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Friday with(out) Means - Oct. 30th, 2009: Ramble v2.0 ... wait, it doesn't quite work like that, does it? >< Aaanyhoo - Hey guys! Means has been a bit absent this week due to what appears to be signs of The Aporkalypse (good old swine flu) running through his household, so once again I've been asked to step up to the plate and chat with you all about the latest goings-on up here in Oslo. On a personal front it's been a busy past few weeks with attempting to get our Halloween content out and about, but everything seems to have gone really well and we all hope you're enjoying the new holiday loot. Last weekend was an especially exciting time as we got to have our annual Halloween party in-game AND launch the new nightclub, The Grind. I wanna thank everyone from all three dims who showed up, hung out, and partied with us - It was a real blast for us up at the office to get the chance to hang out with you guys and I'm hoping we'll have the opportunity to do so again in the near future. I wanna give some special thanks to our ARK-CR department, the Customer Service team down in North Carolina, and the wonderful folks from both Gridstream Productions and Radio SdF - A party like this can only happen when you've got a good group of people working together to pull it off, and everyone involved did a great job. Hopefully you guys had fun too - With any luck it won't be the last time we get the chance to do something like this. =) Halloween isn't quite over yet, though, and there are a few surprises left in store for everyone out there. Looks like Uncle Pumpkinhead and his mysterious master The Harvester are still up to their old tricks, and maybe even with some new minions to terrorize Rubi-Ka... keep your eyes peeled for stories, news articles, and special in-game appearances for your chance to bring a little payback to the Halloween horrors - You might even find a nice little reward for helping out, so join the hunt and head out for the fight. The Harvester is waiting, after all... In other news, we've been talking about this behind-the-scenes for quite a while, but it's now time to take the lid off on the all-new, all-improved Professionals Program. I won't go into too much detail in this post, as you can find all the relevant information in forums.anarchy-online.com/showthread.php, but I encourage everyone to take a look, read what's going on, and get involved. Notices of the new Professionals Program will also be hitting the launcher and hopefully even in-game, so make sure to tell your friends to keep their eyes peeled and check out the posts - This is something we wanna get everyone in on, so spread the word, pitch in, nominate and get ready to vote. Should be exciting stuff. =) I'm not gonna go for a huge, long wall-of-text this week (I know, I know, I'm breaking tradition here), but that's because we've got more important things to focus on. We've been pouring over the feedback from the initial perk change documents and making adjustments all over the place - As time goes on, we're starting to get more and more willing to make larger, sweeping changes to the perks, and we hope you guys will be happy with the places we're going. There are a few things to note, though, which we hope might make some of the changes a little less confusing to everyone: * Many perk lines currently have 10 levels available to them, but lack a perk special at level 9/10. For several of these lines, we will be adding in an additional perk special if the line is trained to level 10. I think it's really important to let you guys know that nothing here is finalized or written in stone. We're trying to keep ourselves from being locked into only making minor changes, or just slightly tweaking what's already there - Where there are major changes that need to be made, we're trying to keep ourselves open to the idea of actually making said changes. In addition, we will devotedly change and alter these perklines based on feedback - This includes alterations after the perk changes have hit live. None of us here want to lock ourselves into a situation where we feel that we can't/shouldn't be open to the idea of making additional changes down the road (which is, to an extent, what placed us in this situation in the first place). So nothing here is final, everything is malleable, and nothing - nothing - is considered untouchable. We wanna do this and do it right - Hopefully, with the help of everyone else out there, we can make some great improvements to our gameplay and systems while maintaining the exact same feeling for all the Professions. So what's next? Well, today you're getting your hands on the altered Profession-specific perk documents *and* your first look at the Group Perk documents. The AI Breed Perk documentation will be coming along Soon™ and there's plenty more information to come after that - We've still got Research, Nanos, Weaponry, Items... no rest for the weary or the wicked. Anyhoo, I figure the documentation will keep you guys busy for the next little bit, so I won't keep you here any longer. Genele and I will be popping into the thread through-out the weekend to check in and maybe even answer a few questions/concerns here or there (and I get the feeling Means will show up sooner or later too ), so you guys have fun pouring over the docs and we'll chat with you later. Peace! =D NEW INFO! Forgot to mention: We've got the first iteration of our brand new mail system heading out to Testlive today, and we would love to see you guys break it in two. No, seriously - Head out, use it, abuse it, do what you guys do best; the more we can get the new system tested before shipping it off to live, the better. Enjoy! |
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