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Chill and Grill

50 svar från produktcheferna!

Escrito por CipSoft (Traducido por Karlkoninan och Sara Kind) on jueves 06 mayo 2010
Den 20:e och 21:a april tog spelare chansen att fråga sina hetaste frågor direkt till Tibias produktchefer. Dessa frågor berörde flera olika ämnen, som PvP, vocation-balansering, anti-fuskåtgärder, upprätthållande av regler, tekniska problem och mycket mer. De mest ofta ställda frågorna har besvarats, var och en av dem individuellt av en utav de tre produktcheferna Guido, Craban eller Skyrr.

I denna månads artikel kommer vi att avslöja deras svar steg för steg, ungefär ett dussin av dem varje vecka! Nyligen tillagda frågor och svar kommer att placeras över de gamla frågorna i varje kategori. en Fråga&Svar-räknare visar hur många av dem som redan har publicerats, och hur många som är kvar.

F&S-räknare: 13/50 publicerade (senast uppdaterat: 6 Maj)

Spel och innehåll


Guido challangesF: Spelare har frågat efter quester och utmaningar för level 150+, till och med 200+, väldigt länge. Har ni några planer angående detta?

Guido:
Detta problem har blivit viktigare med tiden eftersom att fler och fler spelare når högre level. Ja, vi kommer att lägga till funktioner och innehåll i spelet som är speciellt designat för spelare med hög level i framtiden. Dock är det vara grova planer än så länge, bortsett från att vi kommer att lägga till några nya utmanande områden, monster och några quester, raids och event i kommande uppdateringar. Dessutom, med tanke på att den spell som har högst levelkrav kan fås redan vid level 70, funderar vi på att lägga till mer spells även för högre levels... Ja, precis, höglevelspells!

F: Kommer ni att fundera på att ändra dödsstraffet?

Craban:
Generellt sett, ja. Det viktiga här är att definiera vad som menas med dödsstraff. Dödsstraffet består av flera delar vilka ha flera effekter. Vår åsikt är att dödsstraffet är ett utav grunddelarna som gör Tibia till vad det är: ett av det svåraste spelen att spela. Vi vill att en död ska vara någonting som spelar roll. Vi vill att ni har känslor om en död. Det är tänkt att såra dig och för tillfället skapa ilska. Vad det inte ska skapa är frustration. Det är därför jag generellt sett kan säga att vi funderar på att arbeta med dessa problem. Vi måste utvärdera vilka aspekt i en karaktärs död som känns värst. Exempel kan vara att förlora föremål för spelare med låg level, att förlora pengar på blessings för spelare med hög level och självklart även skälet till varför döden inträffade, inklusive PvP, och många fler aspekter.

F: Planerar ni att göra en tredje addon för de outfits vi så girigt samlar?

Guido:
I början planerade vi för tre addons för alla outfits. Men eftersom att det verkligen är mycket arbete att skapa en basoutfit och addons, så reducerade vi antalet addons till två den första omgången. Sedan dess har vi föredragit att lägga till flera nya outfits du kan välja mellan istället för att komma ikapp med originalplanen att introducera en tredje addon. Så just nu finns det inga planer på en tredje addon. Det kommer definitivt inte att komma detta året.

Skyrr legendary itemsF: Vad är eran åsikt om de så kallade "legendariska föremålen" (golden helmet, demon legs, horned helmet, etc.)?

Skyrr:
Jag antar att du menar alla föremål som vanligtvis inte kan fås i spelet, t.ex. genom quester. Som gammal spelare som började på CipSoft nyligen 2009 upplevde jag den "gamla tiden" i första hand. De flesta existerande föremål härstammar från den tiden. Som en spelare gillade jag alltid att det fanns ovanliga föremål som är någonting speciellt och att alla av dem har en egen historia. Men nu som en produktchef har min åsikt ändrats lite: dessa föremål existerar inte på alla serverar, så många spelare kommer inte ens att ha en liten chans att få tag it ett av dem - detta är delen jag inte tycker om angående dessa "legendariska föremål".

F: Med tanke på att antalet aktiva spelare har minskat på många Open PvP världar, tror du att Open PvP är en fungerbar spelvärld som den nu är utformad?

Skyrr:
Du utgår från att minskningen av antalet spelare online är direkt ansluten till Open PvP problem - dock håller jag inte med detta alls. Sedan början av vårt "Anti-Fusk System" så har antalet aktiva botters minskat kraftigt (ja, jag vet att du fortfarande ser bottare i spelet och vi kommer att fortsätta bekämpa dem tills våra spelare är nöjda). Men dessa bottare som höll på förr har minskat drastiskt. Så att vi skulle tappa spelare var väntat. Sen vi märkte att mindre bott har används på Optional PvP spelvärldar så passar det in i bilden att nedgången är mindre skarp på dem. Dessutom, vi har säsongsvariationer som inträffar varje år vid samma tidpunkt.
Fortfarande så behöver de ovan nämnda sakerna inte nödvändigtvis ha något att göra med Open PvP. Vi tänker verkligen på spelets design av Open PvP spelvärldar. Det är anledningen till att vi just nu när jag skriver dessa rader inledde en diskussion om förbättringar av krigssystemet med utvalda spelare från varje intressegrupp. Innan dess hade vi en öppen diskussion om det på vårt diskussionbord. Vi vill ta upp flera frågor om Open PvP spel världar och om vissa människor önskar fler PvP alternativ som vi inte vill erbjuda om Open PvP kommer vi att fundera på ytterligare åtgärder för att erbjuda dem ändå. I vilket fall så vill jag ta tillfället i akt att uttrycka min oro över att vissa spelare önskat PvP utan unjustified kills men inte är villiga att spela på en hardcore PvP spelvärld som erbjuder detta.


-Fortsättning på Engelska, uppdateras snart-

Craban vocation balanceQ: I am wondering if there are any plans to do a vocation balancing update soon?

Craban:
There definitely is the plan to work on the game balance soon. A big part of that is the power balance between vocations, but it also extends to the balance of weapons and equipment, resources, loot, prices, monsters and hunting grounds and a lot more. All of these things have a direct influence on how good a vocation is in comparison to another. Vocations shall be different, but also interesting and fun to play, and in the end, all of them shall have the same chances to advance in the game. This also includes making knights more interesting to play, making sorcerers and druids more unique etc.
We are currently looking for a new game content designer whose main task will be to work on the balance on the content side. Together with that person we will get deeper into this topic later this year, but I cannot promise at what point we will have something ready to present. Also, as game balance is a very delicate thing, there will not be a sudden update that makes BAM! and everything is perfect after that. Such things take time and should be done in steps.



Rules and Anti-Cheating


Q: Knowing the impact of cheaters on everything in this game, are your future plans to eliminate all cheating?

Skyrr:
This question implies that it is possible to "eliminate all cheating". In Tibia there have always been players who tried to gain unfair advantages through many means and I am sure, regardless of all measures we introduce, there will be those who will try to find new ways to achieve this. So from our point of view we do not think that we will ever be able to eliminate all cheating once and for all. For us, this is rather a constant battle in which we try to prevent as much cheating as possible. This has to be balanced with all other goals we have, for example, we put much effort in making sure that we do not punish fair players. Anti-cheating measures are an important topic for us, for which the product management team allocates a significant budget – regularly, and not only once.

Q: Are you satisfied with so many people complaining about the cheating issue and if no, how do you want to change it?

Skyrr:
Of course we are not satisfied when many of our players see something as a problem. However, as often, things are not as easy as they seem at a first glance. In case of botting, for example, we can see a sharp decline in cheating, especially since we introduced the permanent final warnings. Still, that is not what matters for you, our players. You do not measure the problem in overall numbers, but by your personal experience, like going to your favourite hunting grounds and seeing or not seeing a bot there. So while we are pretty content with the impact of some of our measures, we are far from thinking that the problem is solved.
How do we want to change it? On the one hand, we continue to refine and further develop our detection methods. We also develop new concepts that allow us to solve the problems you experience ingame – like the bot reporting feature we have introduced these days. On the other hand, we hope that players will feel the effects of our measures ingame step by step. We do get positive feedback about this by players who tell us that some spawns that were bot infested prior to our relaunched measures are now bot free. While we like this, we will still put constant effort in further solutions.


Q: Why do you think that more active gamemasters cannot solve the downsides of the current rule enforcement system?

Skyrr:
The gamemaster system has been introduced in the stone age of Tibia. It was a system designed for a non-commercial game, and it worked really well for a long time, thanks to the efforts of our gamemasters who devoted their free time to solve the problems of Tibia's players. But Tibia changed over the years, most notably of all it became a commercial game for which players pay and it grew heavily. We desire to offer a good service to our players at all time, and this includes offering rule enforcement in a constant quality of service and a constant availability. Of course we have analysed the possiblity of just adding more volunteer gamemasters to the rule enforcement, but we have found many points that make this not feasible for Tibia's situation. So, instead, we want to take the positive aspects of our gamemasters – their dedication, knowledge of the game and motivation to help players – and keep them in a helper system, while addressing the problematic points with a CipSoft in-house-only rule enforcement system.


Clients, Servers and other Technical Issues


Q: Have you ever considered the possibilty to open a test server for fun on a special day like Tibia's birthday using the client version 7.x?

Craban:
This question has 2 parts actually, and I will reply to each seperately:
1) "Test server for fun": Well, this is really a contradiction in terms. A real "test server" has the purpose of testing. What this question shows is that there is an interest in a seperate server where no testing is done, but no game with the usual consequences is running there either. You are asking for a pure fun server in addition to the regular Tibia game worlds. If we agree to leave the "test" part out of the question, I can say that the idea is nice and we know that there is such an interest. There are absolutely no plans to do anything like that, but there is also no reason to completely rule out the possibility. Just opening a server for fun would not be much of a problem. The question here is whether there might not even be more interesting variations of this idea. However, as I said, there are no plans in this direction, so if we would ever do something like this, it will not be anytime soon.
2) "Client version 7.x": This question has been asked in many variations numerous times. Our answer is still the same: We will not do that. I'll take the opportunity to tell you a little more about the reasons:
Firstly, we constantly develop Tibia further, and of course, we do that with the aim not only to change it somehow but to actually make it better. Therefore, offering any older version means to go several steps back. These older versions include all the little problems, weaknesses and maybe even some bugs that were improved or fixed in the meantime, so honestly, if we did this, the players would very quickly see that it is not better than now.
Secondly, what most of the players that ask this actually want are old game mechanics, but with new content. This simply does not work since a lot of the new content only works with the current game mechanics. To make possible what people ask for would mean to revert to an old version but then change and develop a lot of what is already in the game again for that specific old version. Apart from the immense overhead time that this would cost, you would never get a real old server but again some weird different version, a mixture of old and new and something else.
Finally, already from those requests we can clearly see that there is not one certain version people would like to see. We would never be able to satisfy all who request this because, again, each player has a different opinion on what should be done.


Q: Do you plan to introduce a system that can prevent players from death during a DDoS attack?

Skyrr:
Of course, we would like to protect players from a death that is caused solely by a DDoS attack. However, if we just introduce a feature that prevents you from dying or death losses, those who are capable of launching such attacks could abuse it, e.g. by launching a DDoS attack when they realize that they are going to die. This is a general problem with any feature for the game: we have to check not only if it will work in the intended situation, we also have to make sure it cannot be abused in other situations.
So, concerning the protection of our players from deaths by DDoS attacks we rather choose the way of working with internet providers and server providers to improve the infrastructure so that attacks have no effect. Many regular attack attempts get filtered every week so players do not even feel the effects. But of course, we aim at improving everything so much that even large scale attacks do not lead to player deaths.



Miscellaneous


Q: Tibia is a great game, many of us love it and play it on a daily basis. Yet we know it isn't perfect. What is the issue that worries the product managers the most?

Guido:
I see it like you. Tibia is great and we put a lot of passion in it. Of course, there is always a lot to improve. Hot topics for us are currently the fight against botting, finding the right balance between the different PvP tastes of our players and making Tibia more accessible for new players. On a more general level the goal to reach are happy players, and on a business level it simply is to get more customers.

Q: CipSoft has frequently been heavily criticised for being isolated from their own game. Have you ever considered creating a "focus group" of active players from the various game world types to both discuss new features before they are implemented and to brainstorm new ideas for the future?

Craban:
Yes, absolutely. We have already done that numerous times. On the one hand, we regularly create focus groups within CipSoft. We are a gaming company, so of course, we have lots of really dedicated gamers here, too. A large group is also active in Tibia. Others are highly experienced with a lot of other games. Depending on the topic, we try to invite all those colleagues that have some kind of helpful background fitting the topic.
On the other hand, we have often led discussions with our voluntary helper groups. You can also consider those to be focus groups since what they have in common is a certain dedication to the game as well as quite a lot experience with it.
Finally, we have just last week started a discussion with a few players that we selected due to their contribution in the feedback thread about the war system. That is probably the version of focus groups that was meant with this question, so yes, we are doing it right now.


Further questions and answers will be published around every Thursday in May.