Oberyom
01-10-2007, 04:42 AM
Silius from Sigil Online wrote on Beta Forum:
Greetings,
I know that many of you have been waiting for an official announcement on our PVP structure. After confirming a few things today I would like to take this time to let you know what will be happening at launch and what we are looking at for a post launch implementation.
These are the rulesets we will have at launch:
• FFA
• Race Wars (team)
Post Launch:
• Expansion of point system (rewards and other benefits)
• Item loot FFA functionality (possible full loot)
The remaining time spent on PVP will be focused on balancing out classes and fleshing out point system functionality.
__________________
Let me answer a few questions for you.
Class Revamps
We are going to try our hardest to give everyone some quality time before launch. I don't doubt that we can do this to a great degree. It is our belief that some classes needed more work than others and we have endeavoured to tackle those classes first. There are some classes that need more work than others. All classes are going to be tuned, Abilities will be fixed and progressions will be fleshed out, some just need more work than others. Let me explain some other things that have been happening.
The New System
We have been bandying this and similar terms around for awhile now, usually to explain bugs and imbalance issues. What the heck is the new system? Well, it won't be visible to you for the most part, but it allows us MUCH more control over the power of an individual class that we have previously had. This allows very rapid tuning and balance at the flip of a dial (This is figurative. There is not a dial on my office wall labeled "Rogue Damage"). This allows us to do things very rapidly when we find something that is out of wack.
NO - We are not trying for perfect class balance. Necros will always solo better than X class, etc.
We are still in a transition period, but the last little bits are being added. A cool example of our new power is my ability to log into beta, target any player, and parse all of his combat for as long as I like. What was his DPS? Mana usage vs. his opponents? Xp gain rate, etc. It is money.
So all those things that have had wacky costing and doing too little or too much damage are being "assimilated" into the system and there are hiccups that we try to avoid but that sneak in anyway. They will be ironed out soon.
So some of use are working on balance related issues and the remainder of us are hard at work tweaking classes, getting particles planned and made and numerous other tasks.
Class Tuning and Tweaks
Awhile back I instituted the class leader system and that has been a tremendous boon to us. Your class leaders, for the most part, are communicating directly with us and a nearly daily basis. Many many bugs are fixed through your class leader's diligence. When you see them, thank them for their hard work and commitment.
As we go forth, we are going to be tuning and tweaking your classes. The shaman is a good example of what to expect. We took the enormous amount of feedback provided by players and by the wonderful class lead, Glipkerio and tuned the existing abilities. Nearly everything was kept and tuned. There were level adjustments, and new abilities were added where they were needed. Dread Knight went through a similar pass and Disciple is being worked on now, as is the Warrior.
I'd like to think that everything will be perfect when we launch, but that will not be the case. Keep the good feedback coming and we ill try our best to fix the issues.
Quote:
The current series of player class revamps is significantly changing the feel and flavor of some of the classes in Vanguard. This will inevitably affect our personal choices of what classes we may want to play or not play in the game.
As I explained in the previous section, we are trying not planning on significantly changing any classes. Tweak and tune, but the class should more or less play the same. The classes that we felt needed major work, got it already.
Player Customization
The ability to make your Sorcerer significantly different from other sorcerers will not be included in release. We plan to have a full alternate advancement system in place very very shortly after release. We have some solid plans, but they will not be realized correctly before release. It needs to happen very shortly after we release. It needs to happen months ago, but alas, I don't have a time machine that allows me to work 40 hour days (if any of you has a line on one, let me know!). We understand how important it is. I don't want anyone misunderstanding our intent where this is concerned.
Learning abilities from NPCs
Going in very soon. We aim to have it and it is just one of those things that falls by the wayside in favor of more imperative issues. Such is life.
_________________
Greetings,
I know that many of you have been waiting for an official announcement on our PVP structure. After confirming a few things today I would like to take this time to let you know what will be happening at launch and what we are looking at for a post launch implementation.
These are the rulesets we will have at launch:
• FFA
• Race Wars (team)
Post Launch:
• Expansion of point system (rewards and other benefits)
• Item loot FFA functionality (possible full loot)
The remaining time spent on PVP will be focused on balancing out classes and fleshing out point system functionality.
__________________
Let me answer a few questions for you.
Class Revamps
We are going to try our hardest to give everyone some quality time before launch. I don't doubt that we can do this to a great degree. It is our belief that some classes needed more work than others and we have endeavoured to tackle those classes first. There are some classes that need more work than others. All classes are going to be tuned, Abilities will be fixed and progressions will be fleshed out, some just need more work than others. Let me explain some other things that have been happening.
The New System
We have been bandying this and similar terms around for awhile now, usually to explain bugs and imbalance issues. What the heck is the new system? Well, it won't be visible to you for the most part, but it allows us MUCH more control over the power of an individual class that we have previously had. This allows very rapid tuning and balance at the flip of a dial (This is figurative. There is not a dial on my office wall labeled "Rogue Damage"). This allows us to do things very rapidly when we find something that is out of wack.
NO - We are not trying for perfect class balance. Necros will always solo better than X class, etc.
We are still in a transition period, but the last little bits are being added. A cool example of our new power is my ability to log into beta, target any player, and parse all of his combat for as long as I like. What was his DPS? Mana usage vs. his opponents? Xp gain rate, etc. It is money.
So all those things that have had wacky costing and doing too little or too much damage are being "assimilated" into the system and there are hiccups that we try to avoid but that sneak in anyway. They will be ironed out soon.
So some of use are working on balance related issues and the remainder of us are hard at work tweaking classes, getting particles planned and made and numerous other tasks.
Class Tuning and Tweaks
Awhile back I instituted the class leader system and that has been a tremendous boon to us. Your class leaders, for the most part, are communicating directly with us and a nearly daily basis. Many many bugs are fixed through your class leader's diligence. When you see them, thank them for their hard work and commitment.
As we go forth, we are going to be tuning and tweaking your classes. The shaman is a good example of what to expect. We took the enormous amount of feedback provided by players and by the wonderful class lead, Glipkerio and tuned the existing abilities. Nearly everything was kept and tuned. There were level adjustments, and new abilities were added where they were needed. Dread Knight went through a similar pass and Disciple is being worked on now, as is the Warrior.
I'd like to think that everything will be perfect when we launch, but that will not be the case. Keep the good feedback coming and we ill try our best to fix the issues.
Quote:
The current series of player class revamps is significantly changing the feel and flavor of some of the classes in Vanguard. This will inevitably affect our personal choices of what classes we may want to play or not play in the game.
As I explained in the previous section, we are trying not planning on significantly changing any classes. Tweak and tune, but the class should more or less play the same. The classes that we felt needed major work, got it already.
Player Customization
The ability to make your Sorcerer significantly different from other sorcerers will not be included in release. We plan to have a full alternate advancement system in place very very shortly after release. We have some solid plans, but they will not be realized correctly before release. It needs to happen very shortly after we release. It needs to happen months ago, but alas, I don't have a time machine that allows me to work 40 hour days (if any of you has a line on one, let me know!). We understand how important it is. I don't want anyone misunderstanding our intent where this is concerned.
Learning abilities from NPCs
Going in very soon. We aim to have it and it is just one of those things that falls by the wayside in favor of more imperative issues. Such is life.
_________________