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Old 08-09-2008, 02:44 AM   24 links from elsewhere to this Post. Click to view. #1 (permalink)
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Translated: Post-CBT3 Dev Interview!!

tyl translation productions presents, exclusive information from Aion developers about CBT3 content and possible changes for the upcoming OB enjoy~

Aion Developer Interview: Post-CBT3
link (Refer link for pics)

(Finally it's understood that there are Ancient Weapons (cannon like structures) that can be conquered in the Abyss, and not small cities or castles as was previously thought...)

At last CBT3 is over, and the fierce fighting in the Abyss as well as the uniqueness of the characters were popular topics of discussion.

In view of these issues, we interviewed Aion's head of development, Mr Kim Soon Chang (or something similar). It was rumoured that he was tired out after the testing, but it turned out he was feeling alright for the interview. (Note: Mr Kim was feeling unwell during past interviews.)

Caption: Mr Kim, who felt alright to be interviewed (One wonders what the bottle next to him is for...)

Q: If there is no OB, will the next testing be CBT4?
A: It has not been confirmed if the next testing will be CBT4 or OB. Even the head doesn't know. (laughs)

Q: Are you satisfied with CBT3?
A: We've collected a lot of data, in particular in the Abyss, we obtained data that we could not understand based on previous internal tests.

Q: Was the time to test the Abyss sufficient?
A: We used the CBT3 testing of the Abyss to locate the problems there so as to make the game more perfect. (Doesn't seem to be answering the question)

Caption: Is this... the Aion internal development map?

Q: There were many instances of lagging or hanging in the Abyss.
A: Passing through the portal from outside was not a problem, since the timing was fixed, but as more random battles took place within the Abyss, there were more problems, especially when both factions entered the combat area at the same time.

Q: What if more enemies appeared?
A: Lagging is more likely to occur, especially in the Abyss, when attacking the opposing faction, going solo is a disadvantage.

Q: Fortress battles and RvR situations are very lag, and players are unable to battle freely.
A: We understand that and our department is currently calling a meeting to stabilise the cilent.

Q: A correction to CBT3?
A: Not a correction to the game, but a continuous correction to the best settings the game can be run at.

Q: To what extent will the settings be corrected?
A: There should not be a problem for parties, but for raid groups, more can be improved on.

Caption: A battle of this proportions will cause lag, it is necessary to battle together.

Q: The purpose of new skills with instant casting?
A: So as to control the speed of land combat and due to the problem of control of the class, to reduce the casting time, to allow for casting a freeze spell and to attack at the same time. This testing is not complete yet, and it is estimated that more corrections will be done, so expect further changes during the next testing.

Q: Freedom to fly can be used to flee from enemies.
A: Aerial combat and close combat both have class restrictions and classes have different motives for escaping, for example, when another player approaches, due to differences in what is experienced, more damage can be dealt during an ambush.

Q: There is feedback that there is a lack of content about the Fortresses
A: There is much more content to the Abyss than players can imagine, it can only be said that the content in CBT3 is just a basic testing of the Abyss.

Q: The percentage effect of siege weapons is rather low.
A: We are currently discussing this issue, especially the problem of a lack of testing of siege weapons and the materials required to construct them.

Q: Is there a Fortress as large as Aden Castle in L2, in the deepest part of the Abyss?
A: There is a Fortress as important as Aden Castle in L2 in the deepest part of the Abyss, where combat is not favoured. However, no one activated the Ancient Weapon in the deepest part of the Abyss. Even if the conquered Ancient Weapons located in the 'Fiery Hell' and the initial area of the Abyss were not activated, the damage of the Ancient Weapon in the deepest part of the Abyss is many tens of times larger than a 'Lava Explosion'. For example, if the weapon in the initial area of the Abyss is B Grade, and the weapon in 'Fiery Hell' is A Grade, the weapon in the deepest area can be considered as S Grade.
(Translator's notes: 'Fiery Hell' is assumed to be the middle layer of the Abyss, while 'Lava Explosion' is assumed to be the effect of the Ancient Weapon in 'Fiery Hell'. Aden Castle is the most important castle in Lineage II (L2) for a number of reasons, a main one would be Aden is the capital city of one country(also named Aden), hence the clan(s) that hold the Aden Castle earn not just the taxes of territories under Aden but also a percentage of taxes earned by all other castles in Aden. (There are 5 other castles excluding Aden Castle in Aden.) The Grades refer to item grades in L2, where B Grade items are used by characters of level 52-60, A Grade items by those of level 61-75 and S Grade items by those of 75-85, where 85 is the maximum level in the latest update of L2.)

Caption: The effect of a Ancient Weapon of this level is not significant.

Q: Mis-use of resurrection statues.
A: During this test, the death penalty was not implemented in the complex set instruction computer (CSIC), to limit the number of resurrections. In the CSIC, the number of resurrections should be limited and death penalties and other effects of dying and resurrection should be fully used.

Q: The Ancient Weapons have simplistic designs.
A: These weapons are targets for parties and can be used strategically during combat in the Abyss to aid one's faction. If they are conquered by a party without a legion, they can be used by any members of the faction that possess the 'Activating Stones' to activate the weapon; they will just not be able to obtain taxes.

Q: Will the levels of the Fortress Guardians be altered according to the Fortress?
A: If there are any changes to the levels of the Guardians, the levels of other relevant NPCs will have to be changed also, hence there are no plans to change the levels of the Fortress Guardians for the moment.

Q: The type of Fortress Guardian is simplistic and they can be easily defeated in the later part of CBT3.
A: Although we have prepared various scenarios, we did not implement active healing and defensive abilities of the support NPCs and the Fortress Guardian during this testing, hence they could be defeated easily.

Q: The space in the Abyss is small, resulting in the congregation of players in specific areas.
A: If the area of the Abyss is enlarged, the chance of inter-faction battles will be reduced, which is significantly different from what was originally planned for it.

Caption: To locate the archer (should be quest name), there were a lot of battles at a particular tree in the Abyss

Q: The amount of activity of the Balaur was relatively little this time, was there a problem with their AI? Also, what would happen if the Balaur conquered Fortresses belonging to the faction possessing less Fortresses?
A: The Balaur are NPCs that work to adjust situations to an equilibrium and do not attack Fortresses possessed by the faction holding more Fortresses every day. If the Balaur and a particular faction were attacking a Fortress possessed by the faction holding less Fortresses, due to their neutral nature, they will strategically use it for defence. (Probably means go from attacking to helping to defend)

Q: Aside from the Yasutinea Lake Fortress, all other Fortresses seem to have a similar structure.
A: Not all fortresses need to have different structures/layouts, some Fortresses have had their special features altered already.

Q: Have any things been altered due to the imbalance in population size between the factions?
A: Only with regards to the 'Asmodian army' problem (Translator's note: This should refer to an Asmodian legion), but there is no imbalance in faction population, as noted from internal tests. During CBT3, there was correction of levels for both factions, and it shouldn't be a problem if both races are equally high levels.

Caption: Together with 'Lava Explosion', a large scale effect known as 'Light of the Abyss' (Translator's note: Effect probably produced by Ancient Weapon found in the first layer of the Abyss)

Q: The effect of Abyss equipment is relatively high.
A: The attributes were increased slightly for the beta testing and they are likely to be altered again. Mage stones can be used to increase the attributes of Abyss equipment, allowing for balance of these attributes.

Q: Will there be fixed times for Fortress sieges?
A: There has been a discussion internally regarding this, for example if a small legion conquers a Fortress, that is taken by another faction 2 hours later, will they not be depressed... (laughs) hence the activity of the Balaur will be increased during this period of time.

Q: Will there be new Abyss areas during OB or game release?
A: There are plans to constantly add content, which will be released at the appropriate times. Currently, there are no plans to add any additional Abyss content, if there are additions, they will be quickly conquered, and I don't want to see a peaceful situation. (laughs)

Caption: Future Abyss plans..?

Q: It is difficult when Elyos enter the Abyss to explore aerially, and the flying assistant will jam when ending.
A: During the class change quest, the flying assistant will jam when starting or ending, and this has been corrected based on data. About flying and exploring, the Elyos look like they are flying in a straight line, while the Asmodian flight path cannot be seen clearly, and this will be adjusted after reviewing the data.

Q: There are few routes that can be taken by the flying transport.
A: We are completing the additional Abyss routes for activities/quests now, and movement times are estimated to increase. If MMORPG activity routes are short and unadventurous, then the game will be boring, with just simple leveling up. We hope to allow players to experience adventure and fun during their playtime.

Q: Monsters use their skills very often and are very hard to capture.
A: All classes have corresponding skills to deal with mob skills. Some particular mobs frequently use powerful skill combos and regarding their damage and combo problems, alterations will be carried out and frequency reduced.

Q: Abyss experience, killed upon entry via the portals all 3 times, and elite areas are extremely difficult.
A: The Abyss is extremely dangerous and hence the rewards (experience and loot) are better and elite wild areas requiring parties will provide even better rewards and the difficulty of areas requiring groups will be adjusted suitably and locating bosses will be made harder.

Caption: The high density of the mobs in the elite areas increase the difficulty level by 2 times or more.

Q: It is difficult to use to mini-map.
A: Most games currently have mini-maps but Aion's is considered a radar, and there are many players who are able to use the radar skilfully, hence there is no plan to add any other functions to it.

Q: The properties of Mage stones seem stronger than those in CBT2.
A: The property of Mage stones have been strengthened and was purposefully not announced beforehand.

Q: Regarding the changes of the Ranger in CBT3?
A: There was an internal discussion on weapon damage, like the part on daggers, also there has been a directional change for stigmas. However, stigmas relating to class have not been decided.

Q: The damage done by Sorcerer's has not been increased.
A: During this first aerial combat testing, many players are not familiar with left and right in air. Thus, if casting is prematurely terminated and the target goes out of spell range, it is obvious players will be unable to adapt to it.

Caption: Even without the increased damage, the Sorcerer still packs a punch.

Q: Regarding classes to be weakened (Spiritmaster, Cleric), how will the changes be made?
A: The Spiritmaster is to be strengthened after internal discussions, and after internal discussion, it was noted that the problem of casting classes having too many buttons to press will also be corrected at the same time. For the Spiritmaster, all unnecessary skills will be removed and all other skills will be wholly revamped, for the Cleric, the damage dealt will be increased slightly while the effect of buffs related to healing have been increased greatly.

Q: During PvP, if the opponent is flying, how can the Spiritmaster attack?
A: Due to the revamp of the Spiritmaster's skills, he will be given an advantage on ground-based combat and skills to pull opponents down to the ground for combat, prevent opponents from leaving the ground.

Caption: (Not translated... something to do with a white tiger)

Q: It is very difficult to level up crafting and gathering skills.
A: Much effort is needed for gathering, and should be taken as an investment for the future, and it is expected that there will be events to compensate for this.

Q: The Cleric looks very weak when leveling solo.
A: Clerics are a class which are meant to be difficult to solo and there will be alterations to damage and heals.

Q: Players feedback that everything seems to have been made weaker.
A: Classes that were played seemed to have become weaker. Aion's balancing is basically done through strengthening then weakening. Overall, there will be continuous changes at the midpoint of balancing.

Caption: A day where the Cleric can solo

Q: The experience for monsters is not evenly spread across regions and players tend to congregate in some areas.
A: There are special regions where mobs give more experience and we have tried our best to spread it evenly.

Q: There are some legions who monopolise monsters.
A: The respawn time is randomised hence it should not be easy to master the respawn areas and timings.

Caption: Dreams of normal players

Q: Are there any special features to be added to legions?
A: Legions in battle in the Abyss and normal players will be the same (??), there will be new balancing content.

Q: Will there be new areas added?
A: Areas for levels 30-50 and levels 20-25 will be added and these areas will include caves and hidden content, and the ratio of mobs in caves and normal areas will be altered again.

Caption: New Balaur NPC?

Q: Different parts of a quest that are linked do not state coherently how to complete the quest.
A: We will be adding relevant information for players as we have not added all the relevant information.

Q: Is there any way to alter the ratio between the population of both factions?
A: We intend to install a population control system in the cilent that will prevent new characters of a particular race from being created when the population of that race exceeds a certain number, until the population balance is restored.

Q: Any limitations to the level of Mage stones used by players of different levels/abilities?
A: To prevent lower level characters from using high level Mage stones and surpassing other players, there will be a level limit enforced.

Caption: Adding such a Mage stone at level 25 will be overpowering.

Q: How much of Aion is currently completed?
A: Aion's basic structure has been completed and only minor alteration remain to be made.

Q: Any expected alterations or additions to skills?
A: As stated previously for the Spiritmaster, we intend to fully revamp the number of skills of all classes and the types of skills will be changed slightly and useless skills will be removed. The Shield and related skills of the Gladiator will be corrected, and the yet to be released 0 second casting time skill of the Templar to trap opponents will be changed, and the Cleric and Chanter will seem to have been improved.

Q: Any announcements to make regarding newly added content?
A: At entrance portals to the Abyss, one might be able to place activation stones there that give players of the same faction who enter buffs (??). Yet to be released Abyss skills will allow players to go 1 on 1 with the Balaur, but the Abyss level required for purchasing these skills will not be easy to reach.

Q: Comparison to other products.
A: We had many references in developing the game and from the company's data, we can see its advantages, but Aion will be Aion.

Caption: Mr Kim in the midst of explaining... the above diagram is just an idea however.

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Old 08-09-2008, 03:39 AM   #2 (permalink)
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that interview makes me slightly uneasy, it seems like a lot of his answers are more excuses than something tangible, "there is more content in the abyss than players can imagine" always has its possibilities though....

those spiritmaster changes sound decent as long as they cant completely lock you to the floor, and ey, keep buff buff buffing the cleric solo play, im happy they are restricting faction populations if they become unbalanced as well

cheers for the translation man

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Old 08-09-2008, 03:48 AM   #3 (permalink)
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Thanks for the translation!

Quote:
Originally Posted by tylendel View Post
Q: It is difficult to use to mini-map.
A: Most games currently have mini-maps but Aion's is considered a radar, and there are many players who are able to use the radar skilfully, hence there is no plan to add any other functions to it.
Ive played only a few hours with the game, but I felt the same way. Well, it is not difficult but barely visible, apparent.
The problem here is that the 'sonar circles' and the 'glass' in front of the map is just too shiny and sharp, there's no point to use the minimap, since you cant really see anything beside some colored dots, maybe some basic directions where you should head to, but you absolutely cannot identify your location, to identify the place you are.
Hearing they're not planning any change on this is quite annoying, really sad.
Everyone who likes exploring will be very disappointed.


Guy talks about lagging, we've seen numerous vids with 40v40 or more, and no lags occured, I'm sure this will not be an issue.


What I can assume from the interview, is that theyve already have all 9 layers, already developed the whole planned game, but they wont show that on OB -only on release-, just like the last 10 levels, which I think is a good thing... well, if all their promises are truly will be implemented in the game for release.

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Old 08-09-2008, 04:33 AM   #4 (permalink)
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Thanks for translating!

Quote:
Q: Is there any way to alter the ratio between the population of both factions?
A: We intend to install a population control system in the cilent that will prevent new characters of a particular race from being created when the population of that race exceeds a certain number, until the population balance is restored.
Woah, that's a pretty radical way to balance things. Won't that be a nuisance for a lot of players?
Let's say at the start of the game people would choose the faction they want, but since the sheer amount of players choosing at the start, that limit might be exceeded fast. So at launch, some people might need to wait some times before they can choose the faction they want. I doubt most people would change their mind just because of a system like this.

Ofcourse it also depends on the actual number. Another thing to consider is what to count, active or inactive characters or both?

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Old 08-09-2008, 05:04 AM   #5 (permalink)
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Woah, that's a pretty radical way to balance things. Won't that be a nuisance for a lot of players?
It is true, but it really depens when this will be activated. I don't think they wiil apply this restriction, only if the rate is under 20%-80% or 30%-70%.

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Old 08-09-2008, 07:50 AM   #6 (permalink)
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thank you tylendel for the translation ^_^

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Old 08-09-2008, 08:01 AM   #7 (permalink)
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Thanks for the trainslation =)
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Old 08-09-2008, 08:44 AM   #8 (permalink)
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Thanks for the translation, although the more I read it the more I feel like the sentences don't make sense.
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Old 08-09-2008, 09:01 AM   #9 (permalink)
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Thanks for the translation, although the more I read it the more I feel like the sentences don't make sense.
Likewise. I gave up after a few. Too hard for me to read/understand. A for the effort though.

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Old 08-09-2008, 09:47 AM   #10 (permalink)
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Likewise. I gave up after a few. Too hard for me to read/understand. A for the effort though.
I hope it isn't my translation that's making it confusing... If there's anything you want to, you could try me and I'll see if there's a better way to explain it. The main points to note from this would be: All the skills of all classes will be revamped, There's a lot of content (including in the Abyss) that has yet to be released/experienced by closed beta players, The factions will be balanced somehow by restricting the number of players of a certain faction if it exceeds a pre-determined ratio.

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Old 08-09-2008, 09:59 AM   #11 (permalink)
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i did not have much trouble in understanding the translation....

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Old 08-09-2008, 10:12 AM   #12 (permalink)
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Im a little bummed about the part where spirit masters will be basically restricted to the ground... the only thing they will be using flying for is a strategic retreat instead of strategic combat..

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Old 08-09-2008, 10:21 AM   #13 (permalink)
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Im a little bummed about the part where spirit masters will be basically restricted to the ground... the only thing they will be using flying for is a strategic retreat instead of strategic combat..
Thats why they have Water Spirits..they have the longest range to attack.

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Old 08-09-2008, 10:41 AM   #14 (permalink)
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Im a little bummed about the part where spirit masters will be basically restricted to the ground... the only thing they will be using flying for is a strategic retreat instead of strategic combat..

Their Spirits will be more of less ground restricted, but the SM itself can stay above the combat and attack from the sky. If the enemy tries to fly up to get them, they drop em back to the ground with the mentioned abilities. Not a bad deal, I'd say.
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Old 08-09-2008, 12:56 PM   #15 (permalink)
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^^ thanks for the translating !
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Divinity • View topic - August 5th Interview with Lead Dev Kim This thread Refback 08-09-2008 08:55 PM
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