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Hellgate: London Hellgate London News
  Entwickler Chat vom 09.02.2008  Geschrieben am 09.02. 2008 - 02:44 von Bob_ROss
Zu so später Stunde aus dem offiziellen Forum , hier die ersten Zeilen des aktuellen Entwickler Chats (wird fortgeführt):
Update: Chat komplett
[Dev Chat vom 09.02.2008] [18:02] (Scapes-Flagship) It is 4PM here at Flagship Studios and we would like to welcome you all to this Hellgate: London Developer Chat Event! This is the second DevChat we've had and it looks to be a big one!
[18:02] (Scapes-Flagship) We have a host of developers ready to answer your burning questions about Hellgate: London.
[18:02] (BRoper) Hey everyone! Welcome to the chat!
[18:03] (Bogustus) Hey everyone!
[18:03] (TaylorFSS`work) Hey all
[18:03] (Dave_Glenn) hello all
[18:03] (AlanHu) Hey everyone :]
[18:04] (DevBot) InnerVisions :asks: What happened to the random quests that were planned for the game? Is there any plans to add them in a future update?
[18:05] (Bogustus) We've been talking about these more recently. I can't guarantee one way or another, but they definitely on our radar.
[18:05] (BRoper) We've been looking at a lot of thngs to get into the game during the upcomgin updates, and the re-introduction of random quests is currently in discussion. We know that players want more non-linear content, so we're looking into all sorts of ideas.
[18:06] (DevBot) Amarra :asks: Many single-player users are feeling neglected due to the slow rate of single-player patching and the inability to purchase subscriber content for single-player. Can you tell us anything about your future plans for single-player that might reassure us we're not second-class citizens?
[18:08] (BRopeR) We've been focusing our efforts on the online portion of the game ssince that is where we see the most players across all of our markets (US/EU/Asia), but some of the work we've done will translate into the singleplayer experience. Unfortunately the time and testing it takes to do a single-player patch is large, and runs counter to the online testing and patching. We've been waiting to batch a larger amount of meaningful SP content into
[18:09] (BRoper) ...so when we have the next round of Class cchnages in - for example - we'll schedule out some time to get a patch out that will mean something to our SP gamers.
[18:09] (DevBot) Sp3tSnAz :asks: You have said before that there will be some sort of additional "perks" for the founders. As of yet, we have not seen, nor do we know about any of these perks or of when they are to come. Can you give us some idea on when and if we will be seeing anything, as well as what those perks could be?
[18:09] (Bogustus) We have been working on a couple new items for founders. They aren't quite ready yet, but I think that they are pretty cool.
[18:10] (Bogustus) I don't have a date for them - we are trying to wait until things are closer to finished before give any dates.
[18:11] (DevBot) Sp3tSnAz :asks: With areas like Stonehenge it is apparent that you are looking more towards the end game players in Hellgate. However Stonehenge as an area was kind of short lived and other than just farming could be completed within days. What sort of areas or ideas are you looking to add in the future particularly regarding the end game portion of Hellgate London to keep players occupied for long periods of time?
[18:12] (BRoper) We're looking into more non-linear elements that can be enjoyed not only throughout the course of the game play, but also for the end game. PvP is getting a huge amount of attention now since that is something that players love to do well past when they have finished leveling. We've got some other ideas up oyur sleeves that we'll be talking about when we get closer.
[18:13] (BRoper) So yes - we're working on a lot of things right now - and we aren't ready to talk about all of them. We have learned it is better to wait until we can show you guys things in Test Center (or are close) rather than discuss ideas which then become LAW!
[18:14] (DevBot) Lugard :asks: Are there any plans to allows us to replay quests (without Quest Rewards), so we can fight bosses such as the museum Emporer (Gulkar?) and Sydonia without interrupting the main quest chain, and of course help others with the Wall Quest?
[18:15] (Bogustus) In Patch 1.1 we added the ability to replay these boss runs. We haven't been working much on The Wall, but the rest should make for some fun farming.
[18:15] (DevBot) [EM]True :asks: Will a shared stash or a mailing system be implemented soon?
[18:16] (BRoper) The in-game email system is the top priority of that group right now. We've all been wanting it in for a while as it is also the core of our consignment house / auction system. We'll see this much sooner rather than later - no date, but definitely on the visible horizon.
[18:19] (Scapes-Flagship) Naturzauberer :asks: The skill descriptions in the game are pretty weak, for example you don't know how strong a fire elemental is, how much damage it does, etc. Same goes for all the other pets. Neither do you know how much damage your evoker foci are doing when casting a spell. And the "rating" of a weapon doesn't really say anything (most players think it's useless and confusing), so why don't you replace it with the actual
[18:20] (Scapes-Flagship) (The bot ate this one, hence my reposting it.)
[18:21] (BRoper) The skills descriptions are undergoing a pass to make them more readable and more informative. You'll see our first step towards this with the Marskman skills in the upcoming 1.2 patch when it hits test center. We're also looking at changing the Skill UI to make things much more readable.
[18:22] -TaylorFSS`work- We will be closing the bot at 4:30pm (roughly 9 minutes) due to a massive amount of questions and somewhat limited time. Get your questions in if you have not yet!
[18:23] -TaylorFSS`work- We won't be ending the Dev Chat Just cutting off the input of questions and answering as many as we can before people have to leave
[18:23] (DevBot) ForgottenSpiral :asks: Do you have plans to add shrines back into the game?
[18:26] (AlanHu) Shrines are definitely on our list of new additions. However, we're still looking at ways to improve upon the ways in which they'll affect gameplay
[18:27] (DevBot) Syllvir :asks: What is your direction and future for HGL. Are you wanting to take it in more a MMORPG route or an ARPG route.
[18:28] (Bogustus) Sometimes games don't fit well into the current categories, and that can spark a lot of debate.
[18:28] (Bogustus) What are we working on? We are adding new things to the game on many fronts, but we are place a lot of focus on the multiplayer features like e-mail, auctions, PVP, etc...
[18:29] (Bogustus) We are also working on new skills, new monsters and new areas... I'm not sure that we are pushing towards a particular genre.
[18:30] (DevBot) `Sunar :asks: QUESTION Why are people forced to go through normal to get to Elite. Rushing people through normal to get to Elite is very boring for all parties when we just all want to play together on Elite.
[18:31] (Bogustus) Anyone who has played Elite knows that it would be pretty brutal for a newbie player. So, we decided to have people earn it. Also, it is one of the few account-wide rewards that we have for beating the game.
[18:34] (DevBot) Crysalim :asks: Currently, if a mob is 10 or more levels above you, it is almost impossible to kill. Is this intended? It is most noticable in late nightmare.
[18:36] (AlanHu) It isn't intended that the endgame monster's are almost impossible to kill solely due to the level gap, but that isn't to say that endgame monsters shouldn't be very challenging.
[18:38] (AlanHu) I think there's quite a bit of misunderstanding when it comes to what players feel they "should" be fighting comfortably at the later stages of the game. However, we are constantly keeping an eye on tuning the balance of monsters throughout Hellgate.
[18:39] (DevBot) Blccdy :asks: Who is "Psych Mon."? This name is mentioned in about 10 NPC descriptions.
[18:40] (Scapes-Flagship) Psych Mon. is the name of an organization which has profiles on many of the NPCs.
[18:40] (Scapes-Flagship) You can read these profiles by checking out the "gossip" for NPCs via the radial dial menu.
[18:41] (DevBot) lpmcraw :asks: what will be your next move concerning pvp? will you change the characters balance especially for pvp?
[18:42] (Bogustus) We are working on some team PvP games. We are still in the early stages of work on this - it something that takes a lot of iteration.
[18:42] (Bogustus) As far as character balance... None of us want to see the skills squashed into very boring or bland shapes for PvP. We also don't want to have one or two strategies dominate.
[18:43] (Bogustus) We are hoping that the new PvP features won't require much adjustment in the skills, but we will have to see how things play out.
[18:44] (DevBot) Syllvir :asks: What in the game gives you guys the warm fuzzies? What are you most proud of?
[18:44] (Bogustus) I really enjoy working on the skills. It is something that I loved in Diablo 2, and it is still my favorite thing in Hellgate: London.
[18:45] (DevBot) Loran :asks: In patch 1.0 the Evoker got a major overhaul. Wich class will be worked on next?
[18:46] (Bogustus) We have made some very exciting changes to the Marksman. We will be making a post about the specifics soon.
[18:46] (Bogustus) Some people saw a little "preview" of when we accidentally patched some strings into Test Center a couple weeks ago.
[18:47] (Bogustus) Some highlights: Grenade Synergies and Sniper Mode improvements
[18:47] (DevBot) Jindujun :asks: There has been alot of questions regarding the M rating of the game as alot of players feel it isnt really living up to the M rating when it comes to blood and gore. Are there any plans on increasing the blood and gore in the game? Maybe add some zombified children.
[18:49] (Dave_Glenn) Ratings are an interesting challenge... we localized to so many countries and it seems every one has it's own ideas on what's offensive.
[18:50] (Dave_Glenn) Given our history, we like the gritty violence and settings, but not the point of being "shocking" just for the hell of it.
[18:50] (Dave_Glenn) Zombie children sounds cool though.
[18:50] (DevBot) eu_n3cron_hce :asks: will you add the HELL difficulty?
[18:50] (Bogustus) We don't currently have plans to make a Hell difficulty. We've ramped the monster difficulty up to the end of Nightmare and it is already too challenging at the end of that.
[18:51] (Bogustus) We are trying to make the end of Nightmare a little more reasonably balanced right now.
[18:53] (DevBot) [SF]Ayana :asks: We missed the x-mas event that we thought was going to happen... What ingame events are planned for this year?
[18:53] (Bogustus) As you guys have seen, we have had a real challenge getting holiday events to happen.
[18:54] (Bogustus) The difficulty is that it creates a hard deadline when builds have to be completed. Also, it requires that we make a bunch of content that goes away after a couple days.
[18:54] (Bogustus) We are trying to stop rushing builds, and we are focusing on content that will stay around for a long time.
[18:55] (Bogustus) I feel bad about it. I wish that we had more time and resources to work on it, but I think that it is the best choice right now.
[18:55] (DevBot) kazanokizu :asks: ive read hours and hours and hundereds of pages about the "cow level" and still havent found a definitive answer as to whether it exists or if there is an analog to it in hellgate. so is there?
[18:55] (Dave_Glenn) There is no spoon.
[18:55] (TaylorFSS`work) Moooooooooooooooo!!!!!!
[18:55] (Scapes-Flagship) Moo.
[18:56] (Bogustus) Moomoo
[18:56] (Scapes-Flagship) These are not the droids you are looking for.
[18:56] (Bogustus) What does the gem do?
[18:58] (DevBot) Sp3tSnAz :asks: It seems that from the current item levels that you will one day raise the level cap. How will you handle the balance of additional skill points being available for each of the classes and will this mean that down the road we could see a new set of skills available for the existing classes? In regards to this, if ever you did add new skills, how would you go about the balance between subscribers and non subscri
[18:58] (Bogustus) In our next patch we plan on fixing the fact that several items require over level 50.
[18:59] (Bogustus) As far as new skills... We are hoping that when we add new skills it will just present more options to subscribers and not necessarily make them more powerful.
[18:59] (Bogustus) Balance, however, is a tricky thing.
[19:00] (Bogustus) The goal here is to create more builds for the subscribers.
[19:01] (DevBot) PlatinumDevil :asks: This may anger subscribers, but are there any plans to improve/extend the 'out-of-the-box' game for non-subscribers? Can non-subs expect anything more from HGL?
[19:02] (Bogustus) Right now we are working in several directions: we are fixing bugs, we are rebalancing things in the box game and we are adding new features for subscribers.
[19:02] (Bogustus) Some things - I'm pretty sure that e-mail is included in this - will be available to non-subscribers.
[19:06] (DevBot) Voska :asks: most people have Most found the recipies for the tranmografire Cube however there are still i belive 6 that are not known is it possible to get some insite as to what these might be or even if they are in the game yet?
[19:07] (Bogustus) We are working on some more recipies for the Cube for an upcoming patch. There is still a ton of potential in that magic box.
[19:07] (Bogustus) The missing recipies... I don't want to give those away...
[19:11] (AlanHu) whoa
[19:12] (Scapes-Flagship) Whoa indeed. Slight hiccup with the bot.
[19:12] (Scapes-Flagship) Akusan :asks: With the reworking of the Evoker class, and the feedback based changes in 1.1, I wonder if this is going to become more of the norm in the way of game development. Are you planning on reworking other aspects of the game using similar feedback in the future?
[19:13] (Bogustus) We have a nice set of changes coming up for the Marksman. I'm hoping to see these sit in Test Center for a week in order to get feedback and iterate on them before going live with that build.
[19:14] (Bogustus) So, yes, we are planning on placing big sets of balance changes out there for you to look at and help us balance them out.
[19:18] (DevBot) Huntyre :asks: Is anything currently in the works to make hce more playable... things like lagspikes have been plauging the hc community
[19:18] (Bogustus) Lag spikes come in many shapes and forms.
[19:19] (Bogustus) Some of them are server lag - we've got some solutions for the last few issues that we see with this.
[19:19] (Bogustus) Some of them are framerate issues on your machine - we keep optimizing the graphics, but if you are really concerned about this, then you might want to turn down your graphics settings.
[19:20] (Bogustus) Sometimes lag comes from a bad connection from you to our servers. I don't have a great answer for this one. I can say that we have many people playing from far, far away from our servers and several have mentioned that they are surprised at how well it works.
[19:21] (Bogustus) I hate the Lag Monster too. We will keep trying to squash each form he takes, but it is an ongoing battle.
[19:23] (DevBot) Inarai :asks: When you rebalance the Blademaster, have you considered adding some sort of dodge-based skillset?
[19:24] (Bogustus) Hmm... The Guardian really is the King of Survival. We have several cool ideas for improving the Blademaster, but most of them focus on polishing the current skills - much like we did with the Evoker.
[19:25] (Bogustus) When it comes to thinking about new skills for this class, I think that we need to stick with the Blademaster's philosophy of: "A good offense is the best defense."
[19:25] (DevBot) Demonos :asks: QUESTION Is there any chance we'll see some sort of fast melee rogue type of character AKA assassin in D2?
[19:26] (Bogustus) Fast melee... sounds a lot like the Blademaster...
[19:27] (Bogustus) Maybe we could think of some skills that push him more in that direction, but we have a few other directions that we are considering too.
[19:27] (DevBot) Krommie :asks: are there plans to add ways to clear up some inventory spaces, ie craft bag, consumable bag/belt, essence bags... there are way too much stuff to be carry around these days (if it's bag, please make them equipable)
[19:28] (Bogustus) Man, that backpack does fill up with small stuff doesn't it? We are looking at a couple possible solutions. I can't commit to one of them until we agree on one, but we are talking through solutions now.
[19:29] (DevBot) Bainek :asks: any plans to add attribute reassignment (respec) in the future?
[19:29] (Bogustus) You've been talking about it recently. We've been talking about it for a long time.
[19:29] (Bogustus) We've got it on our list. I think that it would be cool to be able to adjust your stats.
[19:30] (Bogustus) It definitely seems to be something that would be important for high level characters.
[19:30] (Bogustus) It might also help the feed system pains. Anyway, yes, we are planning on adding it.
[19:30] (DevBot) Bubo :asks: With the current mob designs, there seems to be a lack of insectoid based designs. Is this intentional, and would this be something to see in a future chronicle?
[19:32] (BRoper) We currently have 4 castes of demons, and we didn't really push any of the artisticaly towards insectiods. It's a pretty cool idea, though, and woud lend it self to some radical new designs. We'll float that one over to the art department!
[19:33] (DevBot) Dekar :asks: Is there any plans to update Acts 1-6 with new tilesets, possibly including some of the things that were originally cut from the game due to time constraints?
[19:35] (Dave_Glenn) I'm assuming Act 6 is referring to Stonehenge areas... but in a nutshell, yes. We'll be adding some variety to the existing base game as time allows. We put the priority on new content, but some things are relatively easy to go back and add
[19:36] (Dave_Glenn) Don't expect huge modifications, but we too would like to see more variety for those areas.
[19:36] (DevBot) BravenIrish :asks: Hi guys! Creative members of the community really seem to like "showing off" their characters, making short films, and taking awesome screen shots. Are there plans to add more tools? Such as changing the camera angle and removing the UI?
[19:37] (Bogustus) We can add a cheat to turn off the UI. We can also give you a free floating camera. I'll see when we can get that into a build.
[19:37] (Scapes-Flagship) I think I hear some cheering over in #hellgate-chat, heh
[19:39] (DevBot) kazanokizu :asks: errgoth was waaay to difficult before u chagned his stats but now hes a pushover besides the massibve amount of hp he has do u plan on doing anything regarding this?
[19:42] (AlanHu) We certainly do. Balancing and tuning bosses is an ongoing process, and Errgoth (among other bosses) have already been adjusted in our internal builds
[19:42] (Scapes-Flagship) Well, Hellgaters, thus ends our second Hellgate: London Developer Chat Event. We've seen over 200 champions of humanity in attendance and have answered more than two dozen questions. Heck, you all got an exclusive scoop on changes to the UI! Man kann sagen, dass bisher nichts weltbewegendes bekannt gegeben wurde.
FSS arbeiten an "vielen, coolen Dingen", und werden, wenn es soweit ist, Näheres verraten.
Man hört aber raus, das Auktionshaus, Postsystem und PvP ganz oben auf der Liste stehen. Es wird auch diskutiert, ob die Zufallsquests und Schreine (ala Diablo 2) zurückkommen sollen oder nicht. Ebenfalls wird an neuen Leveln und Monstern gearbeitet. Der neue Content soll von der Art her in Richtung Stonehenge gehen, und nicht-linear sein, also auch nicht direkt in den Spielablauf eingebunden. Der von vielen erhoffte neue Akt wird somit wohl vorerst nicht kommen.
Außerdem scheint nach dem Evoker nun der Marksman gebalanced zu werden. So soll es wohl Granaten-Synergien und überarbeitete Sniperskills geben.
Es ist auch etwas über die zukünftigen Skills zu berichten. Die Palette möglicher Talente soll für Subscriber erweitert werden. Diese neuen Fähigkeiten sollen die Chars allerdings nicht overpowern. Es sollen nur neue mögliche Builds entstehen.
Neben den bisher bekannten Skillretrainern, soll es in Zukunft definitiv die Möglichkeit geben Attributspunkte neu zu verteilen. Wann dies möglich sein wird ist noch unbekannt.
Wir können also gespannt auf den weiteren Verlauf des Chats sein.
- zum Thread im offiziellen Forum 
Update: Bogustus von FSS hat zu den Vorwürfen Stellung genommen , dass im Entwickler Chat keine genaueren Informationen über den Stand der Updates veröffentlicht wurden.
[Stellungnahme zum Dev Chat] I think that several of you understand why our answers are so boring. We often are stuck having to give a boring answer.
If you ask, "When is feature A going to happen?"
If we say, "Feature A will happen in 2 weeks," and two weeks rolls around and the build isn't ready... we either don't release it and look like liars, or we release a buggy build. So we don't give dates. We can't give dates.
If we say, "It seems like everyone wants feature B before feature A. We are working feature B right now," everyone who wants feature A flames us, starts threads with angry polls that demand feature A AND feature B RIGHT NOW! Most people don't appreciate that we have limited resources and have to make choices. So we can't give priorities.
If we say, "We don't think that feature A is worth the effort," everyone flames us to do feature A. It is hard for people outside of our team to know what is hard to do and what is easy to do. Every day we have to pick what things are worth the effort and what things are not. There are thousands of good ideas about what we could add to Hellgate: London. We can't do all of them. The ugliest part of my job is squashing good ideas in favor of great ideas.
If we say, "Feature A is going to be part of Patch 1.2," and it isn't ready when Patch 1.2 is ready. We are stuck either holding back Patch 1.2 or releasing Patch 1.2 and looking like we lied.
Some of you wouldn't mind if we gave dates and missed them, but I've seen the screaming when we missed a date.
Some of you wouldn't mind hearing about feature B being picked over feature A, but trust me, someone will think that feature A is the Silver Bullet for HGL. They will be very upset and personally offended.
Some of you wouldn't mind hearing that feature A isn't worth the effort, but talk about angry threads! It is hard to tell people who work for me that feature A isn't worth it - imagine what that would be like in forum!
So yeah, some of our answers get boring. We end up being forced into either ignoring the question or saying, "We agree that feature A is important. We are working on it." Yeah, you can mock it. Heck, I mock it. You can call it our mantra, but we really don't have any other choices.
[Übersetzung der Stellungnahme]
Ich denke manche von euch verstehen, warum unsere antworten so langweilig sind. Wir haben oft keine andere Wahl als eine langweilige Antwort zu geben.
Ihr fragt: "Wann wird feature A gemacht werden?"
Wenn wir dann antworten "In zwei Wochen", und dann vergehen zwei Wochen und wir sind noch nicht fertig... dann bringen wir entweder den Release nicht heraus und stehen wie Lügner da, oder wir releasen ein verbuggtes Build. Also geben wir gar keine Termine. Wir können keine Termine geben.
Wenn wir sagen "Es scheint so, als wollten alle Feature B zuerst und dann erst Feature A. Wir arbeiten jetzt an Feature B." dann werden uns alle Leute die Feature A wollen zuflamen, Threads mit verärgerten Umfragen starten die verlangen das beide Features sofort umgesetzt werden. Viele Leute scheinen nicht zu verstehen dass wir nur begrenzte Ressourcen haben und eine Auswahl treffen müssen. Darum geben wir keine Prioritäten an.
Wenn wir sagen "Für Feature A lohnt sich der Aufwand nicht." beschimpfen uns alle und verlangen Feature A. Es ist für Aussenstehende schwer zu verstehen was für uns schwer und was einfach umzusetzen ist. Jeden Tag müssen Dinge rauspicken die den Aufwand Wert sind, und welche die es nicht sind. Es gibt tausende gute Ideen dazu, was wir mit Hellgate alles machen könnten. Wir können sie nicht alle verwirklichen. Der schlimmste Teil meines Jobs ist es, gute Ideen ablehnen zu müssen, in bevorzugung von großartigen Ideen.
Wenn wir sagen, "Feature A wird in Patch 1.2 enthalten sein," und es ist aber noch nicht fertig, wenn der Patch fertig ist, müssen wir entweder den Patch zurückhalten und verschieben, oder wir releasen ihn ohne Feature A und stehen so da als hätten wir gelogen.
Manche von euch würden sich nicht daran stören, wenn wir die genannten Termine nicht immer einhalten könnten, aber ich habe das Geschrei in den Foren gesehen, wenn so etwas wirklich passiert.
Manche von euch würde es nichts ausmachen, wenn Feature B vor Feature A bevorzugt wird, aber vertraut mir, irgendjemand glaubt Feature A wäre die Krönung schlechthin für Hellgate. Solche Leute nehmen dass dann persönlich und sind sehr verärgert.
Manche von euch würde es nicht stören, wenn wir sagen Feature A ist den Aufwand einfach nicht wert, aber denkt an die Flame-Threads! Es ist wirklich schwer für mich den Leuten die für mich arbeiten zu erklären, dass Feature A es nicht wert ist - stellt euch nur vor, was das im Forum auslösen würde.
Also ja, manche unserer Antworten werden langweilig. Wir sehen uns gezwungen die Fragen einfach zu ignorieren oder zu sagen "Ja wir stimmen zu, das Feature ist wichtig und wir arbeiten daran." Ja, ihr könnt euch darüber lustig machen, ja sogar ich mache mich darüber lustig. Nennt es unser Mantra, aber wir haben wirklich keine andere Wahl.
Gründe für die Nachrichtenarmut seien Versprechen, die die Entwickler in der Vergangenheit nicht einhalten konnten. Diesen Fehler will man nicht wiederholen, und verzichtet somit auf Terminangaben. Des Weiteren sehe man kritisch auf die Wünsche der Community welche Features Vorrang haben sollten. Man müsse den Wert der Features gegen den Aufwand diese einzubauen abwägen, und kann deshalb nicht jeden Wunsch sofort erfüllen.
- zum Thread im offiziellen Forum 
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