Questions les plus posées Rechercher un mot ou une discussion Liste des membres du forum Liste des Groupes Votre profil Votre messagerie personnelle


Newsletter de Lindelu
Aller à la page Précédente  1, 2, 3  Suivante
 
Poster un nouveau sujet   Répondre au sujet    Phoenix Index du Forum -> Le happy rebel
Auteur Message
Falha



Inscrit le: 24 Juin 2003
Localisation: De l'autre coté du monde

MessagePosté le: Mar Avr 03, 2012 9:29 pm    Sujet du message: Répondre en citant

*Bon bah... plus de GMS pour ceux qui n'utilisent pas Windows...

Par contre, je ne comprends pas, il vous virer toutes les villes de guilde?

M
_________________
AO : Le retour XXXXL....

Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
tijup



Inscrit le: 28 Aoû 2003
Localisation: Montreal

MessagePosté le: Mer Avr 04, 2012 3:48 pm    Sujet du message: Répondre en citant

ah ben oui tiens, c'est vrai. Ca voudrait dire qu'on ne peut plus faire
de raid AI en ville si nous n'avons plus de villes de joueurs.
Non pas que ce soit un gros manque pour Phoenix, vu le peu d'activité
que nous avons ces temps-ci, ceci dit, c'était quand même assez
fédérateur comme activité.

J'avoue que leveler ses levels AI désormais, ca passe que par les missions
journalières, rarement par des raid ai en ville. Quand je me balade à
l'extérieur, les seules fois ou je vois des raids dans des villes, il n'y a que
une ou deux personnes. Le plus souvent c'est doc solo, ou doc+enfo/soldat.

Cependant, le retrait des villes AI, je serais assez pour, je trouve qu'elles
gachent complètement le paysage, en plus de me faire ramer comme le
maudit. Si les batiments étaient plus petit, ca serait peut-etre moins pire.
_________________
Quidquid latine dictum sit, altum sonatur.
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mer Avr 04, 2012 3:57 pm    Sujet du message: Répondre en citant

Les villes AI seront instanciées, comme les nouvelles à Serenity Island par l'ICC.

C'est pour éviter les problèmes quand les 2 serveurs fusionneront. En plus avec les changements GMS ça pose plus de problème non plus.
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Falha



Inscrit le: 24 Juin 2003
Localisation: De l'autre coté du monde

MessagePosté le: Mer Avr 04, 2012 11:39 pm    Sujet du message: Répondre en citant

Oui, ça serait bien de les redessiner de façon un peu plus modeste et dans le look des bâtiments du jeu.
Comme quoi, être à la mode (mode de city of heroes me semble-t'il), ça traverse très mal le temps.

M
_________________
AO : Le retour XXXXL....

Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Lun Avr 30, 2012 6:47 pm    Sujet du message: Répondre en citant

Monthly Development Update: April 2012 is delayed

The newsletter this month will be not be released today but later this week.

Meanwhile I will show you a piece concept art of the Shuttle where you will wake up in the new start up area, I hope you'll like it!

Kind Regards,
Fia "Lindelu" Tjernberg

Shuttle
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mar Mai 01, 2012 4:28 pm    Sujet du message: Répondre en citant

Monthly Development Update: April 2012

Releasing the engine video generated a lot of interest for us from fans and game portals around the world, and for this we're very happy. The host of Wayback Wednesday, Rob Lashley, asked us to do a live streaming show and we gladly jumped at this chance! We played together and talked about AO for three hours. So many of you showed up in game to support us, and with your help we managed to both kill Hezak and twink on the Stygian Desolator! The video clip is available on MMORPG.com.

Game Improvements
In April, we revisited some of the older content to improve the experience based on your feedback!

First, the monsters in the Mantis Hive and Smuggler's Den dungeon have been particularly slow to wait for, and this was not ideal since the place is now hosting some of the elite agency missions. When doing maintenance in the dungon making these monsters reappear more frequently, we accidentally aggravated the Mantees, and they begun digging holes to escape our tough workers! If you don't mind getting a little dirty, you may be able to utilize these tunnels as shortcuts.

Second, our builders went into Arid Rift and banned all the Regeneration Conduits. As an anti-train mechanic, we were never a fan of these towers, and we believe you guys will enjoy this place much more without these snares. In addition most aliens in the area will lose interest in you quickly. Please train responsibly!

The New Player Experience
In May we're shipping the New Player Experience off to our internal QA Department, and our testers and designers will be working side by side to iron out potential issues and making sure it's fun to play!

We really like the concept of a shuttle port, but we feel it's important that the newbie area is a part of Rubi-Ka not to alienate new players from the rest of the world. So I'm proud to present Arete Landing, a shuttle port built and run by the Interstellar Confederation of Corporations. It's located in Andromeda, in very close proximity to the ICC Headquarter, and choosing this location enabled us to completely rebuild ICC, as we feel it is a very important hub that should look more impressive than it currently does.

We managed to drain out the entire lake of Andromeda in the process, and large parts of this lush zone is beginning to dry up now, leaving dunes of sand and salt. A barren land, although beautiful in it's own way.

I'm expecting this to be available on Test Live after the next Live update.

The Systems Changes
After doing some internal testing, we decided to disable Damage Modifiers from affecting Damage Over Time-Nanos for now, although we believe it's a really good way for caster professions to be able to increase their damage output in the future, so it's our intention to bring this feature in at a later stage.

In May we're going in depth on Research Procs, Perk Actions and Special Attacks, and I feel there is things we can do here to improve accessibility and balance, without removing complexity!

The Engine & Client
In April, work begun towards creating a stand alone version of our client housing the new Dreamworld engine. This is going well, and we're continuing to work on this goal in May.

We will stop supporting the small (no expansions) AO Client in the near future, as this is very time consuming for the team to maintain, time we would rather spend on producing the new engine. If you're playing on our small client, you will be notified on how to proceed in order to upgrade to our full client - Note that this will not require you to change or upgrade your account, only download a new client.

The Next Update
We are very happy to announce that the Global Market Interface is available for beta testing in the next Test Live version. The player shops will be disabled in this version, but you will be able to collect all your your items and credits though your shop.

In addition, many code improvements and a complete overhaul of the Laucher Experience is included in this version, so we will allow it some more time on the test dimension before we release it into the wild.

You are more than welcome to try it out! If you already have the Test Live Client installed, you will need to re-duplicate the client again before you attempt to patch up! We've had some technical issues with the current Test Live version, and we decided to completely skip over one patch in order to get this version out as soon as we could. Don't forget to copy your Prefs folder in order to keep your current GUI settings.

Preliminary Update Notes are available in the Test Live Announcements section on the forums, and you'll be able to see all the detailed changes going into version 18.5.0! Live release date to be announced.


Thank you for resisting the urge to kill Mr Lashley aka. Grakulen during our live streaming show! You proved to everyone how great of a community you are, and seeing us flagged in Temple of Three Winds must have really been making your q-finger itch (:

Kindly,
Lindelu
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Falha



Inscrit le: 24 Juin 2003
Localisation: De l'autre coté du monde

MessagePosté le: Jeu Mai 03, 2012 12:55 am    Sujet du message: Répondre en citant

Citation:
We managed to drain out the entire lake of Andromeda in the process, and large parts of this lush zone is beginning to dry up now, leaving dunes of sand and salt. A barren land, although beautiful in it's own way.


Maieuh... enfin, il y a déjà un shuttle port à ICC et toute une grande zone vide. Pourquoi s'en prendre au lac? Rha... l'homme et l'eau, c'est toujours la misère.
Bah... c'est ça les vieux, dès qu'on leur annonce qu'on va changer leurs habitudes, ça chiale.

J'espère qu'ils vont rester "modestes".
_________________
AO : Le retour XXXXL....

Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mer Mai 30, 2012 10:52 pm    Sujet du message: Répondre en citant

Monthly Development Update: May 2012

The Gridstream Productions team recently celebrated ten years of bringing Live Streamed Entertainment to Rubi-Ka! As a development team we're very proud of them, and we had the pleasure of attending the in-game party held on the glass floor of Reet's Retreat – the very place where the GSP organization was founded! It was great seeing so many familiar faces, and new ones! I had a great time talking with everyone, and I wish to thank GSP for their devotion these past years. Happy 10th birthday GSP!

The 11th AO Anniversary
We're also really proud to have been running for eleven years this June! To celebrate, we've created some new phats, and for the first time ever we are going to offer a one of a kind Real Life Vinyl Doll, hand painted by one of our artists, OJ “Flaptoot” Kielland! The details on how you can win this, alongside the dates for the in-game celebration will be announced in June via our community outlets.

We're expecting the Desert Rider to make frequent appearances in Newland Desert during these festivities!

The Global Market Interface (GMI)
Based on the feedback that we've received during beta testing, we've completed a first round of improvements, focusing on usability. The GMI is a very powerful interface and we want to ensure that you as a player can use its full potential.

You will be able to see these improvements in the next Test Live update!

We've already begun planning for other well-suggested features like supporting multiple items per deposit and allowing partial name search. In order not to delay the release of 18.5.0, these features will be included in one of the following patches.

System Changes
This month we've done many alterations behind the scenes to allow for smoother implementation of the proposed systems changes, including back end work to our internal tools platform as well as optimizing existing features, enabling us greater flexibility in the work ahead. You may have seen the after effects of this on the Test Server, at one point over a thousand Nano Formulas were broken as a result of altering the code! Macrosun and Vhab of course saved the day again. (:

To accompany the removal of pet hunt pet timeouts, we've improved the usability of pets and their default behavior, although we feel this is quite a big change that needs additional testing, so we've moved it in with the New Player Experience patch instead of the upcoming patch. This feature will allow the master to better control the behavior of their pets!

The Engine
While in development, the new Dreamworld engine has been running off a separate test environment including the server and databases, and in May we've continued our efforts to create a working stand alone client as a first step towards external beta.

As I understand it, this work is not particularly fun to do, and involves resolving many conflicts between the old AO code and the new. We're very pleased with the progress made however, and I expect another month or so before we have results.

Game Performance Issues
Recently we've received multiple reports of lag occurring in-game! But with help from our Operations team we've now managed to locate and resolve what we believe to be the cause for these issues. We are very sorry for any inconvenience this may have caused you during your play time, and we're thankful of the extensive reports you were able to provide to us!

The Next Update
All of our efforts this past month have been going towards getting this update to Live.

The preliminary release date for 18.5.0 is 12th of June! This update will include game improvements and bug fixes, a new log-in and character selection screen, the new global market interface, and of course the new birthday loot! Preliminary update release notes are available on the Test Live section of the forums, and a conclusive version will be coming soon along with the finalized release date.


I hope the AO Anniversary party will be just as great! See you all there!

Kindly,
Lindelu

PS. Thank you Sprklygrrl for providing the screen shots!

http://forums.anarchy-online.com/showthread.php?t=599464
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Ven Juil 06, 2012 3:19 pm    Sujet du message: Répondre en citant

Letter From the Game Director - June 2012

267 390 946 913 credits have already traded hands in the new Market (GMI), according to the snapshot taken on 28/6!

We are very glad to see how releasing the new web market and disabling the old market system has ensured that AO can run more smoothly! The old market system was not optimized for a MMO, and since the new system is running on a completely separate server (this is what allows it to send transactions across the servers), searching and creating orders will not affect the game servers anymore.

The Engine

In July we’re expecting to be done with the monstrous task started in April of getting the new client to run with the old AO code. This has been a very time consuming task that we are glad to see the end of! The next large task will begin in July, and it contains getting our internal world building tool ready to export new art assets utilizing materials and tech that previously have not been supported. Once we've successfully completed this, we will be able to show you more in game engine footage, for example the new player experience areas – as they are completely built for this new engine!

New Player Experience

The ICC Headquarter is getting ready for internal testing, and this is the last large addition to the new player experience before we make it available for beta testing in July. Lots of people, players and developers, have signed up to test this with us, and you should expect a lot of test live updates while we're testing it, as we will be adjusting the experience based on feedback.

One of the things that you've already pointed out, is that our GUI could be more informative, and we agree. We’ve been prototyping what we can do with the cursor to improve the learning curve of the game. Phase one of this experiment is a cursor that changes depending on what you’re looking at. Target another player and the cursor displays a trade icon, an NPC with a quest will display a chat bubble, a hostile NPC is showing a red cursor and a friendly NPC (yourself) is showing a green cursor, and more. In addition to this, we’ve added optional icons that explains which mouse button triggers which action.

Systems Changes/Profession Balance

In the next version you will see the following things adjusted as a reaction to the new PvP-Flag rules and the Damage Modifiers affecting perks/procs/nukes.

The Keeper Aura "Courage of the Just" will no longer affecting the vicinity, instead it has been converted to a Team Aura. This is a change that is good for letting the user gain control over who they buff, and as part of a larger attempt to stabilize our performance and get rid of some lag. The fear resistance part of this aura will be shared with the team, and the add all def modifier will be Keeper only. In addition to this chance, casting this aura will now remove fear from your team mates, to accompany this we have added a short local cooldown.
The Bureaucrat PVP AOE Fear will now be a Single Target Fear, using a line cooldown, allowing the crat to do other things instead of being in recharge to make up for losing the aoe effect. We feel like AO does not currently fully support a fun implementation of an aoe fear mechanic, since we have no way of determining how many maximum targets can be hit, and no resistance to it once it has landed. The long term plan is to look at fears more closely as we are implementing the suggested nano changes. As you understand, this change was triggered by the initiative to convert aoe auras into team auras.
The MA and the Enforcer Single target PvP fears will also receive line cooldowns.
The MA proc Disharmony will be converted from a drain proc to a heal proc. After reviewing this particular perk action we feel that it needs to see some changes in the next update as the changes done to perks and proc damage being affected by Damage Modifiers, really lifted the MA's ability far more than we anticipated.The healing part of the proc will remain and even be boosted a little, but it will no longer cause damage. We however feel like the MA has received a lot of attention from their damage modifiers affecting their perks and this should be making up for the loss of the small drain damage.

Once these alterations hits Live Servers, we will again go back to working on the scheduled profession nano updates.

The Market (GMI) Improvements

Feedback has been mostly positive, but of course there are always things we can improve! The team has been paying a lot of attention to the feedback, and we’ve already scheduled a bunch of improvements! If you’re interested in the details please have a look at the Coming Update section of this newsletter!

Server Migration and Player Cities

I've been talking with some of you about the upcoming server migration.

Once everyone is moved over to the new server we will start reimbursing every Organization that have an outdoor city. The president of the Organization will be the one receiving a voucher that can be used to buy an instanced city, and a package of every building you can think of. If said president cannot be Online to receive the package – we will try to arrange for the Organization to be able to petition to get a temporary leader set up, the same thing goes if said president is a free-to-play subscriber. Organizations with Anarchy as their government form does in fact have a technical leader, this is the person who created the org. If the Organization already have an instanced city, they will keep it.

I've mentioned before that we really would like to re-purpose the outdoor city plots into something Organization/PvP related, but we haven't made any detailed plans yet. Once we have the other major commitments done we will set aside time looking into what possibilities we have.

We've released two new city decoration buildings recently, and we will see yet another building come into play shortly (the Tax Return Building, read more about this functionality in the Coming Update section) and therefore we've initiated discussions on whether we should provide different sizes on the instanced cities before the migration.

We think of a large instanced city as being specifically targeted for larger Organizations who are involved in PvP or Raiding, as these can offer better contracts and more features, while a small city would be more interesting for smaller Organizations which are trying to build up their members count or are solely interested in alien raids.

We have finished some of the preparation, but not yet begun working on the actual move, as this is something that needs careful planning from the tech team before we start. We have no estimation yet, and as soon as we do we will let you knoew. I late July I plan to open up a new server migration forum section, where we will be able to post a FAQ thread and discuss your potential concerns.

PvP Flags!

In the latest update we changed the behavior of PvP-Flags. The intention of this change is to bring consistency to what will flag you and what will not. Aiding a pvp flagged player should definitely flag you just as well as hurting a pvp flagged player - and this was not always the case which was creating really awkward situations in PvP.

We have however noticed some unwanted effects, specifically with some self only items that can flag the user when having a flagged player targeted. Also the keeper friendly aoe aura “Courage of the Just”. We are reviewing and fixing those instances.

The Coming Updates

To give an incentive to have many active members, we are re-introducing an Organization Tax Return, based on the sales from the Market (GMI). This feature will be available through a new City Building, and it will transfer a portion of the market sales directly back to the your organization’s bank. If you don't have an organization with this building, this money will go out of the game instead. The building should fit in any medium or large size outdoor city, and in an instanced city.

This building is already finished and should be available on test live in the next Test Live update, however, we don’t want to push this feature out to Live prematurely so it’s scheduled to be released in 18.5.2, which we estimate to be released in August.

The next update (18.5.1), estimated to be released in mid July, will include some market fixes:

Added a message indicating to the player the mail time-outs when withdrawing an item or cash from the market inventory.
Some items could not be used in the market due to sharing ID's with other, really really old items (Yeah, it was just as bad as it sounds, back in the days developers used scripts to auto generate thousands of items, spread out in different databases with no tools to control them.
We’re currently working to remedy this by consolidating our data into one tool so this will not happen again). Anyway, this has been fixed for the problematic items.
Some items were mis-categorized in the market search, this should now be working better.
"Basic” Armor is now called "Basic Fashion” Armor, to make it easier to find in the new market (gmi). Searching for "Basic Fashion" will do the trick. You are welcome to report more items like this that are proving difficult to find.
A problem with expired items not returning from the market have been fixed and the items should be returning again.


And the update after that (18.5.2) is scheduled to include some more market features:

The ability to deposit multiple items at once
An improved price display (9 000 000 000 instead of 9000000000) -- Note from Ilaliya: since someone is bound to ask, yes this is driven by your windows settings
Sorting by ql/price and in page search functionality when listing items
Allowing changing the price on your buy and sell orders
Organization tax refund building


Unofficial AO CON!

Two of the developers “Michizure” and “Cube” will be attending AO-Con, presented by Gridstream Productions, held in August in Grand Rapids, Michigan! Check out www.ao-con.com for more details! I really wish I could be there too (:

I'm currently on vacation, so there will not be a newsletter in July. If want to get in contact with me, please use the forums!

Kindly,
Fia “Lindelu” Tjernberg
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Aphenxx



Inscrit le: 13 Fév 2004
Localisation: entre valence et montélimar ( drome)

MessagePosté le: Jeu Juil 19, 2012 3:30 pm    Sujet du message: Répondre en citant

#1
Genele
Senior Designer




Join Date: Dec 2008 18.5.1 Update Release Notes

--------------------------------------------------------------------------------

Patch Notes: 18.5.1


Market (GMI) Updates
The "Net earnings" label now displays the unit "credits".
The QL Dropdown Box on the Item Info Window is no longer flickering, and is easier to select.
When you withdraw an item or cash from your market inventory, it is sent to you in a mail. The expiration time on these mails are 48 hours, and this differs from the normal mail (14 days). A message, informing you about this is now displayed when withdrawing an item or cash.
Some items have been changed to the correct search category.
Expired items should now return from the market.
"Basic Armor" is now called "Basic Fashion Armor", to make it easier to find when searching the market.
We have fixed some data issues with items that got stuck in the mail system. These items should now be possible to send to the market.

Various Code Updates
The claim command should no longer delete credits when used on a character that has reached the max credit cap.
Chat window settings, sound settings, item lock settings and hotkey settings no longer carry over between sessions.
You should now be able to run AO without having "Windows Administrator" rights.
An empty folder called "Chat" is no longer created on the root of your drive when you close the client.
We fixed an issue where effects preferences didn't kick in until after zoning once.
The client will no longer crash when opening mail.
We have changed the pvp rules so that only items with the "Use Hostile" and "Use Friendly" flags will PVP flag players. Some items will still unintentionally flag the user, but the amount of items with this bug has been drastically reduced.
It should now be possible to copy paste text from the in game browser.
The Adonis underwater effect should no longer appear at the character sheet after using /camp.
We fixed some UAC issues.


Profession Nanos and Perk Updates
Agent Perk Tranquilizer again snares both players and monsters.
The Keeper Aura "Courage of the Just" is no longer affecting the vicinity, instead it has been converted to a Team Aura and will also remove fear from your team mates. A short line cooldown has been added to prevent spamming of this nano.
The Bureaucrat PVP AOE Fear "Weekend Volunteer" is now Single Target. The blocker nano have been replaced by a line cooldown.
The MA Single Target PvP Fear "Footsteps of The Master" has gotten its blocker nano replaced by a line cooldown.
The Enforcer Single Target PvP Fear " You are Next" has gotten its blocker nano replaced by a line cooldown.
The MA proc "Disharmony" from the "Disharmony" perk line has been converted from a drain proc to a heal proc.
The Nano-Technician nano " Forget Me!" should no longer pull agro.
Debuffs with break on attack/debuff will no longer taunt and cause themselves to break.

Monster Updates
Ice Golem no longer give the Hollow Island reward buff, instead it gives a unique "Chill of the Ice Golem" reward buff for players 160+. The golem also has some new tricks up his rocky sleeve.
The Cenobites in Crypt of Home have forgotten how good they were at hiding, allowing players of the intended level range to spot them.
Npcs have put their running shoes back in the closet and will hunt you down if you taunt them.
Various npcs have gotten blue names to indicate that they are part of a quest.
Cleaning robots have stopped celebrating our 11th birthday.
Warden Ystanes bought a suppression gas item to protect himself from being killed.
All Boss/Raid buffs should now be in the same stacking line and have various level ranges.

Item Updates
Various armor sets have gotten new shiny textures and icon updates; Grid Armor, Bureaucrat Suits, Miiir suit, Monitor Smoking Suit.
A new fashionable black dress has been added to the clothing vendor as a result of turning the monitor smoking suit in to an actual suit for female characters.
New tokenboards have been created for subscriber characters. If you "right click" your current Rubi-Ka tokenboard, it should update to a better board if you are a subscriber.
The Clan Basic Startup Equipment now sells the Clan Advancement - Basic Board.
The OT Basic Startup Equipment now sells the Omni-Tek Honor - Basic Board.

Mission Updates
Lord Galahad's Sanctuary quest line now has the same duration as the Lord Mordeth's Sanctuary quest line.

Other
We have fixed various exploits.
We have also fixed some typos.
__________________
_________________
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Jeu Juil 19, 2012 4:59 pm    Sujet du message: Répondre en citant

Curieux de voir le look des GA tiens. Razz
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Jeu Juil 19, 2012 9:32 pm    Sujet du message: Répondre en citant

Pas mal, on est un peu transparent avec la GA maintenant, ça donne plus l'effet de

" This device is used by fixers to transfer their physical body (but not equipment) almost completely into the Grid, yet retain a presence in the real world. The link between the Grid and reality is maintained by a Multi-Spatial Phasing Beacon. What is left of the fixer in the real world is a semi-solid web of energy that the fixer controls as easily as they would their own body. "

de la description. Razz
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Guldendrak



Inscrit le: 19 Avr 2004
Localisation: Rubi-ka, Paragorn, Azeroth, Aden, Hyboria

MessagePosté le: Sam Juil 21, 2012 12:34 am    Sujet du message: Répondre en citant

on peut avoir un screen de la GA ?
_________________
Inactif : Anarchy Online, City of Heroes, World of Warcraft, Lineage 2, RFonline, Tabula Rasa, Warhammer online, Aion, DC Universe, Age of Conan, Tera (KR), The Secret World, C9, Archeage, Black Desert ;
Actif : Blood Bowl 2
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Dim Juil 22, 2012 9:36 am    Sujet du message: Répondre en citant


_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Guldendrak



Inscrit le: 19 Avr 2004
Localisation: Rubi-ka, Paragorn, Azeroth, Aden, Hyboria

MessagePosté le: Dim Juil 22, 2012 10:50 am    Sujet du message: Répondre en citant

le coté transparent est pas mal oui, une bonne amélioration qui correspond à l'idée. Après la texture fait encore un peu vieillotte mais bon, peut être avec le nouveau moteur ^^
Merci Sand !
_________________
Inactif : Anarchy Online, City of Heroes, World of Warcraft, Lineage 2, RFonline, Tabula Rasa, Warhammer online, Aion, DC Universe, Age of Conan, Tera (KR), The Secret World, C9, Archeage, Black Desert ;
Actif : Blood Bowl 2
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Ven Aoû 17, 2012 11:53 pm    Sujet du message: Répondre en citant

Quelques screens, montrés pendant un rassemblement non-officiel de joueurs d'AO où 2-3 devs ont été, de ce qui est apparemment le nouveau QG de l'ICC, la nouvelle noob island et peut-être des nouveaux effets? Certains screens ont été pris directement de 3ds max, certains dans l'ancien client et certains dans le nouveau.

http://www.ao-universe.com/index.php?id=3
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Falha



Inscrit le: 24 Juin 2003
Localisation: De l'autre coté du monde

MessagePosté le: Sam Aoû 18, 2012 10:28 am    Sujet du message: Répondre en citant

Mouais.. je ne sais pas... Il n'y a pas d'ombres... pour un "nouveau moteur", ça fait moyen.

Par contre, c'est bien du Funcom, ils ont un bug d'affichage des têtes dans les derniers screensshot Very Happy
Remarque, peut être que c'est nle nouveau moteur finalement mais que les ombres bug aussi...

Comme ça je suis mauvaise langue et que les jeux Fc ne sont pas "si" buggés!!!??

F
_________________
AO : Le retour XXXXL....

Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Sam Aoû 18, 2012 12:05 pm    Sujet du message: Répondre en citant

C'est pas un bug, les têtes ne devaient pas y être et comme le but n'était pas de montrer le nouveau moteur c'est normal que tous les détails n'y soient pas. Smile
Sinon sur les screens et la vidéo qu'ils ont montrés les ombres y étaient.
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Jeu Aoû 30, 2012 7:21 pm    Sujet du message: Répondre en citant

Des infos sur la nouvelle noob island:

Pack of Noobs Interview with Lindelu


Recently we had the honor of having our game director Lindelu join us at our headquarters for a bit of Q&A, we all had a lot of fun. Today we would like to share the interview with all of you. Enjoy!

Ipewpewu: So Lindelu as the game director in AO I was really excited to see about the projects you had in store for AO. I had noted that previously with means you had been working on the new player stuff on your own time, and that it became a big team project following your promotion to game director What kind of plans do you have in place to try and help with retainment of new players in the future?

Lindelu: That is a good question! The very first that people see when they log into our game for the first time, are some of the oldest looking graphical resources we have. Most of the newer content is a much higher quality, but you don't get to see it until you've leveled up! So we're re-building some of the first areas to be prettier, and be ready to support the Dreamworld Engine immediately when it's time for release

The second plan we have is re-purposing some of our older content... We have a lot of content in AO, but some of it overlaps because of the level ranges, and so we're planning to one step at a timeadjust the difficulty and increase the loot to better fit the leveling experience!

Ipewpewu: That sounds great, now when you talk about increasing the loot are you meaning to make it so that more items players loot are useable to them when they find it as apposed to lower loot that they just let rot?


Lindelu: Ideally when you do a dungeon with your friends, you should always find stuff that is better than what you have. There may be some cases where twinked on items are better ofcourse!

Ipewpewu: So are there plans then to create new armor sets that will allow people to eventually move out of the cookie cutter sets such as carb armor without spending millions of credits to equip at low levels?

Lindelu: Yes there are plans to create new armor sets, both basic sets and more alternative sets. Basically I wish dungeons have more loot in them, for all professions.

Ipewpewu: Can you tell us a bit more about how the new player experience is going to work?

Lindelu: havn't mentioned this before, but we're looking into the possibilities of making a completely new and shiny Character Creation screen. The first step of this is the new visual login window that was released this summer... You all know it, and the graphics is still showing the old space station right now. So this effort spans all the way through a new player's experience, downloading Anarchy, making your character, training on your chosen profession, learning how to navigate and getting credits.

Do you want to hear more about the details of what will happen?

Ipewpewu: Sure.

Lindelu: At first you'll wake up inside of a Shuttle, taking you from the Morning Star Space station to Rubi-Ka. You'll be able to chose your gear, and learn how to use it, including some of your profession specific nanos as well.

Phyxerbabe: I have noticed on the forums that some players would like to see the old dropship return after a new character is created. Are there any plans to bring it back?


Lindelu: Phyxer, the shuttle where you start will be a modern version of the old drop ship. It will be a lot more interactive and nice looking though.

Doctordogg: whao, so we get to choose our gear instead of having an assigned layout?


Lindelu: Doctordogg, Yeah, with some restrictions as we don't want to confuse new people. An adventurer will be able to choose between two guns or two swords, and an MP will get to chose from a bow and 2 clubs for example. After you chose your gear, you'll get the opportunity to try them out on a poor cleaning robot. You'll get to use the most important nano formulas (pets, debuffs, nukes, heals and so on) as well on the poor thing.

Ipewpewu: this sounds great, it sounds like you've really gone out of your way to try and make this more interactive then our current system. Will the new experience touch on things such as implants?

Lindelu: YES! You'll get to even learn how to build your own implants. However, that's not until you've embared on Rubi-Ka

Ipewpewu: So will this new shuttle meet a deadly landing as well then?


Lindelu: No ((: As you're done with the basics, you'll exit the Shuttle wihtout any deadly landings, in Arete Landing, a space shuttle port built very close to the ICC HQ. I'm sure you've read about it in the newsletters.

Ipewpewu: Alright so new experiance aside a big question of mine I've had for a long time. What ever happened with the mentor system that was going to be put in place?, it looked like it was going to be a very good tool to encourage community members to step up and help new players.


Lindelu: The mentor system is put on hold indefinitely. The mentor system was Colin's legacy, and the team have completed their end of the work... to complete it we need to get help from one of the most booked department in Funcom, shared with all other projects.

Ipewpewu: In an interview you had done when you released the new engine video you had made a reference to if it was up to you that you would like to find other ways to restrict Froob players without alienating them, I really think this is an important step to keep things moving. Pack of Noobs harbors many froob players, and there's often times we'd like to involve them in our activities. Is there anything in the works currently to address the separation of Froobs and Paid players to try and get them back together?


Lindelu: Oh yes! First of all, both froobs and subscribers will play together in these new starting areas. We also think it's important that we don't split up froobs and paid subscribers, so we've begun investigating other possibilities that will bring everyone together. Opening up some of the shadowlands could be a possibility, and adding better xp for leveling on rubi-ka could be another. That will mean that as a froob, you will not get access to all the items, but you will not be as restricted from playing the content.[/color]

Ipewpewu: Do you have any thoughts on the idea of adding mini games to Rubi-ka that will allow players who have down time to engaged in other fun activities together as a community?


Lindelu: Mini games! Well, the pvp area with the notum miners were made as sort of a mini game, and I definitely like the idea of it, I believe however that not everyone know about it or know how to get there, but that's something we can improve! Another mini-game has been made but not released yet – the phasefront racetrack! We're adding a racing game to Arete Landing actually, so people can try out vehicles. We've been discussing a third mini game that is mech related, but have not found the time to design it yet. Hopefully, we'll be able to find a good way to present these mini games so they present a quick and fun match between players who want something different from the level grind.

Doctordogg: I've actually got a question that directly relates into getting AO out there onto the grid and attracting more people to bolster the player base. It stems close to when Lindelu was talking about the notum miners, just a few steps backwards. The battle stations. Watching people pvp on streaming sites and other video hosting sites has become a normal thing. Has the team talked about trying to come in line with this trend and bringing such things to AO? Such as a spectator mode in battle stations so that it can be shout casted.

Lindelu: Aha! I have seen. I've been in contact with MMORPG.com a little regarding this and last I heard they were interested! We did a streaming show with them before the summer. We could have a "PvP against the Developers Tournament"?

Ipewpewu: My Assistant Director recently talked to me about this idea that he's had for ages about being able to create Custom org ranks and set permissions for them in order to allow organizations to be able to better tailor their orgs around their needs, this would be especially useful for larger organizations to help reward organization members without giving them unintended abilities.


Lindelu: I don't know if this is something we can do, but we've been talking about possibilities and I will bring this one up in the next meeting.

Ipewpewu: ok so the last question I had on my list that hasn't already showhow been answered is one that I was reluctant to ask. I didn't want vto ask anything about the server migration stuff or anything else brought up a million times to you all. Is there anything to the rumor that all players credits are going to be wiped clean?

Lindelu: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO! I don't know where that rumor comes from, but the point of moving everyone is to let everyone keep their stuff.

After this great interview with Lindelu michizure stopped by, and gave everybody some shirts, and we did a great screenshot outside the organization HQ!
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Sam Sep 01, 2012 8:38 am    Sujet du message: Répondre en citant

A Small Update par Ilaliya (Producer)

For various reasons Lindelu will be unable to post her letter until next week. So I wanted to write you guys something, and touch on a couple of subjects she isn’t talking about. So you can think of this as a double-newsletter month.


First Things First

I’ve always tried to be completely transparent about the goings-on of AO, and as much as possible give you guys insight into the behind-the scenes. So first, I want to dispel any rumors and get the following out of the way:

I think it’s a safe bet that most people who read these forums are aware that Funcom has been making structural changes to the organization, in order to streamline the business side of things. There have been a number of press reports and articles I’m not going to link here. But due to the nature of the beast, all projects & teams were affected at Funcom. And yes, we’ve had to make some changes on Anarchy Online. However, this will not make an impact on our priorities and with a couple minor adjustments won’t make a substantial impact on our planned delivery schedule for most features. We’re still going to deliver the features that you guys have been asking for

Two things to keep in mind here:

Anyone who reads Funcom's quarterly reports should know Anarchy Online is, and has been, “cash-flow positive” which is a fancy way of saying the project itself is extremely secure in terms of the finances. So AO isn’t going anywhere. The adjustments to the AO project were made for external reasons.
In a lot of ways, the AO team has been impacted less than other projects because we had been staffing up in preparation for a couple of members who had been planning to move back to their country of origin in late 2012/early 2013, for purely personal reasons. We had been hoping to benefit from being “overstaffed” for a couple more months, but this can no longer happen.

Our major feature priorities are still the following:

Server Merge
Engine Upgrade
New Player Experience
Profession Rebalance

We are still evaluating as we go, but the changes to the AO team might mean that #3 and #4 get flipped with each other due to basically rearranging how work is distributed and what makes the most sense to do first. We had planning on doing the Profession Rebalance in smaller changes over time anyway, and some of those smaller changes may get re-shuffled. And there will still be regular bug fixes and improvements, content updates, tweaks to the item shop & etc.


Engine Upgrade

I’ve written a number of detailed/technical posts about the engine, and I’m not going to re-cover that ground. But if you are interested in the more technical aspects you can read up here, here,here, and here

Basically, when Fia and I joined the project, we decided to take a somewhat different approach on the Engine Upgrade than what was in progress when we joined. Instead of focusing on the engine features themselves (getting X to work) and upgrading individual assets or areas, we decided to take a more holistic approach and ask the question “what is strictly needed to produce a playable version that can be deployed externally, and launches/updates/patches via the existing methods?” And this is where the work has been directed. Because let’s face it, you guys want to see something… and if various features need to come later (for example, the first public beta of the new engine probably won’t display helmets for various technical reasons) that’s probably preferable to not having anything at all. There are a million of these small technical things that, instead of trying to solve all at once, we can push off until after we have something that can you guys can have fun with now.

So I am pleased to say we have a series of internal milestones left to meet, but if all goes according to plan we should be able to get something in the hands of players early next year. This would be a public beta rather than an official release, which means the team is free to focus on the issues that we feel will get us to the endpoint the fastest. The fact is that AO players use an enormous diversity of hardware, and once we have a deployable version, we don’t really want to have the expectation of a released product (meaning officially “supporting” everybody’s video cards and have to prioritize these fixes first). If any of you guys played Conan, this would be similar to how the DX10 client was technically in beta long after everybody who wanted to use it had already switched over.


Server “Merge” (it’s really a Migration!)

I’ve talked about the server merge at length on the forums, so you guys might have read this before but I want to recap it. Some background reading is here.

Just to be clear, what we are really doing isn’t strictly a server merge; rather it’s a server merge on the data side followed by a complete server migration.

Technically speaking, we are taking the two existing dimensions of Anarchy and merging the data at a database level, and then migrating that onto a fresh server. While combining the populations into a single dimension is a positive thing (and a great benefit!), the primary motivation is good server health. Another benefit is that we plan to move inventories out of the BLOB structure they’re currently in, so this will save developers and players alike a lot of headaches. It will improve customer service and development, because item data in general will be a lot more accessible to our tools.

Obviously, we have one shot at this and we need to get it right the first time. There are also a lot of auxiliary design tasks (everything from expanding character slots, to improving instanced cities) that we will start to silently patch in the next few updates. Think of this as staging / testing / prep-work. The server merge is scheduled for the 18.6 update, so that will be our next “major” patch, after we are done with the 18.5.x series. The final patches from the 18.5.x series will be the aforementioned prep-work.


I think that about covers it! Lindelu’s GD letter is forthcoming. There’s a lot of great stuff in there, and I don’t want to spoil it. And before you ask me questions NOT about the above please wait until Lindelu's letter gets posted, because it pretty much covers everything I don’t.



C'est bien qu'il ait parlé des soucis chez FC et de l'impact que ça aura sur AO au lieu du baratin habituel. ^^
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
igor
Leader AO


Inscrit le: 24 Juin 2003
Localisation: Paris

MessagePosté le: Lun Sep 03, 2012 10:59 am    Sujet du message: Répondre en citant

En effet. Et finalement ca affecte assez peu AO par rapport à AOC ou TSW je pense.
Donc merge des serveurs d'ici la fin de l'année je pense et beta du nouveau moteur début d'année prochaine.
Ca va être problèmatique pour le merge, il y a Phoenix sur RK1 aussi...
_________________
AO : Igoros, Adv 220 | Igoroc, Enf 220 | Igorac, Doc 220 | Igorus, Keep 220 | Igoras, Fix 60 GA2 | Igoruc, Fix 150 GA4 | Igoris Sold 220
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé Envoyer l'e-mail MSN Messenger
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Lun Sep 03, 2012 11:03 am    Sujet du message: Répondre en citant

Je suppose que la guilde qui a été créée en premier gardera le nom, si c'est comme pour les noms de persos quand ils ont fermé DNW. Si c'est ça on devrait pouvoir le garder. Razz
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mer Sep 05, 2012 4:16 pm    Sujet du message: Répondre en citant

Monthly Development Update: August 2012

It is with sadness that I write to you this month, as many good developers, and dear friends will be leaving Funcom this fall. A sad time for our otherwise very happy family. You can read the official statement here: http://www.funcom.com/news/funcom_reduces_operational_costs_following_the_secret_world_launch

For Anarchy Online, this means that we will not be able to continue growing our team right now, as we had hoped. The work will however continue as scheduled with some exceptions; some of the additional features for the new player experience, like the new character creation, will be down prioritized until we have the play experience feature complete.

The silver lining is that the AO dev team has always been a small but very talented team, even while producing booster packs, so our team is in control and AO will remain strong!

Our Dreamworld engine upgrade is still one of our top priorities! We believe this is an important step in evolving AO and building for the future, and as this work is done in parallel to the rest of our commitments, we do not have to delay any other content because of this!

AO-Con!
AO-Con was a huge success! Over 50 people showed up to celebrate a joint love for this game and our community! We were very happy so see Cube and Michizure hold a Q&A session and a small presentation to show off some of the things we are working on. This is available on youtube www.youtube.com/watch?v=mCNVxykCwLs. Some of the screen shots of this presentation can be seen on www.AO-Universe.com!

Seasonal Content
We’ve tried a new strategy regarding seasonal content this year, finishing all of the Halloween and Christmas assets in July! This means we will not be pressured to release patches in October and December, as this content can be easily turned on “on the fly”! Previously seasonal content updates proved a little stressful for the team, but now we will be able to kick back and just enjoy these times with you! If you want to help test this content or maybe just get a sneak peek you’re welcome to ask for it on Test Live.

The New Player Experience
In August we patched a soft release for the New Player Experience on the Test Dimension. Together with some of you, we play tested the freight shuttle and the new system that allows for a profession specific experience, and we got lots of good feedback. We’ve fixed most of the issues reported and we’re ready to begin the beta testing phase in the next version. If you are interested in playing this, please create a new character on Test Live and talk to Hank the Peacekeeper located in ICC.

The next part of this content is being tested internally as we speak, and I expect a little more time before it’s ready for Test Live. We’ve rebuilt ICC completely from the ground and up, with the addition of little unique spots for organizations to claims as “theirs” and unique possibilities for travelling via whom-pa’s, the grid, a space elevator and various shuttles to all the remote outzone locations!

Pack of Noobs
I had the pleasure of attending the org meeting of “Pack of Noobs” on RK2 last week! Their agenda to recruit and help new players and returning players is really cool, and they brought up some very good questions about how we as a Dev Team plan to address concerns that new players may have. We discussed the possibilities of re-purposing older content, something that both designers and players have wanted for a long time, and we talked about letting froobs and paid accounts play together as one community! The full interview can be found here:
http://forums.anarchy-online.com/showthread.php?p=6086337#post6086337

DNW Transfer
The transfer service from Die Neue Welt to Atlantean and Rimor has been re-enabled! If your have a character that is eligible for transfer, you may use this service directly from the AO account page. This service will be enabled indefinitely until we announce otherwise! Everyone that reported having characters stuck on DNW should have been contacted via email already.

Systems Changes/Profession Balance
The healing power from the MA proc Disharmory was boosted for PvP in the previous Live Update, but not for PvE. We’re working on addressing this in the next version, boosting the healing amount for PvE. Thank you for reporting this!

We’ve had the pleasure of being able to update our developer tools further this summer due to the addition of Vhab! Our work environment has been very neglected the past years due to having such a small team, and with the addition of only 1 man, we have accomplished great things!

The most important thing is that we’re now able to import all data that was previously not accessible, into our tools. We were technically prevented from improving many of our items and fixing bugs due to this, and now this is finally possible thanks to our eminent coders.

In addition to this, we will be able to remove nano formulas from the game, meaning we can finally rid ourselves of redundancy nano formulas that just take up space and cost creds without giving you much of a gain. The NT nukes line is the best example I can think of, where you have literally more than 100 nukes to chose from. Instead we can scale the power of the ones we keep based on your skill, giving you the same functionality as you have now but with way less nanos you need to buy and keep track of! We feel this will go a long way for any new player that wants to get into the game and enjoy it! Plus, hoping to reduce the huge time sink that setting up your character hotbars currently is.

PvP
So many people have sent me PMs and asked about PvP, and I wanted to tell you a little about my own experience.

When I started playing Anarchy, I did not like PvP. I thought it was a little stupid and frankly terrifying to have someone else that I didn’t know shoot at me. The stupid part came from not understanding the fun in it, and I was terrified because I thought the PvP population were a bunch of griefing jerks who only cared about crushing other people. Then something happened, I got to know someone who enjoyed PvP. I looked up to this friend, he was always looking out for others, and as we started doing more and more things together, and before I knew it, I found myself agreeing to a duel. I got my ass handed to me of course, but it wasn’t so bad. (:

From that point, we started hanging out behind one of the tall buildings in one of the major cities and take turns fighting each other to 25%. We were both of the same profession and level, but he killed me every single time. I don't know what fascinated me at that point because I just died a lot, but somehow I started learning to stay alive longer and longer, until one day where I stayed alive for so long – that I killed him! I was so caught up in the moment that I forgot to stop myself at 25%. It was no longer a game, it was his life or mine, and we fought for over 20 minutes.

After that, we started to enjoy it in a different way, we started to try find ways of surprising each other, find tools and gear to counter the other's tricks, and tip the numbers to our advantage. Not long after that I found myself often engaged in the Tir Arena, practicing my newly found skills on different people, and what I found was nothing I had expected to find! I found a community, Clan and Omni and Neutral alike, just as eager as me to learn and improve, to laugh and to have fun!

We exchanged tips or simply hung out, and sometimes, when the occasional griefer came to gank one of us, he often found himself chased across Rubi-Ka by the rest of us. I started participating in the wars, to protect our towers and our allies towers and even sometimes, our “enemy allies’'” towers, only for that sweetness of owning the land and seeing our side xp% go up. I’m one of these people that surely like to save the world together with others!

The old title level system was a large part of the fun for me, as you learned to fear certain people and it was just really satisfying to win to those who had a better title than I had, and to finally get that Novice title. The Glyph of Archana, and the concept of lootable objects is also something that I enjoyed in PvP, but I can understand how it’s not for everyone.

As a development team, there are many things we would like to do with PvP, but with the current commitments we will not allow ourselves to prioritize this right now. We have initiated discussions with several of you, to hear your suggestions and hear about what you enjoy about PvP!

Please never hesitate to send me a tell when you see me in game!

Kindly,
Fia “Lindelu” Tjernberg
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mar Sep 11, 2012 11:47 pm    Sujet du message: Répondre en citant

Hanging Up the Hat - Goodbye from Kintaii

(hey, that rhymed! i am *awesome*)

It's really easy when writing this to get flowery and poetic; to start busting out purple prose about my feelings on the matter, or about my history with AO and all of that good stuff. The truth is, though, that for as hard as this can be to write, burying it in one of my standard wall-of-text posts would just come across as less genuine than I'd like. You guys deserve more than that, and in my final address to the AO community I want to provide more than that.

(edit: reading over what i wrote i guess i ended up with a wall 'o text anyway ;P at the very least i promise it's all from the heart)

So yes, with all of that said this is my final address - Everyone here is well aware of the recent changes that have been taking place at Funcom and, unfortunately, this means that my own time at the company has drawn to a close. For the last eight years I have played, volunteered for, and worked with Anarchy Online - I have made friends close enough to be called family, had opportunities for personal growth and development I never would have had otherwise, been able to explore the world and travel from my roots in Mississippi to Norway to Canada and back again. It's funny to sit there and think that an online roleplaying game can cause so many amazing things to happen to an individual, but there you have it. All those parents who told their kids that playing video games wouldn't get them anywhere in life? Suck it. I'm living proof.

I started working for Anarchy Online five years ago, wide-eyed and no clue what the hell I was doing. Now, at the end, I've gained a slight (very slight ;P) clue as to what I'm doing... and I still find myself wide-eyed every single day when I step foot into this office. We've talked a lot about the level of talent that the Anarchy Online team has been blessed with over the years, but it's no lie and no hyperbole - I have had the pleasure of working the last five years with individuals who truly *shine* with their brilliance. Talented, energetic, intelligent, driven and capable, the entire lot of them - Creators and artists and writers and coders who are all more than anyone would ever guess, and together were greater than the sum of any of their parts. I have been challenged, I have learned, I have gone through fire and pain and rollbacks - I have seen tragedy and comedy, often in the same game update, and through it all I have been accompanied by some of the best and brightest to ever set foot in the gaming industry. From Craig to Colin to Tony, Sjur, Helene, Yngvild, Fia, OJ, Nina, Anton, Henry, Kjetil, Patrik, Dave, Rob, Osman, Bjorn, Remco, Enno, Jeremy, Daniel, Michael, Jennifer, The Wills, Glen, Alan, Jon, Morten, Dan, Rakel, Laurie, Alexander, Michelle and all the rest that god knows I'm probably forgetting right now - I have never, not once, been happier every single day to get out of bed and stumble into work. All of those individuals (and many more unsung heroes that none of you, sadly, have ever heard of) made that effort of putting one foot in front of the other worthwhile. My thanks to all those who have been my mentors, friends and family over the last five years - No matter where I go or what any of us do, none of you will ever be forgotten. =)

The same goes for all of YOU as well. The community, the players, the people that I worked *for*. Sure, Funcom always signed my paycheck, but money's just money - I can get cash from any number of jobs. I came from where you're sitting; staring at that same forums screen, staring at that same game window - One day I woke up and said to myself "I want to do that". And so I did. And in doing "that" I always hoped that I could give back to the community of players that keep love and devotion for this old bird alive - That I could do right by them. I won't say I've always hit the mark in every bit of content I've made and released, but overall I feel happy with the work I've accomplished in AO over the last five years; hopefully, when you fight one of my bosses or read some of my dialog, it puts a smile on your face. If so, then I've done what I came here to accomplish, and I can leave without any regrets.

I also know that as I head out Anarchy Online is left in good hands. Those remaining behind to carry on the work don't have a task I would call "easy" or "envious" ahead of them, but as I said before - The AO team has always been comprised of some of the best and brightest in the field, and if anyone can do it? It's these guys. When I go on I know that Anarchy Online will be carried forward by people I genuinely trust to make the right decisions and steer the game I love in the right direction. I may be heading out but the team that is left behind is quality, and they definitely deserve your respect and kind thoughts - I can't wait to see what they manage to accomplish after I'm gone, and I think you guys will be more than happy with their talents as well. The future is bright for AO, and though part of me hates not being here on the ground to see it happen "first hand" I know that what's to come will be well worth the effort and the wait; even if I'll be experiencing it as "just another player" I look forward to seeing the fruits of their labours. There's definitely good stuff on the horizon, with an incredibly talented and capable team to take us there - Should be fun times. =)

Five years is a long time to do anything, particularly for a guy like me. For as much love as I have for Anarchy Online, Funcom and all of my fellow co-workers, I'd be lying if I said that I wasn't excited by the opportunity to do something new and different. As a matter of fact, I already have a couple of potential "new and different" things lined up that I am *incredibly* thrilled to be looking at (and a few things that fall under the "old and samey" header that can pay the bills ) - You guys can keep watch over my Twitter and Facebook accounts to learn more about what's happening in the life of Kintaii and where I'm headed next. Soon as I know my Next Big Thing, you guys will too - Would love to see some of you again, later down the line. =D

And now, with all of that said, I'll draw this to a close. My official last day is the 21st of September (next Friday) - In the mean time I'll still be hanging around helping out with moderation and whatnot, so don't expect this to be my last *post* before then. Just letting you guys know what's up.

Before I go, though, there's one last thing to do.

One final action I have to take.

One last hat to give away.

My own.

As The Fates will be taking off with me (they're thinking about going for a long vacation down in the Bahamas - they've heard its nice down there this time of year), there will sadly most likely be a lack of hats in the near future. Though I had thought about taking mine with me when I left, I figured it best to pass it along to one of you.

So how do you get your hands on my hat? The rules are simple.

Leave a post in this thread that amuses me somehow.
Do not break the forum rules or face my wrath.


That's it. Your method of "amusement" can be a joke, poem, a screenshot, a hand-painted life-sized scale model of a leet; whatever you and your imagination dreams up. The contest closes Thursday, Sept. 20th, 2012. Whoever amuses me the most will, on Friday the 21st, have my hat placed onto their forum avatar. Please make sure that if you enter this "contest" (and I use the term loosely) that you're already using the avatar you want the hat on - You probably won't get another shot at it.

And you have it! That was me, wrapping it up. Again, my thanks to everyone I have met along the way - Players, community leaders, co-workers and the like. The last five years have been... a long, strange trip, and one I wouldn't trade for anything in the world.

Fight the good fight
. We'll see you around. =)

http://forums.anarchy-online.com/showthread.php?t=601510

Ca c'est dommage, je l'aimais bien lui. Confused
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Sanderus



Inscrit le: 11 Aoû 2003
Localisation: Bruxelles

MessagePosté le: Mar Sep 18, 2012 10:39 pm    Sujet du message: Répondre en citant

Oy oy oy...

Letter from the Game Director - My last update

Accepting the job and moving to Montreal was one of the most difficult decisions that I’ve had to make yet. I received the phone call from Means back in November last year, from a tiny fishing village in central Japan, and the cell reception was really really bad. At first I thought I had misheard, but when I climbed one of the large cliffs by the seaside, the message got through. He was really leaving, and I was asked to take his place. The rest of my vacation I was in deep thoughts. On the one hand, I was very happy working remotely from Sweden, living with my man and close to my family. On the other hand, I love the AO team and the game itself, and I wanted to help filling Means shoes when he was gone. So when getting back home to Stockholm once my vacation was over, we agreed that I would come over to Montreal for one year. And I have never regretted this decision, even though it has been very hard at times.

My work here this year has been greatly focused on one thing, to build for a strong future of AO. I see a very big potential in this game and I know you do too. When I look back at these ten months, I believe that even though we are not there yet, the hardest stretch has been overcome, thanks to my wonderful team.

They have created a new player market (GMI), a system that is easily maintained, accessible by all subscribers, and which much improved the performance of our game. They have improved our development tools to ensure that devs can create completely new and exciting content for many years to come, something that have been neglected due to our small team size pretty much since launch. They have soon finished creating a new player experience that will unite froobs and subscribers, and touch on all the elements that makes AO unique and fun, customized for all the different professions, making sure that new and returning players love AO as much as we do. They have fixed so many bugs and annoyances, and improved many features based on your requests. They have begun creating a Dreamworld engine beta client, that will be available for free side by side to the older client. The new client will greatly modernize our graphics and visual style, without removing the charm and unique atmosphere that AO currently offers, and we’re finally beginning to see the light in the end of the tunnel on this greatly experimental project. I am very proud of this team, and I know that our united direction to make AO stronger will be tended to with uttermost passion and care.

Now the time has come for me to leave my position as Game Director, an announcement that saddens me deeply as I love my job, but with the recent cuts in Funcom it makes sense for the project that I say goodbye sooner rather than later to ensure that we can keep someone else on the team. Even though this saddens me, I feel very good about going home to my man and my family again, as one of my closest ones have taken ill recently.

I love AO, and I still like playing it after working on it for half a decade which says quite a lot. AO is a game for creative people and for those who enjoy a real challenge, but it’s also for those who like to meet new people and play with friends, because we have the best game community I’ve ever seen, and I know that the team will work very hard to ensure AO’s very bright future. We’ve been running for over 11 years, nothing can stop us now (:

Love,
Fia

---

2 Game Director et Kintaii en moins d'un an... ça fait beaucoup quand-même. Elle dit même pas qui sera le prochain... ça ne devrait pas retarder le nouveau moteur d'après elle. Le producteur "Ilaliya" est toujours là pour le moment, déjà ça.

Lindelu a écrit:
Thank you for all the kind words! For you who said that the engine will be delayed, I am honored that you have that high thoughts of me, but I am fortunately just a designer and since we're more programmers now than we've ever been during my time here I foresee no delays!
Razz
_________________

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
Revenir en haut
Voir le profil de l'utilisateur Envoyer un message privé
Voir le sujet précédent :: Voir le sujet suivant
Poster un nouveau sujet   Répondre au sujet    Phoenix Index du Forum -> Le happy rebel Toutes les heures sont au format GMT + 1 Heure
Aller à la page Précédente  1, 2, 3  Suivante
Page 2 sur 3

 
Sauter vers:  
Vous ne pouvez pas poster de nouveaux sujets dans ce forum
Vous ne pouvez pas répondre aux sujets dans ce forum
Vous ne pouvez pas éditer vos messages dans ce forum
Vous ne pouvez pas supprimer vos messages dans ce forum
Vous ne pouvez pas voter dans les sondages de ce forum


Powered by phpBB © 2001, 2002 phpBB Group
Traduction par : phpBB-fr.com