Ten Ton Hammer:
What’s being done to address server stability? Some players
are getting some crashes and server resets. Can you speak to that?
Steefel: Sure,
and I think this is something that we’ve addressed in the
forums to some degree. As we talked about earlier, as these games grow
and evolve and we move into the deeper content, we continue to grow.
We’re pushing the edges of our content systems in ways that
we haven’t done before as a company. Moria was doing all
sorts of things that we’d never explored before –
lighting, underground spaces, etc. – and we’re just
branching out and experimenting a lot more.
At the same time, the audience is growing and we’re now in
the part of development in this game where we’re asking
ourselves “how are we going to grow and evolve and get bigger
over the next ten years?”
It really strains our system. We are in the process of making some
pretty big changes, both in the technology and our infrastructure so we
can expand our capabilities quite a bit. There’s definitely
been some bumps along the way, and I think everyone here at Turbine
will be the first to admit that. We’ve spent a lot of time
and energy taking the steps that we need to so that we can ensure that
the stuff we’ve been seeing doesn’t happen anymore.
We want to return to the quality and stability that we’re not
only known for but extremely zealous about and want to have.
That’s what we’re focused on, and we’re
spending a lot of time and energy in making sure that things get
markedly better.
And I think players will be seeing that. We just need to catch up with
ourselves a little bit, but I think players will be seeing improvements
soon.
Ten Ton Hammer: Some
players contend that PvMP gets unbalanced with each book
that’s released; either for the Freeps or the Creeps. What
are you doing to alleviate that?
Steefel: Our
developers working on PvMP spend a lot of time culling over the forums
and trying to understand what is working and what isn’t
working. Trying to balance any PvP environment is challenging.
For Moria, we did a number of things specifically trying to address
this. One was systemic, in that the system itself, in the Ettenmoors,
tries to take an assessment of how many people there are on either side
of the conflict and, if they’re unbalanced, try to balance
them out by granting session play characters to either side. That has
certainly helped us out with some of the terrible imbalances that
we’ve had in the past, but we’ve done some other
things as well in terms of reorganizing some of the content and making
it easier for people to find each other.
There’s no question that it is a challenge and
we’ll continue to work on it. We’re definitely
aware of it and we’re trying to make it better as often as we
can and to the best of our ability.
Ten Ton Hammer: Final
question, what’s your plan for Dol Guldur? Is it going to be
more solo-based or group-based?
Steefel: What
we’re going to try to do is apply of our experience that
we’ve had to date. There are people that really like to get
together in groups and take on challenges, and Dol Guldur will
definitely have those sorts of opportunities.
On the other hand, there are a lot of people that like to do whatever
they want to do in the game on their own or with a small group of
people. There will definitely be things that you can solo and things
that you can do with a very small group of people.
This is a constant balance for us, and it’s one of the things
that drives us to do things like Skirmishes, where the instance is
dynamic. We’re well aware of the needs for solo versus group
content, and solo and small groups are something that people are
zealously attracted to.
Ten Ton Hammer: Thanks
again for taking the time to talk with us Jeffrey, and we look forward
to our next conversation!
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