| Posted: 03 November 2007 at 12:52pm | IP Logged
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Vanguard Producer’s Letter 
Let Yourself Free and Make This Game Great! These
are pretty exciting times for Vanguard right now. The team is currently
putting the finishing touches on Phase 2 and 3 of Update 3 after having
launched an astounding performance update in Phase 1. We received a lot
of great feedback from you on Phase 1, and we're going to continue our
focus in delivering consistently high quality, engaging and in-demand
content in each update. I'd
like to introduce myself to many of you that do not know me. My name is
Thom Terrazas, Producer for Vanguard. In a few words, I've been with
Sony Online Entertainment over 9 years (unofficially). During that
time, I have and still do work, with some of the greatest people in the
MMO world of whom I intend to solicit feedback from and use to my
advantage. One of the best things that I have learned in this industry
is to work closely with your team, while at the same time allow them to
do their jobs and show off their talents – and we have some amazingly
passionate and talented developers working on Vanguard. I give them a
lot of credit for launching an MMO of this caliber, and you'll continue
to see their talents shining through in our future updates. The Team's Current Focus In
the past few weeks, the team has been examining all of the fundamental
game mechanics and discussing what we think it is fun to play and what
is not. The great thing is we are not holding anything back –
everything is fair game!. So something that may have been perceived as
off limits in the past, is now an open for debate and is able to be
measured on the fun-factor-scale. At the end of the day, we all want to
say we created a great game that is fun to play – and of course, we
want you to be the measuring stick of whether or not and to what extent
we meet that goal. Without you, we wouldn't be here. One
of our current priority tasks is setting the Vision for Vanguard. We've
come up with dozens upon dozens of elements that we believe will factor
into determining the future path of Vanguard but it will take a few
more weeks of fine tuning within our internal departments before we
distill it down to the vision and have an agreed on list of critical
success factors by which to measure all new development against. I'm
not able to share the details at the moment but what I can say is that
the desired end result of this exercise is to ensure that we produce
high-quality game content and features that first and foremost fun to
play. Areas that we're going to make changes to Optimizations;
stability; optimizations; stability; optimizations; stability. I may be
wrong but I think I see a pattern here. J Hey let's face it, Vanguard
had some performance issues but we've made huge leaps since launch. If
you've played since beta, you'll know what I'm talking about. If you
had problems at launch and you haven't been back recently, you've got
to give Vanguard another try. See for yourself how much has improved. This bone is connected to that bone…Well, not any more! Future
optimization work you'll be seeing from us is focused on enhancing and
optimizing our Player Character models. If you have a weak stomach, you
may want to look away for a minute if you are closely attached to your
character. (just kidding J ) Seriously though, we're going through our
first phase of character model improvements that will eliminate
unnecessary bones. What does this mean for you? This means that your
computer will not have to work as hard to render each character which
means faster performance all around. We're bringing sexy back… After
phase one is complete, we'll be moving onto phase two where we'll be
increasing the visual quality of our character models. Not only will we
be delivering you a character that is more appealing to the eye, but
we'll also be delivering a model that utilizes less resources and is
easier on your computer. Again, win-win for everyone! A brief update on
this is that we're almost complete on our visual improvements with
human characters and we'll be moving onto adjustments to animations and
to the different body types. Grouping! Traveling! "Dude, where's my car mount?" Holy
smokes ~ the world of Telon is huge! And we recognize this. There are
some fundamental challenges with a world of this size. It's difficult
to meet up with other players on opposite sides of the world
(especially if you haven't been there before); there are large areas
between points of interest; the Riftway system doesn't display where
and how you can use it ahead of time and you have to have a mount
fairly early in order to explore and travel, etc… If you and your buddy
log in to play together and you find yourselves spending more time
trying to connect with each other than actually playing, there is
something missing. It should be easy to group up in Vanguard. We know
there are problems and we're discussing how to fix them right now.
(Details coming soon!) Feel rewarded We're
looking into the loot drop percentages and realize we've been a little
cheap when it comes to loot rewards. We're going to tune this upward
particularly at the lower levels and examine the mid and higher levels
as well. At the end of your play session, we want you to feel like you
accomplished something and were rewarded for the time you invested
while playing. Feel accomplished Whether
you log in and play for 30 minutes or for 3 hours, you should see and
feel that you advanced your character. Now don't get me wrong. We don't
want to create an "easy button" when it comes to leveling up but we
definitely need to expedite the experience gain cycle to increase fun
factor. We've made some steps already by adding Rest Experience and the
ability to share experience within your Brotherhood, so we'll keep
those in mind when discussing the percentage increase that we should
take it up to in the near future. Tactics Vanguard
doesn't have enough tactics. We want to make changes in our combat
tactics and one tactic or ability that comes to mind is Stun. Stunning
an NPC while they are in the middle of casting a spell needs to be
available during battle. This is an essential part of warfare tactics
and we're going to fix items similar to this. Death Penalties, do we need them to be so severe? We're
talking about this now and we think that there are enough penalties to
dieing that we don't need to sock it to you with a loss of experience.
I know there may be some purists or hard-core gamers out there that may
disagree, but we think that we can offset the experience loss with item
degradation combined with the hurdles of traveling back to the location
where you died. What else is coming? In no particular order, here are a number of topics we are evaluating for change and improvement: - Additional player housing
- Improved map; map icons that distinctly show points of interest
- City and Dungeon maps
- Readily available information showing you where you can adventure at your level
- Factions in towns
- Consistency - Streamlining hand off quests that lead you in the proper direction for character progression
- Changing some buff spells to group based
- Combat
Visual Timing – Improve the timing on combat responsiveness (when you
click on an ability, the action performed is in sync)
- Player power curve versus NPC power curve
- The ease of obtaining bags (especially at lower levels)
- Additional high-end content – Raid and Non-Raid content
- Increasing
the Quest Journal size – Also adding organizational tabs to distinguish
Adventuring quests from Diplomacy and Crafting quests
- Regional banks – remove them!
- UI improvements
- Alternate
form of currency – Special "coins" to redeem at certain Vendors for
obtaining items such as adventuring, diplomacy cards, titles, potions,
etc.
- Alternate advancement or specialization for your character
How do you get a say in all of this? I
think I've exposed many topics that we'll be working on in the near
future. I hope that you will find some of these issues at the top of
your list of desired changes as well. However, if they are not at the
top of your list, please feel free to post your comments regarding this
newsletter in the discussion thread on our Vanguard forums. Also,
we're going to be posting more frequently on the forums to keep you
informed and to answer questions that are on topic with our development
focus. We understand that you have valuable feedback and when you do
not hear a response back on a topic, it can be very frustrating. We're
responsible for keeping you informed and we'll make changes in that
area. If I was in charge…. As
an added bonus to you, we will be opening up a new Forum that is
dedicated to you as a player and as our future developer. Essentially,
we want to know what you would do with Vanguard if you were in the
driver seat. It will be really cool for us to see the ideas and changes
that you would make to the game if given the opportunity. So stay tuned
to a Vanguard Forum near you! As always, thank
you for your continued support. We look forward to providing you with
our continuing commitment to making this game great! Sincerely, Thom Terrazas -Vanguard Team Head on over to the Official Vanguard Forums and share your thoughts on the game!
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