July 28, 2015 | Etaew | Viewed 2,332 times | Question and Answer,
Welcome, ark hunters! You’ve asked, we’re answering. We’re back with another action packed Defiance Developer Q&A!
Source: http://forums.defiance.com/showthread.php?220564-Defiance-Developer-Q-amp-A-July-27
We are staying away from water based enemies, many spaces in water would prohibit combat. We are looking in to some shallow water combat spaces in a future release but the enemy types will not be water specific.
In general, both the game and show teams are given their space in the world to breathe and are given the ability to do things that work best for their medium. We have given the SyFy team their space to utilize their medium effectively in the Town of Defiance. It would be unfortunate if we were to build out parts of Defiance and use it in a mission that would prevent them from using it how they see fit. For example, the St. Louis Arch. That being said, we should find some safe areas to work together more.
We just put this in as a task for the team, hopefully this will be an easy change.
We are looking into the schedule and have discussed some bug bashing after this next update. Changes to the inventory UI is not currently on that list at the moment, we may save inventory UI for a later update.
We have snippets of the over world golden Skitterlings in game, just not currently flipped on at the moment. This is something that we are tweaking to work for the next update.
We are currently in the process of verifying our builds before we submit to Sony and Microsoft. We hope to have an official release date after Gamescom and PAX.
All we can say is that the next item will show up in the Defiance show codes on SyFy.
The siege stalling issue is still being looked at, we have some more debugging to do so that we can trace the root cause. For the time being the changes we have made are to prevent Sieges from sitting there idle for the remainder of the day.
We’re still trying to get caught up on some backlog tasks, but sometime in early August we should get some PvP tuning values onto PTS. Keep in mind that the PvP specific changes may not persist to our live servers until much later on.
We’re still working on scheduling time with a vfx artist that can tone down the visuals appropriately. As for the scoring changes, we will still need to evaluate what changes will be necessary.
We have assessed the amount of players that were impacted and we will announce our full compensation plans in the coming week.
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