I got a list from Scorus of old and new statements and happenings that have given us some trouble over the lifetime of Anarchy Online, and would like to go through them one by one and try hand out some proper explanations.
Scorus, here ya go.
(headlines added by me)
"Funcom hates camping!"
Why has every patch since you said "Funcom hates camping!" increased camping by increasing spawn times and despawning quest-dependent NPCs? Spawns for Trash King and Smuggler's Den have been increased, Dodga/Alvin despawn now. Only one spawn has decreased, that was one of the named robots who apparently was not spawning as often as Funcom intended. Why have you increased spawn times and camping instead of decreasing them and camping if you hate camping so much?
Several issues here. First Alvin and Dodga - and possibly other NPCs - were set to despawn to prevent an exploit. The exploit got fixed, and the despawning turned off. Unfortunately, the despawn fix was left out of the main code branch by mistake, and the despawning returned in the next patch.
By this time the problems with the spawn time on the different robots had become a problem, and to ease the load on Support it was decided to leave Alvin and Dodga despawning to not have too many people out on the missions at the same time.
So, what's being done?
We've had some discussions around the spawn times, and I believe the current agreement is to shorten the average spawn time on the Trash King, and stop the despawning of Alvin and Dodga. I'll have to check up on that though.
Story and events on Rubi-Ka 2
Why did you say there would be an equal storyline on RK-2 when there was never any effort made to make that come true? Even when the story was going strong on RK-1, there were far, far fewer events on RK-2. Attempts to get answers as to the discrepancy between Cosmik's very authoritative statement that this would NOT be the case and the fact that it was most obviously the case were ignored.
The effort was made, but several factors made this very difficult. First of all, we were not entirely prepared for running events on two dimensions. It is quite obvious that it would be hard running connected events on the two dimensions, as those participating in the first one might want to (or even have to) participate in the second.
In addition we have seen several times that running events on the second dimension is difficult. It is harder to find the event-loving people unless you have the right contacts, and when events had the reputation of crashing servers - something which was a main reason for people playing on Rubi-Ka 2 - events people were not always very welcomed by everybody.
What do we do with this? Right now, I don't know. I'll look into that.
Listening to players
How can Andre Backen claim that you guys listen to your players on the same day that a patch comes out with something that 83% of your players say they don't want (level reqs): http://forums.anarchy-online.com/sho...hreadid=31992.
And that increases camping, which almost 100% of your players have said they don't want in TWO different surveys that your staff have conducted on the boards. How can we reconcile that statement with your actions that very day?
Let me start off by stating that "listening to players" and "doing what the players say" are two very different things. To make an extreme example; Say 85% of the people voting on a poll wanted all players already having a level 100+ character to get all new characters created at level 50. We would listen, but I am pretty sure we would not do it.
This is a topic where I would rather comment on the specific issue, as I believe the problem is the lack of information about our desicions. Often we honestly don't want to give out the explanation because we want some secrecy (specific numbers on the agg - def slider), other times we simply can't (meaning we would reveal too much if we did, not that we are unable to).
Future actions: The level restrictions we have now answered, so I won't go into that. The lack of info to the players is more of the issue, imo. I believe we have good communication, but slip now and then. And we will work on avoiding those slips, to the best of our ability.
Forum archives
What happened to the forum archives? Here is the May 30th post (only 1 month, not ca. 2 as I said earlier) where you said you would find out: http://forums.anarchy-online.com/sho...87#post471987. That was after months of us asking.
That I never posted the answer is entirely my mistake. I probably forgot to note it down, and with me living my work life on post-it notes, a few things get lost that way. I'm sorry about that.
The archives were run as an own instance of the vBulletin software, with locked posting, and for some reason it was inaccessible to the general public. I am not sure why it was not readable without logging in on the main board, but can assure you that it was not due to us wanting to hide what was there. Most likely some technical issue with the setup.
The archive was lost a while back because we did not have a backup of it. The server running both the new board and the archive crashed and the info on it got lost, and we only had backup of the main bulletin board. This is almost a deja-vu of what happened in the first bulletin board wipe (server operator killing the AO boards instead of the Midgard ones, and we had no backup), only this time the lack of backup was by choice, because we didn't view those data to be as sensitive as the new ones.
What now? Well, we do run constant backup of the current bulletin board. In fact, I think that backup is what you see when you go into the old link to the archive. The archive is lost, but we certainly hope to never lose a bulletin board again. Two times is two times too much, and the loss of feedback from you to us is an equally hard hit as the loss of info from us to you.
Memory leak
"There is no memory leak." This issue as almost a year old and I think it is WAY too late to comment on it. If you remember, that comment was the central focus of a lot of the Dr.Twister criticism that you guys took early on. It really set the groundwork for a lot of people to either assume that everything you said was spin or that you were just completely out of touch with the playerbase.
Perhaps too late to comment on the original issue, but there are still discussions on memory leaks. I'll see what info I can get on this, but let me just say that what many people percieve as a memory leak - namely that AO uses a lot of memory - is intended to a certain point. As long as you have memory available, AO will not purge textures and such, but keep them in memory for faster access. That is not a leak, but it will greatly decrease the resources available for other programs as long as you run AO (and a while after you end AO, until the memory is fully released again).
What next? I'll check what we have on memory issues in the bug database, and talk with the coders. I am not too updated on this myself, so I will have to check with them.
Storyline
"The story is well underway, and events are starting to influence the future of Rubi-Ka." Took this from a Funcom release late last year. What the heck happened to the storyline? After a couple of promising starts, everything fizzled out. Attempts to claim that the storyline really is still going or to call the EQ-style dungeons and quests a storyline have made it look like you guys were either in denial or spinning like mad. What happened when you brought this poll up "with the people in charge": http://forums.anarchy-online.com/sho...threadid=25630 ?
Storyline... probably the most difficult topic in the e-mail. Everybody knows there is not too much of it visible right now on Rubi-Ka. There are reasons, but I really can't divulge much about it. I'll try get away this time around with saying that we do have plans, and there is movement, and leave for the future (close future, I hope) to show what's coming.
Quality vs quantity
We have decided that we should focus on quality versus quantity in our updates. This was when you cancelled the daily updates. Why can't you provide us with both quantity AND quality? Do you have any idea how many times in the last couple of weeks you have told me "There is a reason for that, but I can't tell you what it is." Can you think of another industry that could get away with telling their customers that?
The "quality versus quantity" was about updates on the web site, and marked the end of the Daily Updates, and the beginning of the Designer Articles. The articles have been going steady since, though at some times been away for a while. We still want to keep the information on the web site focused on quality, not quantity in the future. Quantity should be more focused through other channels, though I will take the topic of posts here on the bulletin board some other time (maybe later this week).
Answered and unanswered questions lists
There will be an answered and unanswered questions list... You and I have discussed this on the boards before, you were apparently unaware that Savant had promised this and that Cosmik was supposed to be working on it. After checking with Cosmik you said that you were now aware of the issue. Last we heard of it.
Again something that I lost off my post-it notes. (/me makes a post-it note to find a better system soon.)
Cosmik started the answered questions list ("Official Answers") even before this was said, and kept it going for a long while. But, the bulletin board became more active, and due to changes in Community, Cosmik was given the task to stay on top of it alone, and since then the thread has been more or less dead.
Why? Well, there are 2000 posts on this board every day, and he has to go through as many as he can. Then he must relay all this to the designers, codes, testers and who-not, and try get answers. Those wanting the answers are usually looking in the post with the question, so that is where the answers get posted. Keeping it all gathered in one thread in addition to this is a bit of extra work, and unfortunately a bit we currently do not have the resources (read: time) to do.
But, we're looking into getting some new routines and system up and running, that will change our focus slightly when giving answers. I want the plans to advance a little further on this before giving out more information though.
Skill or level based?
AO is still a skill-based game. A lot of new equipment and all new nanos have level reqs. While it is true that they also have skill reqs, the skill reqs are easily attainable far earlier than the level reqs, often unbuffed. Thus the game is far less skill-based and you have said yourselves that that trend will continue, culminating with Shadowlands. Is it fair, at least, to say that AO may be skill-oriented but Shadowlands will be level-based?
A lot of opinions on this, and it's hard to get everybody to agree. Anarchy Online is still a skill based game, and will stay so in the future. That is my opinion, at least, and Funcom's one too. (Note to self: Verify that last part tomorrow.)
Yes, we are adding level restrictions, but this does not turn it completely around. You still need skill, and though I am not sure what is most common, I believe at least some of the nanos are made so that you reach the level requirement before possibly getting to the skill requirements. Feel free to correct me if I'm wrong.
"Less skill based" - as you say - is probably correct, though I'd wait and see a few patches ahead before saying level is the main restriction now. The new nanos in 14.4 were one batch of new items. There are more batches to come. And the skills are still needed, and will always be needed, hence it is still skill based.
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Ok, that's what I have for now. Let me just finish off with saying to those who miss the 110% statement on the list, that the statement was given with regards to the billing system, not the game, so don't even think about bringing it up.
I'll be back with more info, and hope you'll bare with me in the meantime.