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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Sam Jan 28, 2012 8:59 pm    Sujet du message: Newsletter de Lindelu Répondre en citant

A little presentation before the newsletter

Some of you have been asking me what sort of things I have been responsible for as a designer, and I think answering this will give you more insight in what sort of direction I will guide us in.

The most memorable enemies I made were the aliens in Arid Rift.
Since I enjoy very fast-paced and actiony combat, I decided to give them less hit points and more dangerous tricks than any other enemies had at the time.
I think this worked out well, it was challenging to attempt to solo, and one was always kept your ones toes.

I am however not a fan of the snare towers mechanic, just because I think it punishes people who do not deserve to be punished. They do serve their purpose, but I will use my thinking hat twice in the future to avoid this mechanic.

The most memorable boss fight I made was area X in Neretva Canyons.
Me and Flap (artist) initiated the design on a Sunday afternoon at a cafe in Oslo, and the first concepts for it was drawn on a napkin.

When this area hit Live it dawned on me that the formula for spawning adds was flawed, and I think Live ended up with something like 278 adds. I learned a lot about all night debugging and why to avoid it that night.

I think the revised version fits well in my portfolio as being a very intense fight where your toolset matters. You can debuff, snare, root and taunt with appropriate results. And you need to keep awake in order to succeed.

The most memorable dialogue I wrote was in Arid Rift (LOX). As a player I was very curious about the alien story, and it was mindblowing to learn this story from the development team and writing it myself. I especially enjoyed working with the Awakened Xan.

The most memorable bugs and annoyances that I fixed was those quest lines with previously bad reputations. Bazzit quest, scheol sanctuary and garden quests and nascence garden quests spring to mind. These all used to contain kinks which prevented you from progressing if you did something in the wrong order, and the right order wasn't very well communicated.

The thing I'm most proud of is the Daily Mission system. I feel like all the effort and love that went into designing and implementing over a hundred missions payed off, people have been enjoying having new and varied things to do to level up.

Although, my colleagues think it's important for us to direct more of our focus on team gameplay right now, and I agree with them.
To be honest with you I did not consider the fact that some people are leveling up a LOT of characters at the same time when I made these missions - but I realize now that it makes it difficult for you to have time for anything else but daily missions, and this is something I that consider to be a drawback of this system.

The thing I am least proud of is all the times when I broke the game.
Means did a really good job both catching these mistakes and shielding me from the fire, but I am absolutely responsible for breaking the game on multiple occasions and I think at least every time I learned a lesson.

The first official newsletter will be released on Tuesday 31st of January (:
__________________
Game Director, Anarchy Online
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mar Jan 31, 2012 3:31 pm    Sujet du message: Répondre en citant

Monthly Development Update: January

It's my first time doing something like this so please bare with me! I've done a lot of preparations for this update to give you a fair insight into what we're currently working on, and I can see us sharing some good times ahead.

Graphics Engine
One of the things that we really want to focus on right now, is showing you the progress of our new graphics engine! We feel like it's about damn time, and thanks to Parsed and also Cube we're finally ready to produce our very first video!

Our artists have been preparing a couple of playfields to a standard that is very close to what we're aiming for. The focus features for this video will be showcasing what we feel look fantastic; grass, shadows, skydome, self illumination and, drumroll... godrays! (Water looks pretty neat too, but what do I know I'm not an artist (: )

I'm hoping to produce more videos when more features and areas becomes available, and I'm expecting that this first one will hit you sometime in february!

New Bug Report Forums
Another thing we want to focus on is making sure that we keep the communications line open with you. It's an important part of what makes AO special, and something I definitely want to maintain. To help with this we've gotten a few cool new things up and running. Kintaii has been setting up our new Report a Bug and Report an Exploit forums. Thanks to our amiable volunteers - This is now open and ready to be used!

If you post a new thread in this forum the development team can see it immediately, and only the people handling your report (the development team, quality assurance and bug hunters) will be able to see your post. This will allow you to bring these issues to us in confidence, and that you can help ensure we have direct knowledge of the things that effect you day to day.

We also wanted to make it easier for you to contribute on the test server. So as an extension to this new system, I present to you our new Test Live robot ”Auto” – who can boost your character up to any level free of charge on the Test Live Dimension, so you're ready to help us indentify bugs immediately without having to transfer an existing character. Test live is an essential part of our development process so we want to try and improve the ease with which people can help us out if they want to. I think there has previously been a barrier here, and with this addition we wan't people to just get into the action immediately and have more fun while testing.

Please keep using the ingame petition for any issues that disrupts you while playing. That is still your primary communication channel with the good people in customer service.

Character Heads
I'm very happy about us getting additional Funcom resources to aid us in the production of new Solitus character heads. This is greatly going to speed up our work, and once they have all been polished and approved by Flap and Mstr we will share some of them with you. These Solitus heads are in the last batch of heads we're re-making, and judging by the quality examples we've obtained I think you're going to find them hot! (:

Profession Changes
Many of you have asked me about the balance act, and ideally all of the things we want to improve would come at the same time, but in reality things will have to be prioritized. So right now we are working on approving the suggested changes, making adjustments here and there, and indentifying in which order the changes should be released. Genele is currently buried in piles of documentation, and she is doing a great job leading these meetings and I definitely feel that we can do this, a little bit at a time.

We all want AO to use it's full potential. That's why we are doing this, we want you to understand what all your tools do (yes I'm partly speaking about LE procs), and we want you to be able to use all your tools no matter where you are in the game world. Right now this is not the case because of how several systems are built on top of eachother. Improving this will also allow us as designers to make new fun content more freely.

Server Merge
I've seen a lot of discussion about doing a server merge, and we are infact looking into the possibility of doing this. The server capability now compared to ten years ago is a little more buff, so the hardware can definately handle an increased population. It's too early to give our verdict, but Macrosun is doing his thing and as soon as I know the result I will talk about it more because we feel like this is a natural step that will allow us to have more enjoyable team based content no matter in which time zone you live in.

Summary
So, to summarize our vision for 2012; for the next couple of months our combined efforts will strive towards three major goals: shipping the new player experience, the balancing act and the new graphics engine.

These are large tasks that will involve most people in the team at various points, but with good planning we will still be able to release content patches, continue to eradicate bugs and exploits, optimize and improve ao and deal with all the new and creative ways in which fate decides to mess with us.

Finally, as a more long time vision, I'm seing us planning for the next expansion or booster pack once we are done with what we're already working on. It's a little early yet to say when, but it's definitely on our horizon!

In the next newsletter I will amongst other things talk about my thoughts on the new startup experience, the battle station (and pvp in general), and the item shop. I need a chance to roll up my sleeves and get some more work done first.

The Next Game Update
The next patch should be released on the 8th of February.
This includes new fun content for Valentine's Day, created by the designer that brought you the Christmas missions - Michizure, and it will be available until the 27th of February!

By your request: Amesha Vizaresh will be greeting you on the platform leading to The Gauntlet, announcing the countdown timer until next Vizaresh spawn!


Please keep being the wonderfully unique community that you are, and I will do my very best being your advocate.

Kindly,
Fia ”Lindelu” Tjernberg

Ps. Hi Means (:
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Ozzrik



Inscrit le: 09 Mar 2004
Localisation: PARIS

MessagePosté le: Mar Jan 31, 2012 6:04 pm    Sujet du message: Répondre en citant

Et bien, ça avance pas vite tout ça...

Elle espère pouvoir nous donner une video du nouveau moteur ! C'est pas trop tot.

Et il en sont encore a faire les nouvelles têtes... j'ai la flemme de remonter à la date à laquelle ils ont commencé...

Bref.

En espérant que ça bouge un peu quand même Smile
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igor
Leader AO


Inscrit le: 24 Juin 2003
Localisation: Paris

MessagePosté le: Mar Jan 31, 2012 9:04 pm    Sujet du message: Répondre en citant

En effet, une vidéo en février on attendait la release du moteur en février plutot Sad
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Ozzrik



Inscrit le: 09 Mar 2004
Localisation: PARIS

MessagePosté le: Mer Fév 01, 2012 4:03 pm    Sujet du message: Répondre en citant

"Our artists have been preparing a couple of playfields to a standard that is very close to what we're aiming for. The focus features for this video will be showcasing what we feel look fantastic; grass, shadows, skydome, self illumination and, drumroll... "

Nan mais ça fait peur... ça veux dire qu'ils vont nous faire une video de ce qu'ils voudraient, donc pas comment c'est déja. (enfin, je me comprend)

Ca fou les boules de voir q quel point ils sont peu nombreux etr peu efficace sur AO.
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mer Fév 01, 2012 4:38 pm    Sujet du message: Répondre en citant

Le problème c'est qu'ils sont passé de "On change le moteur, les textures etc ça viendra après petit à petit" à "On change le moteur, les textures, les têtes, les corps pour aller avec les têtes, les effets et tout ça" sur un jeu codé à la base avec les pieds et après être reparti de quasiment 0 en cours de route donc forcément c'est pas facile et ça prend du (trop de) temps.

Et encore ils ont engagés 2 nouveaux gars pour l'équipe et ils en cherchent encore.
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tijup



Inscrit le: 28 Aoû 2003
Localisation: Montreal

MessagePosté le: Mer Fév 01, 2012 6:39 pm    Sujet du message: Répondre en citant

Pourtant, c'est pas la main d'oeuvre qui manque à Montreal.
Il y a une école spécialisée dans le jeu video et les concepts qui vont autour.
Sauf que avec la masse de boite de jeux qu'on a ici, ils doivent se les arracher.
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mer Fév 01, 2012 10:31 pm    Sujet du message: Répondre en citant

3 screens du nouveau moteur en exclu sur AO-Universe. Smile








http://www.ao-universe.com/forum/viewtopic.php?t=5088
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Ozzrik



Inscrit le: 09 Mar 2004
Localisation: PARIS

MessagePosté le: Jeu Fév 02, 2012 10:19 am    Sujet du message: Répondre en citant

Et bien!

Je m'attendais pas à quelque chose d'aussi joli.
Je suis assez bluffé. Mais je me demande "comment ça bouge"
Avec les animation vielles de 10 ans, j’espère que cela ne va pas trop dénoter dans ces décors.

Il me tarde d'y toucher !

ps : il manque l'ombre du perso a gauche dans le dernier screen Wink
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mer Fév 29, 2012 5:33 pm    Sujet du message: Répondre en citant

Monthly Development Update: February 2012

This has been a very interesting month for me, because I'm learning about all the different components that keeps a live game like AO up on its feet. In addition to the development team we have many people working behind the scenes; making sure the servers are running, that patches are being deployed, that our content is good and that your petitions are answered. I'm getting to know them now, and some of them really go out of their way to improve AO. You asked whether the development team work on other projects – no, everyone on the dev team works solely for AO.


The New Engine

In February we produced our first new engine video! The Funcom marketing department liked it so much that they jumped at the chance to help us promote it, which ultimately pushed it back a couple of days but the extra time is worth it!

The production of this video initiated some really nice progress. The artists are more confident working with the settings and materials, and they learned what they can do to really make a difference in quality. Two features that we had previously thought were broken in code simply work once the artists got to spend some more time with it. Grass can now be displayed correctly in the distance, and our spec maps no longer make objects look like glazed donuts.

The code progress in February is also significant! We've successfully made our own version of the internal world building tool so it is specialized in AO playfields. Before, we shared the same version of the tools platform with the other projects in the building, which had proved a little problematic since AO's playfields are very different from those in AOC and TSW!

In March we're attempting to rewrite the code that allows for our playfields to be converted from the old engine to the new engine. Currently some of our playfields are converted incorrectly which results in the ground not being displayed. This actually forced us to cut some locations from the first engine video, but once we have a better conversion process we will finally be able to access and improve the remaining playfields.


The New Start up Experience

We believe that the new start up experience will do AO a lot more justice for any new player who enters the game, and the artist are now building new areas that are fully supported by the coming engine.
Everyone will start here, whether you have the expansions or not.

You'll begin in a single player area, where you'll be introduced to the very basics of the game, including your profession tools. When we get this right it should only take you a couple of minutes to play through, and you'll end up with all the gear you need to start out (but hopefully you will want more!)

As soon as you've completed the single player area, you'll be able to enter the second part; a new open world area specifically designed to be fun and offer direction on just about anything that you should know about AO before you set out to explore the rest of the game. You can team up with friends to gain some benefits, but it won't be compulsory.

I expect this to be ready for Live before the engine update and the profession changes, and I'll make sure to announce when it's ready for beta testing on the Test Dimension (:


Profession Changes

Currently some professions have very strong, unique roles, while others have to rely solely on DPS, and we're looking at the fundamentals of each profession's primary and secondary role. As part of our vision, we're extending the usability of your tools to allow you to be more efficient in your role and depend less on just attack rating.

Changing Game Direction in the middle of this process have delayed us, there is no question about that, but we're getting help from our new Producer planning the work ahead of us and fitting in these new stronger role visions into this work.

We have gone through and reviewed a little more than half of the profession role changes in February, so logically by the end of March we're aiming towards approving all of them. Once we've made these decisions, we'll go back and adjust the formulas and numbers too before we're ready to start the implementation.

As I've mentioned before some of the more general changes will come first, but all the specific changes will be released in one patch. I will reveal more in the coming patch notes.

Please continue to play without too much worry of what these changes will bring! We will allow for free IP-resets and breed re-rolls, and anything else we can think of that will make it as easy as possible for you guys to adapt to these changes. Our hope is that you will have a lot of fun re-discovering the mechanics of your favorite professions, yet will keep most of the tools you're already familiar with in some shape or form.


Server Migration

Many of you have questions about the server merge. The only thing that I can confirm is that it will not be a transfer from one server to another, but moving characters to a completely new server. AO is an old game now, and I'm told that it will benefit greatly from starting on a fresh server to ensure that it can keep running smoothly for another ten years.

Some of you suggested starting a new forum section to discuss this, and I think that's a good idea. To quote one of you: “I know you guys do your best to think through issues, but quite often players are able to contribute some meaningful feedback that may cover concerns you guys have missed.”
I think this sums it up nicely.

When I have confirmation on how a server migration can be done, we will set up a forum section to further discuss this. We're already taking into consideration some of the issues that you've brought up so far, and we're hoping to address these as part of the migration.

1) What will happen to GMS/Player Shops? 2) Character names? 3) Organization Names and Members 4) Organization Cities 6) Notum Towers 7) Maximum Character Slots Cool Performance Issues 9) Camped Monsters


Item Shop

We've made a couple of new things for sale; a new flying vehicle, new shoulder pads with color variations, and a couple of wedding bouquets and other love themed items that I think look really nice. These will pop into the shop at various times, and some of them already have.


The Next Game Update

The next patch will contain quite a few game improvements, based on your feedback. I'll keep you posted with preliminary patch notes when it's ready for Test Live, although I'm not expecting it before the end of March.

I appreciate all the feedback we've gotten this past month, and I hope that I covered most of your questions in this newsletter!

Kindly,
Fia “Lindelu” Tjernberg
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Ozzrik



Inscrit le: 09 Mar 2004
Localisation: PARIS

MessagePosté le: Lun Mar 05, 2012 12:21 pm    Sujet du message: Répondre en citant

La video prévu pour février est tellement chouette, que le département marketing a décidé de la promouvoir, ce qui retarde sa sortie... moué, pas mal celle-la ^^

Et ils avaient toujours pas de vrai outil pour convertir correctement les anciens playfields... 2012 !

Bref, la marche va encore être longue ! Mais j'ai quand meme trop hate Very Happy
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Lun Mar 05, 2012 12:47 pm    Sujet du message: Répondre en citant

Explication de l'utilité du passage au département marketing

Ilaliya, Producer a écrit:
Just to be clear. After a video (or really, any material that goes to customers and/or potential customers) is produced, it's typically the job of the marketing department to work with various venues, such as online gaming sites, to maximize its visibility. For example, this often includes coordinating with other releases to the media from the same company, and being aware of releases from other companies, so that a given project has the best chance of not being overshadowed by other news, events, and so forth. Also, an analysis of metrics will yield that different days of the week are optimal for different kinds of press releases. Unless you are in the top 5 games or anticipated games of the season, you don't get to control the gaming news cycle. I am not a marketing guy, so I won't be able to really answer any more detailed questions, but these are fairly common principles. So, we are seeking to get the highest-profile placement possible for the engine video because we are confident in its quality and ability to increase excitement about the project. However, this involves a considerable amount of leg-work, and let me stress there are never any promises (again, unless you are in the top games of the season). But we feel it's certainly worth a little bit of time to see what our options are.


Mais bon... Rolling Eyes
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Ozzrik



Inscrit le: 09 Mar 2004
Localisation: PARIS

MessagePosté le: Lun Mar 05, 2012 2:19 pm    Sujet du message: Répondre en citant

Certes !

Mais j'imagine que comme beaucoup, je commence trouver le temps long depuis l'annonce de ce projet.
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homarana



Inscrit le: 06 Juin 2005

MessagePosté le: Lun Mar 05, 2012 7:24 pm    Sujet du message: Répondre en citant

Ouaiiiip super moteur. ils ont meme mis un leet sur la seconde image.

LEET POWER !!!!!!!!!!!!
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mar Mar 27, 2012 1:44 pm    Sujet du message: Répondre en citant

Et la voilà, la vidéo tant attendue!

http://www.jeuxonline.info/actualite/34934/exclu-apercu-refonte-graphique-avenir-anarchy-online


http://forums.anarchy-online.com/showthread.php?t=598192


Avec une interview de Fia Tjernberg (Lindelu) en prime:

http://www.jeuxonline.info/article/10575/interview-fia-tjernberg-futur-anarchy-online
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tijup



Inscrit le: 28 Aoû 2003
Localisation: Montreal

MessagePosté le: Mar Mar 27, 2012 3:24 pm    Sujet du message: Répondre en citant

connerie de WebSense Smile
Je verrais ca ce soir.
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igor
Leader AO


Inscrit le: 24 Juin 2003
Localisation: Paris

MessagePosté le: Mar Mar 27, 2012 6:54 pm    Sujet du message: Répondre en citant

Sympa les effets Smile
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Jeff



Inscrit le: 18 Juin 2003

MessagePosté le: Mer Mar 28, 2012 12:04 pm    Sujet du message: Répondre en citant

Un retour possible Mr. Green
J'ai toujours dit que s'il revoyait le moteur y'aurait du retour pour voir ce que ca donne Wink
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Yril



Inscrit le: 23 Juin 2003
Localisation: www.gammeweb.com

MessagePosté le: Mer Mar 28, 2012 5:20 pm    Sujet du message: Répondre en citant

Jeff a écrit:
Un retour possible Mr. Green
J'ai toujours dit que s'il revoyait le moteur y'aurait du retour pour voir ce que ca donne Wink


yep! moi déjà, je réactives direct le jour où ils sortent ça
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Ozzrik



Inscrit le: 09 Mar 2004
Localisation: PARIS

MessagePosté le: Jeu Mar 29, 2012 11:54 am    Sujet du message: Répondre en citant

Yep ça donne envie.
Apres, faut voir comment seront intégrés nos persos et les mobs...
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tijup



Inscrit le: 28 Aoû 2003
Localisation: Montreal

MessagePosté le: Jeu Mar 29, 2012 3:41 pm    Sujet du message: Répondre en citant

Je suis quand même un peu déçus par la vidéo.
On y voit que des mobs et quelques paysages, pas de "joueurs" en
combat, ni de cast de nanos. Je me trompe peut-être, mais ca me
semble encore bien loin d'être prêt à sortir.
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Jeu Mar 29, 2012 4:07 pm    Sujet du message: Répondre en citant

J'ai pensé pareil, c'est joli mais on voit rien de plus que sur les screens qu'ils ont montrés jusque là...

Réponse du producteur à cette remarque sur le forum off:

Ilaliya a écrit:
We're planning to have at least one more video before the engine goes beta, but we haven't scheduled anything specific. A few weeks ago in the Letter from the GD thread, I made the following caveat to a post:

**Going to add a caveat here, because I know someone is going to find a very small rock whose shadow appears mid-shot. Yes, there are a couple of minor visual artefacts you can pick out (which accurately represent the work-in-progress nature) if you watch the video enough times and/or you know what to look for and/or you are an incredibly perceptive person.

http://forums.anarchyonline.com/showpost.php?p=6048820&postcount=227



So, consider the following three facts:

Since we're not done with the engine upgrade yet, obviously it has a number of known issues, and all the assets that we want to upgrade/refresh/re-do to utilize the new engine capabilities aren't completely done either
Nothing in the video is faked -- it's all captured in the most recent version of the internal client at the time the footage was taken
The video has a lot of different scenes, with different kinds of areas that have different kinds of intended visual styles


So I think given we've taken different scenes from different in-game areas, the video is a pretty fair horizontal slice of where we are at. Water tech works. Shadows and lighting has a few issues, but generally works. God-rays, moving grass, etc. We've also upgraded assets so they have normal and spec maps, higher poly models and higher resolution textures and this is an ongoing process. There is work to do on optimization and performance -- I think the footage was taken on the equivalent of a 4 year old gaming rig (so we are talking something like a dual core processor, 4GB of RAM, and an nvidia 8800 video card). But clearly it runs and we're in the right ballpark there, even though that's not necessarily going to be our target spec. Ideally we'll get the min spec as low as we can, and let players turn off various features in preferences to help us get there.

The point was to have an video that showed a representative cross-section of where we're at with the engine, in addition to fulfilling its intended PR purposes (which meant video itself needed to be short and snappy, and have the transition effects, and be synched up with a soundtrack and so forth).


Curieux de voir la newsletter de mars dans quelques jours. Smile
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Miajong: parce que tu vois, nous, on voit une tente, on monte dessus. Mais Sand lui, c'est aps pareil. Il voit une tente.. Bon, il monte dessus mais.. c'est Sand
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MiaJong



Inscrit le: 24 Juin 2003
Localisation: En gériatrie

MessagePosté le: Jeu Mar 29, 2012 10:16 pm    Sujet du message: Répondre en citant

Clairement ça donne envie, surtout aussi parce que ça veut dire qu'ils continuent à développer AO, même lentement. Et ça c'est cool.

Bref, count me in comme on dit !
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Ven Mar 30, 2012 11:54 am    Sujet du message: Répondre en citant

Monthly Development Update: March 2012

I spent a few days in San Fransisco at GDC this month, attending talks and panels. The best ones touched on ideas I've had for a while without being able to put words on them, and I felt really inspired when walking out of there.

One thing especially that I will bring with me home to my team was a talk covering tutorials by George Fan, the man behind Plants versus Zombies, who said something like "if you have a mechanic that is really complicated and you fear not being able to teach it to the player in a good way - add it to the vendor. Most players really enjoy reading up on how a mechanic works when they are making a concious decision how to improve their weapons."

This, combined with another quote from one of this years speakers Sid Meier, who said something like "A game is a series of interesting decisions," really pinpoints something we are working towards with the new starting area and systems changes.

New Global Market Interface
We've felt for a long time now that you should be able to trade to others even if you don't have an organization city, and a few really intense weeks I can proudly present your new global market – a powerful interface that enables you to use the in game browser technology to buy and sell items to other players.

Full feature list:

The items and credits will be delivered to your in game email inbox (please note emails still times out after 2 weeks)
Accessible through terminals in the main cities
Includes Item-search featuring all tradeable items
Cross-dimensional trade system
You can buy existing items directly, or create buy orders with a prefered price
You can sell items directly to an existing buy order, or create sell orders with a prefered price
You can sell and buy more than one of an item at a time
You can sell and buy unique items
A small fee will be deducted when creating a buy or a sell order and a small tax will be deducted from the seller when an item is bought to prevent players from abusing the system
The Portable GMS Terminal and Portable Shop Interface items will still be usable to access the market from anywhere


Requirements:

You don't need an organization to use the market!
You need to be a subscriber to do transactions (Alien Invasion)
Free players can browse the market


We all think that it's really cool with outdoor cities and we may come to re-purpose them, but once we're ready to migrate to a new server we're going to disable the outdoor cities. We are currently determining the best way to reimburse org leaders.

The outdoor cities are providing a very nice way to travel for tired explorers that just want to get home and take their sturdy boots off after a long day out in the wild, and we're going to consider new ways to provide this service.

We're getting ready to ship it to Test Live and do some serious testing before we're ready to release it, so don't expect it before May – but it will be included in the next scheduled Live update.

The Engine
The Engine Upgrade Video was released this week, and I am very happy for the feedback and support that we have gotten!

Originally, my scope was only to show it to all of you since you have waited for so long, but looking back I don't regret the decision to reach further, and I hope you can see that we're spending time and effort in making sure that AO gets back on the radar.

Producing this video improved not only the engine itself, but also our human knowledge of how we can work with it to get the best result. I need to leave the team alone so they have time to get some more work done before I can justify making another video, but I will keep you posted once we have made more solid plans.

In March, we successfully rewrote the code that converts our playfields from the old engine to the new engine. Things like ground now display correctly in the internal world building tool, something that is crucial for our artists to be able to add dynamic grass and other neat things. You may have seen in the video that the jobe location didn't include the new grass, and this was why.

We've progressed to a point where it's time to make the new engine work outside of our internal development environment. This is quite a large task that I don't expect to be completed on the first try, nor do I think it will be done before the next newsletter, so I will revisit this to give you an update on the progress next month.

Once we have a version that's compatible with our patching and deployment process we will not automatically be ready to release a beta, but it will allow us to start testing more extensively and integrate the engine into our regular build pipeline.

The New Player Experience
Having finished most of the ground work for the new starting areas, we're moving on to implementing the profession specific bit where you pick a weapon and get all the essentials.

Meanwhile, the artists are building these new areas with the engine upgrade in mind, and we are re-making as much of the old art assets as possible to get a ”free” upgrade in other locations in the world so it's a very efficient use of their time – and it will be supported in both engines.

There have been many questions regarding whether we're going to upgrade the graphical interface and the character creation, and the team feels really strongly that we should do this.

The character creation shows some of our oldest assets, and with the new heads and bodies in place we will be able to make something that looks much better and feels much more intuitive.

The current GUI leaves much to be desired, however it's built in a very rigid system that doesn't allow for much improvement so we are considering ripping it out completely and rebuilding it, although we've not made any time estimates on when this will happen.

So short answer, for sure!

The Systems Changes
I'm going to start refering to the profession balance as ”systems changes” from now on, because this better indicates what we are doing. While balance is important, I view the it as an effect of our systems changes, and so you'll start seing parts of this in most scheduled updates from now on, and it may take the form of a formula change or a general improvement. Three of these general changes will appear in the next update, that will give us consistency and pave way for more significant changes.

The first change is that all nano damage, including nukes and some of the perks, will be affected by the Damage Modifier stats. Currently, only the Nano Attack Damage Multiplier stat is affecting nano damage, but with this change nano users will get the same benefit from the Damage Modifiers as weapon users, allowing more options when it comes to gear.

Naturally, a multiplier stat is very difficult for us to control, so we've adjusted a dozen of items that currently uses the this stat to reflect this. The Nano Attack Damage Multiplier stat will still be available on certain items that we feel are special.

We wish this to affect damage over time damage as well, and we're doing some testing internally to see how we best can introduce this.

The second change is that Meta-Phycisist pets and Bureacrat robotic pets will no longer time out, a feature that previously only have been available to engineers! At the same time we are also disabling pets' ability to hunt by themselves, a feature that in it's current state technically borderlines breaking the EULA policy regarding unattended gameplay but more importantly without this feature we can better justify improving the pets themselves.

The third change is that friendly AOE auras will no longer run on people in the vicinity, but instead on everyone in your team and your own pets. With this change you as a caster will control who gets the benefit of your buff and who doesn't, this means you no longer will get accidently flagged by someone random in your vicinity!

"Report a Bug/Exploit" forums
These forums have been very successful, and we've been able to track down and fix some of the stuff that you've reported already!

I want to take a moment to thank everyone who is assisting us in improving AO, and to show our appreciation we're making a couple of unique social items that are intended to be given out as rewards on the Live dimensions!

I also wish to thank our volunteers – the ARK community and the Council of Testers, individuals whom we could not do this without.

The Next Update
In addition to the new trade market, we're releasing a bunch of changes, some available already on the Test Live server, and others coming in the next version. Preliminary patch notes are already available in the Test Live section of the forum.

And Vhab is back! so we will see his graphical character selection screen make it into the game in the next update, and along with this a more streamlined launcher. Release date to be announced (:

Thank you for reading!

Kindly,
Fia ”Lindelu” Tjernberg
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Miajong: parce que tu vois, nous, on voit une tente, on monte dessus. Mais Sand lui, c'est aps pareil. Il voit une tente.. Bon, il monte dessus mais.. c'est Sand
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Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Sam Mar 31, 2012 12:08 am    Sujet du message: Répondre en citant

Des screens de la nouvelle interface GMS:

http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2679&table=CONTENT
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