Asheron's Call 2 Interview
Part 2
RPGDot: How smart are the mobs (mobile objects, aka monsters)?
I mean, if I keep showing up at their daycare center, luring
single young monsters away to a nasty death, can I do this
forever, or do they eventually take action? Is the mobs behavior
static, or is there a psuedo random component? By this I mean,
if I shoot a mob with an arrow, A) It always chases directly
at me, back to the waiting hoards for slaughter, or B) 70%
give chase, 20% attempt to use an evasive maneuver, and 10%
run for help?
Judith: The monsters in AC2 are far more intelligent,
and dangerous, than the ones in AC1. Creatures will have the
capacity to respond to threats based off of their level, race,
and method of attack. In addition, there will be different
variations of existing creatures. Here's an example: The Scowl
Drudge you see running at you may not be the brightest creature
in the cave, but when its leader, the Murk Drudge is around,
watch out. Things could get hairy when it shows up, orienting
all of the Scowl drudges to attack your weakest member. Consider
yourself warned. Dereth is full of wonders.
RPGDot: Many games have attempted to slow their rate of
level advancement by introducing downtime. Players are very
concerned about it. In EQ, downtime was severe - up to 20
minutes. In DAOC and AO, it is under 1 minute. I view this
as an excellent trend. In your FAQ you say " We intend
to keep the pace of the game swifter than other MMORPGs currently
are, with dramatically reduced downtime." Will downtime
for anyone at any level be less than a minute?
Judith: At the lowest levels, yes. At higher levels,
it's still very fast
RPGDot: In AO, we were introduced to vehicles. These were
not independent things that could be parked, stolen, sat upon,
etc - they were very lame morphings of the character into
the vehicle (ie man becomes car). In SOL (EQ) this will be
repeated. In DAOC, their vehicles amount to buy ticket and
sit on horse till it gets to the destination (whereupon it
disappears) or jump off enroute. Will your game have vehicles?
Will the character models 'morph' into the vehicle, be forced
to only go along vehicle routes or will the vehicles be completely
separate from the characters?
Judith: Again, you are entering a world recovering
from a huge cataclysm. At first, there will be no vehicles.
RPGDot: Will characters be able (upon release) to make
vehicles?
Judith: We do not currently plan on providing vehicles
for the launch of AC2.
RPGDot: Enchant items?
Judith: Currently, there are skills that allow for
temporary enchantment of items, causing them to be lighter,
or to do more damage. As for making items with more permanent
enchantments, that is beyond the basic crafter. Over time,
it is likely to be rediscovered.
RPGDot: Will you have item degradation?
Judith: Items that are gained through the treasure
system will not have item degradation. Items crafted through
the craft system will inherently degrade, for their increased
effectiveness comes at a cost. In addition, there will be
a method that crafters and non crafters can pursue that will
allow them to make their weapons stronger for short periods
of time, but ultimately resulting in a less potent weapon.
With increased power comes greater cost.
RPGDot: What about vehicular combat (the pride and joy
of ALL vehicle owners)? Can I run someone over with an ox
cart? A dragon?
Judith: We do not currently plan on providing vehicles
at the launch of AC2
RPGDot: From the FAQ: " Yes, various systems of location-based
player vs. player (or "PK," for player killing)
combat will be in place. By location-based, we mean that approximately
10% to 20% of the world will be clearly marked as side "conflict
areas,"..." What will be done to prevent 'zone (border)
line camping'? In other words having people jumping back and
forth between the 'safe' area and 'unsafe' area?
Judith: Border jumping only hurts the jumper - if
one person is in a PK area, and the other is across the border,
the person from within the border can attack the person outside
at range, but would only get a shot or two at best before
the other person can rectify the situation.
RPGDot: Will you have areas in your world which are extraordinary?
IE -Dreamscapes, floating castles, etc?
Judith: Trust us when we say that the entire world
looks extraordinary. Hilltop vistas never looked so amazing,
and some of the things we've created for you to look at from
those hills will take your breath away.
RPGDot: Name three things which intrigue YOU about the
gameplay.
Judith: Why just three?
i. Being able to create a very customized character based
on the skill tree.
ii. The ability to fight really HUGE monsters.
iii. Fighting intelligent monsters that are able to cooperate
in their attack against me/group.
iv. Group tactics / party goals.
v. Even short play sessions can yield noticeable advancement.
RPGDot: Is there a maximum amount of vitae (xp) one can
lose from dying?
Judith: There is no maximum amount at the moment.
However, we are still in the process of game balancing and
this may change over the course of the beta.
RPGDot: Will there be static spawns? Static loot?
Judith: Both static spawns and loot will exist, as
part of quests and other special encounters.
RPGDot: What is your favorite aspect of your game?
Judith: Combat! Customizing my skills, working out
my own combos of attacks and counterattacks makes everyone's
tactical experience different and fun.
RPGDot: Aside for the fact that the game is not yet out,
what is your least favorite aspect of your game?
Judith: Least favorite…? Not having enough time
to play the game!
RPGDot: From the FAQ: " Yes. Characters can now swim..."
Naturally, the important question is 'Can characters swim
underwater or are they confined to dogpaddling on top of the
water? If they can swim underwater, will there be anything
interesting there? (Shipwrecks, dungeons, etc)?
Judith: When a character plunges into the water you
may get a glimpse of what lies beneath, but then you will
float to the surface where your avatar will be able to swim.
Players do not have the option of diving down and exploring.
RPGDot: In the FAQ, it mentioned that characters won't
have any encumbrance factors to deal with. As one of the major
goals of PvE is the accumulation of gear, will the players
have bank accounts to store more booty in? Will they be able
to purchase additional bankspace or must they rely on 'mule
accounts'? (ie characters made but never played, just to hold
more 'stuff').
Judith: We've provided each character with a generous
amount of storage space, so hopefully that won't be too much
of a problem. In addition, keep in mind that the new craft
system means that a lot of common materials will be highly
transmutable. Why carry a dozen different types of things
when you can carry one and make what you need when you need
it?
RPGDot: How will long distance travel work?
Judith: The portals of Dereth, familiar to AC fans
still exist and still transport players from one end of the
world to the other. The main change is that thanks to the
new graphics engine, portal space is now VERY pretty.
RPGDot: One of the major problems customers face with all
released games is that of content. 2001 has a bad year for
releasing games with actual content (AO, WW2OL, DAOC) - what
can you say to reassure the nervous masses?
Judith: One of the things that makes AC so strong
is that players will not only have the content that's available
to them at ship. We also will continue to have the monthly
"live" updates, so new quests, features, and other
content will continually be added.
RPGDot: What is the most important thing you've learned
from the failures and shortcomings of other MMOLG's?
Judith: The best lesson we've learned is that the
choice of what not to do is as, if not more important than
the choice of what to do. If it isn't fun, it shouldn't be
there. Downtime? Not fun. Making irrevocable choices that
I don't understand? Not fun.
RPGDot: To get our readers a bit into the 'business angle'
of the MMOLG- what was the biggest hurdle you believe new
designers have to hurdle when pitching the game to a producer?
Judith: Being overly ambitious and unfocused in scope,
and underestimating the complexity of supporting simultaneous
numbers of players at one time.
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