Sigil Developer Tracker
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The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here.
Please remember that these developer posts
are taken out of context, so beware of any silky venom being spewed forth.
Color Key:
Green - Sigil Games Online Employee
Pink - Sony Online Entertainment
Gray - Microsoft Game Studios Employee
Orange - Community Member
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Quote:
Originally Posted by Gen00b
Brad,
Will the current rate of experience gain continue to be tweaked? Since that last patch it has become somewhat unbalanced. The starter levels are extremely easy, but once you go past level 8 - 10 killing creatures for xp slows down so much it's not worth doing it. Quests become the main source of xp, but characters can't keep up with the quests. At level 11 you could be working on quests that are supposed to be for level 14 characters, just to get to level 12....
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Yes, experience curves and class balance are going to be tweaked up till launch and perhaps beyond.
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Quote:
Originally Posted by Jedite
Thanks for taking the time brad..
1. Will we see you running around with a Fiery Avenger like in the old days? hehehehe
2. I think you should contact Mountain Dew had have them Drive over a few Trucks full of Dew for the comming days, Im sure your programmers need it.. Better yet, just setup some IVs and pump Caffein directly into their blood stream!
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1. Already running around with dual wielding fiery scimitars and green chainmail Here's a screenshot. Much more ranger-like than in EQ where I was using a 2 hander and wearing plate, heh.
2. Mountain Dew, with all due respect (no pun intended), seems insufficient. It's all about Red Bull and then this new stuff we've found called Liquid Ice -- man that has a kick 
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Quote:
Originally Posted by omadnay
It is a really tough situation!
I feel similar as you do... the biggest dilema is the concept of, "What IS a good set up for an RP rule-set server?"
We've discussed it a good amount in the past on the Affiliate site VanguardRolePlayers but, honestly, we've come up with little consensus thus far.
I once again appreciate your honest answers here!
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Thanks for your understanding. One thing I do know and have faith in, is that between the great community we have and the deveopers here at Sigil, we *will* figure this out. 
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Quote:
Originally Posted by omadnay
I'm probably in the minority here, but possibly the biggest thing that is getting in my way of enjoying Vanguard is the Sphere Clothing Set-up.
The whole aspect of each sphere having its very own outfit and not being able to color customize and all the items being completely level-and-progression based... just creates an ever-changing mish-mosh of character appearances that leaves this frustrated-character-designer feeling unsatisfied... and I'm left with the feeling of constantly being hit on the head with game mechanics instead of losing myself in the fun of playing the game and immersing myself in the world.
Being a character, finally wearing a cape, costume/outfit that I am happy with (Not necessarily easy to do in this game, due to the fact that we cannot color customize crafted items with stats) plus having my weapons on my belt and such... and then having to poof out of those and into some wholly different outfit (with none of my weapons on the belt or back anymore) every time I wish to harvest something, craft something or enter the realm of diplomacy... really really turns me off.
So, the two things I blame for this is the NEED for separate outfits for each sphere (Each character should have their own personal style, like a character in a movie, you wouldn't throw Gandalf into slacks and a vest each time he went to parlay with someone... nor would you remove his staff)...
And not being able to color customize clothing/armor with stats.
Do you, Brad, personally feel as though either or both of these game designs may change to be more open/customizable?
Color Customize Stat'd Clothing Items (Not just clothes with no stats)?
Forced Outfit Changes for different Spheres?
Thanks for everything!
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I've always been in favor of the way your appearance looks, regardless of sphere, be based on the items you've earned as opposed to being able to customize them. That said, I understand the desire to customize and it's possible down the road that we'll have a decorative layer that is more customizable and then the other layers/spheres be achievement based. I'd love to have the best of both worlds, and perhaps we will be able to accommodate that, but at least at first, your appearance will be primarily achievement based. I appreciate your understanding and patience and respect your position on the matter, nonetheless.
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Quote:
Originally Posted by Suul
Since you're answering questions here
Has something been done in the last couple of day to encourage more of a stress-test on the servers? About 4 days ago, I was starting to think that the game WAS ready for lauch, but the last 2 days or so seemed to have taken a major step back as far as performance and Server/chunk instability. I've crashed more in the past 2 days than i did in the prior 2 weeks.
_
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Actually, what you're seeing is good. We ARE stress testing the servers which is exposing bugs that haven't popped up in earlier phases because they servers were not stressed. So believe it or not, we *want* the servers to crash under load so we can fix those bugs and be ready for launch. I know it sounds weird, and I know it's frustrating to have a region or the whole world crash, but the data generated from those crashes are exactly what the programmers need to make the game more stable for launch.
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Quote:
Originally Posted by ompgaming
/disappointed
Why create a RP server if you are not going to eventually have RP rules on that server. I understand the point that you won't release with a RP rule-set, but do you expect the RP community to uproot and move to your "new" server after we have already established on the original RP server that didn't take the new rule-set if and when it is implemented.
We are few, help us at least stick together as best we can.
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Honestly, I'm torn. Many people have said that if we don't have time to create a specific ruleset for RP, at least mark one RP even if the rules are the same. I'm open to ideas. Perhaps we can change the RP server's rules post launch and not have to do a transfer? Whatever the outcome, we are commited to supporting the RP community, just as we are the general community, the raiders, the casuals, the PvPers, etc.
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Quote:
Originally Posted by Naia
Brad, I just want to thank you for taking the time from your busy schedule to respond to your thread and answer all the questions people have. Not every developer does that, and to see you do that really says something.
Thanks again.
-Naia
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*blush*
This awesome community deserves nothing less. I wish I could post more. This isn't about making games or a product -- these are worlds with real communities, real friends, and whether you're a player or a developer, we're all in this together.
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Quote:
Originally Posted by Rackhir
Will older parts of the game world be upgraded in a future expansion pack to enjoy the higher quality graphics? The uneven quality of the old and new zones in EQ has always disturbed me, and I guess such a thing would be even more noticeable in a seamless environment.
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Yes. That always bothered me about EQ. We've architected the Vanguard engine such that we should be able to keep the 'old world' up to date as much as possible. That not only includes graphically, but our Live team will be updating the 'old world', keeping it as fresh as possible. We can't let the older regions of the world become obsolete just because a cool expansion comes out.
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