Saturday, November 27, 2010

Offline Skilling revealed and Community Feedback

There's a couple of new information bits that have recently surfaced and I'd like to comment on them. The first one is an interview from ZAM and the second, a new activity report about community feedback. The most interesting part of the interview is this one:

ZAM: You recently announced that you're incorporating offline skilling for some of the “tedious” tasks. Could you tell us more about this feature and give some examples of which skills might be included?
Flambouras: This will be a work in progress. In a nutshell: players can buy meditation points and use them to raise skills while they’re offline. The skills we’re starting with are the magic schools only. Not the spells, just the schools. We’ll expand on this with frequent updates.
Magic schools offline skilling is a very good thing but now some new questions rise: Will it skill the intensify, duration and so on from the skilling school? There will be gains in INT while doing so? I think the answers to both questions is NO. I believe AV wants to make online skilling more effective than offline but that will leave macroing as the most efficent way to skill up. Anyway it will be great to skill Witchcraft and Spell Chanting.
The activity report is not full of information but it's something. The newbie experience sure needs to be improved but I hope they don't dumb the game with those simbols ! on top of quest givers. The crafting fundamental changes look good even if we don't know nothing about them, I just hope crafting becomes something more engaging than it is now.
Additionally, new trade route missions feedback and information was discussed along with future sea fortress changes, on making them go live during peak hours. Solo player combat mechanics and party mechanics were also brought up with feedback on the solo player experience and recommendations on how to make solo players more self-sufficient. Party number limits were also mentioned.
This ^ is also good news, all of it and so are mount upgrades and ship power improvements. I was very surprised to see that they call the proxy clans an exploit when siege mechanics are so flawed. What do you want us to do AV? With current server population and many clans having many holdings what else is there to do? I'm not happy either with this:
We agree that as far as alignment goes, going red is too forgiving when it needs to be more of an active decision with implications for the player.
The problem with alignment goes beyond it being too forgiving. The problem is that you can red by defending your holding while a guy healing and buffing a red can stay blue. Alignment has many issues and before tackling the penalty for being red you need to fix them.
The feasibility of player housing in or around NPC cities, or auction houses were also brought up. Feedback on the economy was presented and a lot of it is consistent with our development plans.
Does this mean that there will be player housing in or around NPC cities? And auction houses? I sure hope so. Well, something is something, uh?

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