Telethon transcript?

Discussion in 'General Discussion' started by Svahn, Jan 12, 2016.

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  1. Svahn

    Svahn Avatar

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    Hi everyone,
    I wonder if there is someone who does transcripts for/of the dev shows, like the recent telethon and others?

    Mostly not having the time to watch them I sometimes feel I miss out on a lot of very interesting information.
    Being able to read the highlights would be awesome.
     
  2. Birko

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    I also hope someone can do a transcript Svahn.
    Or better, a heavily edited one like "minutes" of a meeting.

    Another way, and I haven't tested this, but I can't see why it won't work :
    • Join IRC chat and save a text log file for the duration of the telethon, with date stamp enabled.
    • After the telethon, drag the chat log.txt file onto a browser.
    • Hit ctrl-F and search for key words, names, etc
    • Highlight all
    • Determine the relevant parts that interest you
    • Find the corresponding time period on the posted video stream
    So you are basically using IRC as an index of the day's unfolding events.
    Not the same as a transcript, but still useful as it is searchable.
     
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  3. Aurelius Silverson

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    Except... the IRC was mostly chat and comment on the day and what was being said, but NOT repeating what had been said - so you'd get lots of comments about how good or bad 'something' was but just reading the irc would not tell you anything about what that 'something' actually might have been - it's an accompaniment to the stream, but not even remotely a replacement. Plus, even if someone was reporting verbatim what was being said in the stream, the end result from a 14 hour telethon would be heading for 'War and Peace' scale reams of text, and while it certainy could be edited, and methods to automate 'cherry picking' the important stuff might be possible, the chances of anyone having the time, skills and inclination to do such a massive editorial job are pretty low - I'd certainly never even pretend I was up to a job like that....

    Perhaps the actual video could be 'trimmed' into sections like 'the PVP discussion' and the 'economy' discussion, and have those available online rather than people try sit through the whole thing, or maybe just a 'key moments' timeline on the Youtube videos so you can skip to the relevant segment, since that would let you bypass the fun but not 'vital' for game content' social side of the event - but even that's not a short and simple job, whilst I'd appreciate someone doing it I'm not about to volunteer... ;)
     
  4. Birko

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    Sorry.
     
  5. HoustonDragon

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    It sorta went like this "Drinking! More Drinking! Stuff! Prizes! ONBE Rewards! MORE STUFF! MORE DRINKING! CHOP UP LORD BRITISH!" :D

    Seriously though, if someone else doesn't, I may have to sit through it just to figure out the time markers for the various sections, since it is a large video :)
     
  6. Duke Death-Knell

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    yeah, was just interested in housing but no way of telling at what point it started. Will have to give it another shot later.
     
  7. Curt

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    I wish they could divide it in 1 hour segment so we could easier check things.
     
  8. Bowen Bloodgood

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    Dividing the videos came up in chat but Lum said he needed FL to help him with other things so she probably won't get the time to do it.
     
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  9. Gix

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    This is nowhere near an actual transcript as I'm just remembering things off the top of my head:


    Part1:
    - they're revamping the crafting system
    - optimization <may> allow for more decorations down the line.
    - groups are limited to 8 players because of how loot and resources are being distributed per zone (dungeons?); allowing more players would break the balance. Some zones will need to be designed to support more players.
    - most visuals glitches are fixed which will allow the making a new SotA trailer. There's a "contest" to those who want to supply footage.
    - single-player loot will be different from online; mainly in how the game is distributing gear. More crafting specific for online.
    - the devs will be spending more time actually playing the game so that Chris can have more input.
    - there's focus on the introducton for new players with tutorials and making some system more clear.
    - Chris admited that there was a bug that bypassed the cap for skill decay.
    - the current character sheet is a horrible placeholder.
    - they're working on robes but it's complicated (physics).
    - chaos demons may influence your tammed pet.
    - they might implement a system to have items from one bank be delivered to another bank for a price.
    - they're keeping a close eye on housing availability.
    - some houses were pulled from the asset store to reduce production cost, with it came houses featuring balconies that aren't suited for decoration; hence why they're so small.
    - some NPCs can react when they spot you stealing from them; more development needed to flesh it out.
    - game won't feature voice-overs due to production cost, the way the dialogue is designed and how there's already a lot of work to do for localisation.
    - more (story) scenes are being implemented.
    - "/Zone"-ing will eventually be replaced by scrolls and spells that teleport you to already-visited areas.

    - they gave awards to particular folks in the community.
    - they played board games.

    I'll be watching Part 2 soon, so I'll pay more attention to what and when things were discussed.
     
    Last edited: Jan 12, 2016
  10. Gix

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    Here's a rough, yet incomplete version of Part 2:

    /////Decay 5:47

    why:
    - need a limit to how high a skill can go. Most do a hard cap, then move to other skill.
    - lets people get as high as they want to and balances out.
    - spreading to other skills. Level up to 100 or a few others to 80.
    - 80 is a modest amount.

    execution:
    - bug: decay accumulated but not applied.
    - bug: should be 1/6th of a single point.
    - they'll experiment as releases go on.
    - focus on "maintaining" a skill to manage decay.
    - more frequent players = more GM skills.

    intended result:
    - generally, people don't like to be capped.
    - decay shouldn't be painful.

    /////Chaos Demon (BOSS): 14:17

    - overall goal: fighting him feels chaotic.. while being able to respond to it.
    - change the battlefield.
    - what's happening to you.
    - lots of chaos bolt.
    - he'll change what his highest attunment is.
    - change pets alleagance
    - teleporting melee away, range closer.
    - confusion.
    - liches and skeleton mages can turn your UNDEAD summon against you
    - summoned version of chaos demon is being worked on (what he can do vs the boss version).

    /////Not level gated?-- 21:45

    - amount of power you gain in most games (WOW), if you have 5 levels higher = always a win versus opponenet. In SotA, you powerup quickly but the level curve flattens out quickly.

    - it's easy to blame the system for someone who's playing 24/7 mastering both character skills and personal (player) skills in PvP against someone else but you hardly notice the difference between people of 5 level difference or 20 level difference (in some cases).

    - XP required to level up starts up low but then exponentially grows per level.
    - how skills are effected per level starts high and exponentially flattens out.
    - 20 levels difference for skills in PvE is where you really notice the difference.

    -- 25:00 // squareRoot(SkillLevel+X)*N

    25 lvl = 0.01%
    64 = 1%
    100 = 100%
    121 = 1000%

    100% more effort = 25% more power.

    ////////////
    Combat//30:50

    - Summon skill have a meaning to skillet? Summon tamed pet? Leveling the skill doesn't do anything. Other skill reduces cooldown. Maybe removing the cooldown

    skill and making it part of the summoning skill. Taming was concieved before the use-based system.

    - most tooltips don't reflect what's going on with the skills in the use-based system.

    - "Coup de Grace" is particular because it's based off the target and requires an advanced tooltip.

    - "how isn't this implemented yet? it seems so easy!" - team is waiting for who's assigned for the change to make the change. they want the best optimal person for the task to make the change... but that guy is busy with other stuff like skill decay, etc. who is tasked with it and who makes the most sense.

    //35:35
    character title based on progress? system can allow it to happen. the less titles we have, the most special they are. Maybe 1-2 more like "novice" or "master" could work.

    //36:41
    range between characters instead of red name tag? cone attacks have a white pulse but it's too subtle so they'll fix that. balance immersion with functionality.

    combat feels sluggish. looks slow so you're not in the moment.
    auto and free attacks will be sped up. from trigger to hit will also be sped up.
    doing multi-hit combo will be in the works.

    moving and attacking at the same type causes problems for animations but we might have a solution for that.

    if attacks are fast enough, we can do animations with movements instead of motion blending.

    trying to kill an archer with auto-attack is annoying.

    //44:40
    how is decay distributed? active vs passive? decay accumulated on every skill even those you're not currently using. right now, applied on death?

    //46:25
    some skills are non-spammy "utility" so they progress slower than others. Lunar magic is being looked at.

    //48:00
    you still get a lot of XP from quests... so you don't have to fight necessairily, even with the use-based system. Bonus to crafting skills. In the future we'll have the ability (scroll) to gain producer levels with adventure and vice-versa.

    //50:00
    wild reagents will be more rare than those that are cultivated in farms. lots of balancing needs to be done each time they reintroduce a reagent.

    //51:10

    //53:20
    Gem enchantments.

    //54:10
    Too many undead for death magic users?
    team doesn't want you to blindly use the same skills over and over so they like the idea that death users can't drain life from undead but that might be a little too hardcore so there's some adjustments. but they initially thought death was a little too overpowered.

    they don't want one school to do everything that the others can. maybe death attunement can overcome the shortcomings slightly.

    //56:40
    range and magic defense? R26 should get a boost. A lot of magic spells will be blockable (shields blocks 1/3 of the damage) and dodgeable. Still tough being a magic user so there's some adjustments to do.

    //58:25
    passive skills are 2-4 times more expensive to level up than active. and attributes are generally more expensive.

    //1:00:00
    Artifact quality items for combat? yes, but made by players (single-player is different as per Part 1 of the Telethon).

    Some artifacts (3?) are related to the plot with pros and cons to using those.

    //1:02:00
    slugs will be tuned some more for hybrid action bars..... MAYYBE R26.

    //1:05:00
    mage weapons. they know they've dropped the ball on making them special. they're looking at making mage items less like weapons and more like utility. like attunment bonuses and regen... less about making it like a cheap version of a bow.

    mana batteries?

    //1:08:00
    Command undead? Charm for death users? cool idea. Trying to avoid duplicates like charm and tame but they'll look into it... maybe that'll address the issues with all the undead in the game.

    charm = change faction. you can't control but it'll fight on your side.

    //1:10:50
    attument for taming? Maybe use equipment to make a non-magic version of

    attunments. Necklace? "+5 animal healing"?

    //////////////
    //1:14:10
    changes per school. subtle but important. aggro improvements.

    small differences. examples:
    death: lower your health, more powerful you are.
    life: how long since you dealt damage influences amount of healing.
    etc for all schools.

    - bonuses on weather? balanced? still work in progress

    //aggro. creature AI. level builders don't need to focus on pathfinding nav-mesh so the AI programmer is now in charge. lots of work to do on aggro.
    - too many creatures sets as groups. distract skills pulls all enemies in a group.
    - balance for solo players and groups of people who want to play in higher difficulty areas.

    //1:21:00
    Last boss monster for a while is Chaos Demon. so after R26, focus on polish every aspect of PvE.

    ////////////
    Economy:
    //1:32:00
    biggest goal, economy for online: don't want people to do things purely to sell to vendors. aggricultures? insane amount of cottons.

    "what can I do to sell crap to vendors?" - big no no.

    there's no way for players to request items from other people.
    jobs in R26 "purchased orders". MMO style "go kill 10 boars" equivalent but it's player driven.

    //1:36:40
    diagram

    players trading with other players just "moves money around" has little impact to what they're looking at when they're adjusting economy. player-to-player-to-player economy is PvE. Ores -> Ignots -> swords for PvPers.

    - sources: gathering, quests
    - 500gold per hour (most players is lower than this but you can get 10000gph).
    - sinks: repairs, buying from merchants. (spend 300gold of fund money)

    target numbers for taxes:

    5hours per 2 week time.

    5-10 hours for row lot
    10-15 hours for village lot
    20 hours for town lot
    40 hours for city lot.

    per game year.

    -sinks is what they're looking for taxes.
    -gold per hour is balanced through the zones.

    ////////////
    Crafting
    //1:46:50
    -waiting for a wipe to make changes on crafting.
    -add features but not content. most of the stuff was architecture and proof of concept.
    - lots of changes in naming conventions. no longer trying to describe everything about the item with its name. primary componenent (what's iconic about a piece of armour like plate vs chain) is the most important thing + sub components. iron plate looks like iron plate, vs copper plate.

    primary: controls the color and name.
    sub component (less of): straps, etc.

    - stats for each component will be displayed before and after crafting (on the

    item).
    - Gems enchantment? Gems per schools. Onyx for Gems of Necromancy (example) "+1 to Death magic attunment" for the suffix of "of Necromancy"
    - modifier closer to what they originally wanted.
    - fixing stuff like polearm that does +1 to ranged.
    - cloth armour with bonus to defense? less likely.
    - they had roughly 3 tiers per armor in the game (regular, augmented, epic) but they want up to aprox. 100 tiers.
    - work on playability of crafting. UI, gameplay, etc.

    ////////
    //2:11:00
    - skill trees - R27

    //2:16:10
    - gold used for jewelry and decorations (dye, ornates).
    //2:20:00
    - tungsten (and zinc) is one of the catalyst to create alloys. always part of the smelting process; not much else (if at all). obscidian forge?
    - obscidian is going to be another catalyst and other things (reagents). important for the story? doesn't fit as another metal (needs behavior).

    //2:24:40
    - more armor recipes for this release.
    - crafting crowns? reserved for special things (not for crafting). maybe a basic crown.

    //2:27:40
    - place armor as decoration? everyone on the team wants that. easy for a weapon, armor pieces have character skins built-in so the art team has to create another version just for decoration.
    - need to be able to re-equip that armor.
    - hat rack? team wants it.

    //3:30:10
    - daggers. trying to make them different (daggers are easier to distinguish from other blades because they're smaller). dagger is situational and maybe on skill as opposed to (faster) basic attacks with more damage or high crit chance. hitting from BEHIND target for double critical damage, stuff like that.
     
    Last edited: Jan 13, 2016
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