot to complete both dungeons in the Dragon's Spine playfield). This version will be staying on Test Live so that we are able to get feedback particularly on the itemization, because as we realize the itemization of some of our last releases has not provided sufficient incentive to go there; we really want to buck that trend with this dungeon (without making it better than T4 of course).

Therefore any feedback on the dungeon loot is particularly appreciated and important to us. As mentioned in the last GD letter we are looking at longer term solutions for itemization for later releases.

What it does mean is that the dungeon will be on testlive for a couple of weeks so that we can acquire sufficient feedback; while I do understand it can be frustrating that the content does not go live when its so close to being finished I do think it will provide a better experience in the long term if we do take the time to get the loot right first and really provide something polished and balanced.

Of course this does not mean we are just sitting around doing nothing while this dungeon is on testlive. Other content is in production at the same time and while you may not see the immediate benefits of that it should mean we can get the next batch of content (revamped & unchained versions of Halls of Eternal Frost, the Scorpion Caves and The Caravan Raiders Hideout) onto test live not too long after Coils goes live. (This is in addition to other unannounced content which is being worked on too).


and FYI I'm not taking any vacation this summer, nor do I spend my time on TSW (I'm dedicated to this project).

We get to learn a lot from this post:

  1. Funcom is aware of itemization problem.
  2. Funcom is working on new content that we don't know anything about yet! I can't imagine that it is PVE content (with so so soooooooooo many dungeons coming) so it might just be....*gasp* ARENA SYSTEM???
  3. At least 1 Funcom Dev is dedicated to Age of Conan only and he doesn't slack during summer (wow, just WOW!).

(source).

What about the mergers? According to this thread paid server character transfers are as of now disabled because of pending merge. This was supposedly confirmed my a GM.

Mergers in September? Could be!
There you have it. I think there is a lot to be looking forward to.

Saturday, July 13, 2013

Sand and Jagged Rocks ep.3 - changes are needed

I have been thinking a lot lately about Dragon's Spine (because I have nothing else going in  my life, obviously :D) trying to nail what is really wrong with this content. Although I am not a big fan of deserts DS looks very fine. But with all this eye candy comes very little content and whatever we have now gets topped easily by ROGS expansions which is still "go-to" zone for lvl80 characters.

What I do like about DS is that it is a harsh, unforgiving land with tough mobs. I got the same vibe from Kara Korum (back in the days of wearing blue items :X) and I like to be challenged by the environment rather than walking over whatever inhabitants of the zone I can get my daggers into. The second thing is overall design of the zone which feels very much hand-crafted with a lot of attention to the details. Nothing seems randomly generated. Sadly, that is about it.
Dragon's Spine is simply thin on content. Yes there is "epic" chain of quests, but apart from well written, Kull based stor,y DS can be "beaten" in one sitting and pretty much there is no reason to return to the zone. EVER.

What can be done about this?

MOA rewards and bags - with recent changes on TL quests in DS got MOA rewards and caravan bags. That is a step in the right direction, but far from what is needed to make the DS a destination for veteran players. Right now DS is offering few repetable quests that are on par with Chosain and Paikang so that is pretty good, right? Wrong. Not only questing in Chosain and Paikang is easier (quests givers and quest objectives are close to each other), but also you can level up you factions at the same time. More so in Paikang you can also hunt nightmare bubbles while questing and get a rare token for it. Simply jacking up MOA value per quest in DS is not the way to go so it has to be that second factor that is making ROGS more interesting: factions.

Factions - Lack of factions in DS is simply staggering. Faction game play doesn't have to be as elaborate as in ROGS, but many players enjoy the progression that comes from leveling faction (access to new items, quests and story). What factions we could have in DS? Expedition Guards faction and Bandits. Expedition Guards quests are ready as we could have whatever is now in DS. Bandits are also present in DS zone, but the current story doesn't even mentions them. Expedition Guards would give "protect" type of missions and Bandits would give "raid" type of missions. Rewards? Take whatever social armors you have crammed into Wyrm (there are 3 or 4 dropping there I think) and make them faction rewards bought with few rares. Add a buy-able camel mount (there is no in-game one currently) and a guard/bandit combat pet that deals some damage (like wolf/tiger) and gives a minor buff (like Kappa). Funcom doesn't need to give players more power via armor sets, but at the same time people like me are sitting on hundreds of rare tokens with NOTHING to spend them on. Give us stuff to buy.

Rare spawns - I have always enjoyed the thrill of killing a rare spawn monster that can drop blue/epic loot. Adding a random spawns to DS would make questing in DS more exciting, just like hunting for nightmare bubbles in Paikang.

Dig sites - ROGS had hidden treasures that you could dig up with a shovel. The problem was that those treasures were bags that gave us crap items. Take the same concept in DS, but at the same time upgrade the rewards so the searching for lost treasures is worthwhile. C'mon, this is ancient dig site, there is bound to be some cool crap laying around.

This zone has a lot of potential, but it needs some work to bring it up to speed. For the love of Mitra DON'T LEAVE IT AS IT IS because it will be a huge waste. The current version of DS offers so little value to the players that you can't even justify it being a premium content.

Sunday, June 23, 2013

See what I´ve become - Assassin solo gameplay

One of the greatest things that you can find on teh internetz when trying to decide your class in MMO are videos. Youtube is full of them (duh). However what I think people are really interested in is seeing how their class of choice will be performing in day-to-day playing sessions and not necessarily in high end dungeons and raids.

This is why I have prepared video showcasing assassin gameplay along with, what I think are, somewhat helpful descriptions and commentaries so the viewer can at least have basic understanding of "what the fuck is going on (TM)"

As a bonus I have my two old old videos from 1.4 and 1.5 eras. See what I´ve become? I haven't become better at editing videos that is for sure :X Make sure to switch to 480p in video quality settings.

Assassin solo gameplay in 1.4 patch - Hybrid build

Assassin solo gameplay in 1.5 patch - Lotus build (at that time Hybrid was heavily nerfed)

Assassin solo gameplay in 4.0 patch - Hybrid build

Saturday, June 15, 2013

Suggestion box: Lotus Overload, Lotus Tainted Blood, Arcane Backlash and Corrupted Body

Since the devs are back into saddle on TL it is time to crack out some suggestions about changes to the assassin class. First on the chopping block is the Lotus Overload which is a subject of a heated debate. Lotus Overload grants 95% immunity (might as well calll it 100%) to spells if assassin gets crited.
Spell immunity means also that assassin can't be affected by those CCs that are non-combo based. LO should only work on hostile spell crits but it is KNOWN to go off on friendly heals crits. Not working as intended. LO also seems to be not having a cooldown as it can proc super often in pvp. 


Cloth armor makes assassin extremely vulnerable to any non-magic based attack, so simply nerfing down anti-magic capabilities of assassin would make him just a gimped rogue. At the same time LO is available very early on so pretty much any Hybrid build can take advantage of LO. Pretty much it's a powerful ability that needs very little investment.


I think there are some changed needed in the Lotus tree itself. First of all Lotus Overload switches it's place with Arcane Backlash. Arcane Backlash is not nearly powerful enough to be soo deep in Lotus tree and it would make acquiring LO a more conscious decision for Lotus dedicated builds. 
Second thing is Lotus Tainted Blood which should be merged with Corrupted Body. On it's own those feats are not all that great for 3/3 investment, but combined they would provide good anti-magic support for Hybrid builds. 

Lotus Overload should become an active feat. It's a powerful ability so it should take skill to be able to use it at the right time. Pretty much the core mechanic should remain: when assassin get spell-crited he should get a buff called "energized blood" for 10s with visible particle to indicate that the buff is present. During this time frame assassin can use Lotus Overload to get 95%  spell immunity for 5s. Lotus Overload should have 30s cooldown and should go on cooldown if used without "energized blood" buff being present (this would prevent LO from being spammed all the time). 

I think this would be a significant change that would allow skilled players to use LO in more conscious way while not nerfing LO to the ground. Switching around the feats doesn't make Hybrid builds awkward all the sudden while encouraging playing around with Lotus focused builds.

If you like this suggestion then go to this thread on TL forum and give your feedback to the devs.