Ten
Ton Hammer: With the
1.05 update, Craig made a call to arms on the official AoC forums to
recruit guilds to aid in testing the raid encounters for the update.
What has been improved with the raids as a result and what can players
expect to experience when they hit these raid targets once the update
goes live?
Erling: I
hope you have some time, he likes talking about this subject!
Seriously, though, it’s great for us to have such a dedicated
community that is willing to step in and help us make these updates a
reality. It’s one of the great things about working on an
MMO; having a test server where players can follow the
development of an update and provide feedback throughout the process
makes it a lot easier for us as developers to make sure we get the best
possible result.
Craig: The
main point of getting that important extra testing was to ensure that
the raid gameplay worked with the new RPG system. Each subsequent round
of testing has allowed us to make sure the new system works with the
existing mechanics. We went through four stages of testing
with the player community. I explained this at length to our
community during the testing, with some good discussions, but I thought
it’s worth sharing here for your readers as well! It was an
interesting process (of course those following Conan closely may have
read some of this already!)
The First Stage
- Finding the Conversion Errors
The first stage was to get through all the raids and see where the new
system made them simply impossible. The system has scaled some things
up and some things down, moved from invulnerabilities to protections
etc etc and that meant that some of the Boss spells and abilities were
simply too powerful or completely redundant after the automatic
conversion.
Alongside the testing, the team went through each and every raid boss
spell and ability and checked the scaling and the new outputs. Having
guilds testing the encounters at the same time helped tremendously. For
example, testing with Vistrix meant that immediately the team had a
list of changes easily identified from the very first tests. So even
though the players wiped completely (and were of course a little
frustrated by that) it allowed the team to identify exactly which
spells and / or abilities were the culprits (in the case of Vistrix it
was a debuff that was still using an old calculation rather than a new
one that was then reducing the players effective level by 20 rather
than 2!). Each of the bosses was then worked through in exactly the
same manner, testing and re-testing the numbers until the numbers came
within the ballpark ranges of the new system and we had weeded out the
remnants of the old calculations.
Stage Two -
Encounter Mechanics
Once the most glaring imbalances and errors had been worked out the
next stage was to assess the existing encounter mechanics and where
those might need to be adjusted. Which of the bosses spells and
abilities might need re-balancing, or which of the players abilities
may need tweaking with raid content in mind.
This was a more straightforward stage and involved running through the
encounters watching how players reacted to the abilities in the new
system, which leads to an important point...
New Systems vs
Existing Mechanics
There are not really any new mechanics being introduced with the raids
in 1.05, but the RPG system changes do have an impact on the existing
mechanics. Part of the entire reason for the systems changes is to
provide a more robust back-bone with more potentially interesting
mechanics for us to build our encounters on. The lack of
differentiation between levels and the relative slim power scale in the
original system meant that a lot of the mechanics that had already been
designed and implemented were almost inconsequential to players in many
cases. The system changes allow those mechanics to function as they
were originally intended.
A Case in Point
So what exactly does that mean in practice? Let me give you a specific
example that illustrates the point. The Champion of the Honorguard
encounter is one that demonstrates this quite well and has been a good
'litmus test' for some of the balance testing.
When we first started the organized raid tests, this encounter was
giving players far more problems than it should have. Raids were
clearly struggling with a difference between the live environment and
the new 1.05 build. (This of course was true with a few of the raids at
the start of the testing but I'll follow this one through as a good
example).
So we followed a few raids through, and then had the systems and raid
developers sit in on a run through. What we found was a great example
of the difference between the builds. The Champion of the Honorguard
has a spell that basically does more damage in an AoE attack the more
players are around. He has always had this ability; it's not new and
was part of the original design. The problem for raiders was that on
live, players were able to completely mitigate this damage with healing
and protections even when they were all bunched up around him (which
was then a valid tactic in the old build to keep everyone in team
healing range). In the new system however the new scale of damage and
HP levels meant that this spell had an increased effect. This meant
that in order to succeed in this encounter with the new system the
players had to adopt a strategy of spreading out a little more, as was
the actual original design intention.
Once the raiders realized this, they were able to complete the
encounter much more easily. It wasn't a new consideration; it was just
a consideration that had been inconsequential with the original system
(since it could be completely mitigated). What we have now is the
scenario where the original design implementation is actually playing
out better and providing a more interesting encounter.
Yes, it does mean the encounter can be argued to be 'harder', at the
very least 'different' and all that without any actual changes to the
mechanics of the encounter itself. The team hadn't given the boss any
new abilities, spells or tricks, but the new more robust system means
that his existing abilities are coming into play more and have to be
considered by the players.
Stage Three -
Getting the Numbers Right
Tied to this of course is actually tweaking, adjusting and balancing
the spells, abilities and attacks themselves. The team have been
following and watching the raids, measuring damage output, healing and
the timing of both the players and the bosses. This has allowed the
team to tweak the numbers down to a level where we try and get the
raids to that pivotal point between being challenging and being
improbable (or even impossible in worst cases!) We generally tweak
downwards because we knew we were starting them off too high in the
first builds, it's easier for us to tweak down towards an acceptable
level than it is to tweak upwards)
Stage Four -
Bringing It All Together
Lastly we worked on some more balance testing and making sure that we
tweaked things after the previous pass and made sure all the encounters
were possible with the new system.
We will also be continuing to watch raids closely now that the update
has gone live!
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