Interview with Lead Developer Wei Zhang
nanbo554
Posts: 5 Arc User
With the announcement for Perfect World International’s (PWI) Eclipse expansion a few days ago, I had the chance to speak with Lead Developer Wei Zhang (name presented in English format) about the new race and two new classes being added. Take a look at how the new classes came about and how they’ll shape future PWI content.
Magicman (MM): Can you introduce yourself to our readers and tell them a bit about what you do daily on Perfect World International (PWI)?
Wei Zhang (WZ): Hi everyone, I am the lead developer of PWI. Typically, my responsibilities include the collecting, processing and feedback of information about everything related to the game. The information can be the current status of the game or the status of development and operations. By analyzing and processing this information, we produce better plans that improve our game. I do these tasks with a lot of support from my team.
MM: With the Eclipse expansion, PWI gains a new race with two new exclusive classes. Can you walk us through the lore behind the race and why Duskblades and Stormbringers, the new classes, are unique to this race?
WZ: The background of the Nightshade race is set to be the guardians of the Divine Child, who is already an existing character in our game, important but not yet elaborated on. This new race is a nice supplement to support and expand the storyline of PWI. Duskblades and Stormbringers were inspired by the worshipping of the moon, which is a common totem in human history. We found that this was a perfect fit with their roles as the guardians of the Divine Child. They are all empowered by the moon. They look like humans, but behave and fight differently from humans, faster yet still stout.
stormbringer
MM: The new classes kind of remind me of some classes in other PWE titles. Were they inspired from other titles at all?
WZ: Indeed. The two main mentalities, “moon worshipping” and “special weapons and combat styles”, are inspired by other PWE games. They fight like no other class in PWI, and if you’ve played Swordsman, you’ll notice these classes share some of the fluid combat options as in Swordsman.
MM: Can you tell us about how the Duskblade and Stormbringer classes play? I heard they were a bit more “action-like” than previous classes because of an update made to PWI’s engine. What does this mean for players?
WZ: Some notable features include Duskblade’s QTE (Editor’s Note: “Quick Time Events”)and Stormbringer’s cast-while-moving mechanism. They all ask for more control play styles. For our players, more controls mean more options to gain combat advantages, as well as better visual and sensational impact.
MM: With the new classes playing a bit differently then, was it harder to balance them compared to the other classes available in PWI?
WZ: New control designs did bring some advantages to the new classes, but they are not overwhelming. We have run a lot of comparison and tests on our stats system, so we can keep a dynamic balance between different classes. The new control style can also compel our old users to consider more about their own play strategy and control intensity.
duskblade
MM: Are there any changes planned for existing classes in the future because of this engine update?
WZ: There will be changes in the future, which may be centralized around the optimizations of character models, animations, and control.
MM: What does this change in style mean for future updates? Will the new, faster class style be the direction of PWI going forward? How do these classes transform gameplay going forward?
WZ: We will go on with the optimization of our engine. The more “action-like” design is just a small step. Whether we will go further down this path? We are not sure until we have enough information to make a decision.
MM: Which class do you prefer when you have some time to play and why?
WZ: Stormbringer, because it presents a unique Hit & Run combat style, which is fast-tempo and that thrills me.
Thank you to Wei Zhang for spending some time catching us up on the new Eclipse expansion.
Magicman (MM): Can you introduce yourself to our readers and tell them a bit about what you do daily on Perfect World International (PWI)?
Wei Zhang (WZ): Hi everyone, I am the lead developer of PWI. Typically, my responsibilities include the collecting, processing and feedback of information about everything related to the game. The information can be the current status of the game or the status of development and operations. By analyzing and processing this information, we produce better plans that improve our game. I do these tasks with a lot of support from my team.
MM: With the Eclipse expansion, PWI gains a new race with two new exclusive classes. Can you walk us through the lore behind the race and why Duskblades and Stormbringers, the new classes, are unique to this race?
WZ: The background of the Nightshade race is set to be the guardians of the Divine Child, who is already an existing character in our game, important but not yet elaborated on. This new race is a nice supplement to support and expand the storyline of PWI. Duskblades and Stormbringers were inspired by the worshipping of the moon, which is a common totem in human history. We found that this was a perfect fit with their roles as the guardians of the Divine Child. They are all empowered by the moon. They look like humans, but behave and fight differently from humans, faster yet still stout.
stormbringer
MM: The new classes kind of remind me of some classes in other PWE titles. Were they inspired from other titles at all?
WZ: Indeed. The two main mentalities, “moon worshipping” and “special weapons and combat styles”, are inspired by other PWE games. They fight like no other class in PWI, and if you’ve played Swordsman, you’ll notice these classes share some of the fluid combat options as in Swordsman.
MM: Can you tell us about how the Duskblade and Stormbringer classes play? I heard they were a bit more “action-like” than previous classes because of an update made to PWI’s engine. What does this mean for players?
WZ: Some notable features include Duskblade’s QTE (Editor’s Note: “Quick Time Events”)and Stormbringer’s cast-while-moving mechanism. They all ask for more control play styles. For our players, more controls mean more options to gain combat advantages, as well as better visual and sensational impact.
MM: With the new classes playing a bit differently then, was it harder to balance them compared to the other classes available in PWI?
WZ: New control designs did bring some advantages to the new classes, but they are not overwhelming. We have run a lot of comparison and tests on our stats system, so we can keep a dynamic balance between different classes. The new control style can also compel our old users to consider more about their own play strategy and control intensity.
duskblade
MM: Are there any changes planned for existing classes in the future because of this engine update?
WZ: There will be changes in the future, which may be centralized around the optimizations of character models, animations, and control.
MM: What does this change in style mean for future updates? Will the new, faster class style be the direction of PWI going forward? How do these classes transform gameplay going forward?
WZ: We will go on with the optimization of our engine. The more “action-like” design is just a small step. Whether we will go further down this path? We are not sure until we have enough information to make a decision.
MM: Which class do you prefer when you have some time to play and why?
WZ: Stormbringer, because it presents a unique Hit & Run combat style, which is fast-tempo and that thrills me.
Thank you to Wei Zhang for spending some time catching us up on the new Eclipse expansion.
Post edited by nanbo554 on
0
Comments
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So by reading this, it is implied that the older classes could be seeing changes in the future.. Can I have the link to this article please?I love chicken wings and french fries! Yasssb:chuckle0
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"MM: Are there any changes planned for existing classes in the future because of this engine update?
WZ: There will be changes in the future, which may be centralized around the optimizations of character models, animations, and control."
b:dirtyb:dirtyb:dirtyicon is broken, im really a mysticb:pleased0 -
Ibunneh - Raging Tide wrote: »So by reading this, it is implied that the older classes could be seeing changes in the future.. Can I have the link to this article please?
This is probably where it came from.
http://www.mmobomb.com/interview-lead-developer-wei-zhang[SIGPIC][/SIGPIC]
Retired PWI veteran. 06/26/2010-2014.0 -
So as we all stop to use a skill the new class is hitting the old ones with ease..gg lol0
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Asone - Raging Tide wrote: »
You're such a sweetheart, thank you!!I love chicken wings and french fries! Yasssb:chuckle0 -
Poopinpanto - Heavens Tear wrote: »So as we all stop to use a skill the new class is hitting the old ones with ease..gg lol
I see a big turning point in PvE and even more so with PvP in the game with this mechanic in place. A lot of newer games have you rolling or dodging. I can tell you from experiencing this in more recent games that it's a lot of fun and keeps my attention span for a good while.
Although I seriously hope they upgrade the other classes with this like soon. I can see them getting pounded out by the newer classes. There is a lot of advantages in being able to use your skills while moving.b:pleased
Ibunneh - Raging Tide wrote: »You're such a sweetheart, thank you!!
You're welcome. b:chuckle[SIGPIC][/SIGPIC]
Retired PWI veteran. 06/26/2010-2014.0 -
What's the point of being able to move around while casting if targetting is using a lock-on target, magic still never misses, evasion is controlled by a formula, melee classes will have a hard time with ranged classes moving around and can attack, walking speed will fit somewhere with that kind of gameplay or maybe not because of holypath.
It'll bring a huge change to the gameplay though if it's really implemented, even with a lock-on targetting system, they'll have to adjust a lot of game mechanics as well I suppose.0 -
Asone - Raging Tide wrote: »I see a big turning point in PvE and even more so with PvP in the game with this mechanic in place. A lot of newer games have you rolling or dodging. I can tell you from experiencing this in more recent games that it's a lot of fun and keeps my attention span for a good while.
Although I seriously hope they upgrade the other classes with this like soon. I can see them getting pounded out by the newer classes. There is a lot of advantages in being able to use your skills while moving.b:pleased
You're welcome. b:chuckle
I really don't see how it means a change in pve blah mobs are all the same... just mobs that have maybe 1 skill and are big blobs of hp. Bosses also have 1-3 skills and are bigger blobs of hp. So this means no change in pve. It does mean a change in pvp though. When they make all these skills I'm sure they intend it to be 98% pvp oriented. By most player logic they would be happy to be big blobs of hp with 1-3 skills because somehow they get happy killing things repeatedly like that.
Yes I don't get pve only player logic. Yes I like pvp. Yes I hunt down pve players if they go pk. Yes I wipe all my squads after we finish cave and shout " new challenge" fails can't handle a real challenge.0 -
I was talking about the harder bosses and instances...not run-of-the-mill, dime-a-dozen, baby bite mobs.......not everyone has seriously high refined gear.b:scorn
Now that I think about it though, an upgrade to everything that does damage would be nice, so I hope THAT gets put into consideration as well.[SIGPIC][/SIGPIC]
Retired PWI veteran. 06/26/2010-2014.0 -
Asone - Raging Tide wrote: »I was talking about the harder bosses and instances...not run-of-the-mill, dime-a-dozen, baby bite mobs.......not everyone has seriously high refined gear.b:scorn
Now that I think about it though, an upgrade to everything that does damage would be nice, so I hope THAT gets put into consideration as well.
I don't really find any instance to be challenging. I do acknowledge the fact that you do need a squad to complete some of them, but when it comes to having a group it's still considered pretty easy. Now of they made bosses that were a bit more realistic then I can see pve being fun. By realistic I mean not going for the person that does the most damage. I want bosses to be on a random system as to who they attack so players would have to be more strategic. Maybe some rounds they go for clerics first and maybe some rounds they go for wizzy first. That would be fun. It's lame they go for the person doing highest damage the whole time. It's boring and repetitive. And maybe an instance like ws (pavs), but not so repetitive would be nice. By this I mean maybe an instance where everyone fought their own mini boss(i would want them to move around like Stormbringer and have their own attacks)0 -
Asone - Raging Tide wrote: »I see a big turning point in PvE and even more so with PvP in the game with this mechanic in place. A lot of newer games have you rolling or dodging. I can tell you from experiencing this in more recent games that it's a lot of fun and keeps my attention span for a good while.
Although I seriously hope they upgrade the other classes with this like soon. I can see them getting pounded out by the newer classes. There is a lot of advantages in being able to use your skills while moving.b:pleased
You're welcome. b:chuckle
This brings up a good point. I remember reading a loosely translated chineese version of the update before the official PWI announcement here.
The points that stood out (and made me think it was an actually different title, not a content update) was:
"New graphics engine".
"New open Action Combat".
I never knew a game that changed it's combat schemes from tab to open action. Not sure if they will go full open action or just change some "casting while moving" choices. Both bring good and bad.
As a Ex end game RIFT player, there were a lot of move while casting skills. Mele was silly as you are running in one direction, torso twisted in other, as you try and run side step some one while casting at a distance doing a kite like distance dammage. It looks and feels stupid. Like, ok, I just swung a hammer a mile away, landed the damage and running around like a chicken." Unless they plan to add "distance" and "hit" calculations this could could ugly. On the other hand, it feels good to pop off spells without having to full on stop. PWI could use some shine on that like some sparks, and other "why am I Stopping" spells that felt odd. Some spells do feel good to stop, charge up, and explode. Balance, and knowing how to fine tune each character is key. Not "oh do it across the board" updting...
Full open action combat. As old **** and *** player (and RaiderZ, and I guess every mmorpg that exists b:sad) I can say it does feel good, but only if the mobs are made for it. **** gave me arthritis fast as the key to EVERY SINGLE battle was hit, hit roll, hit, dodge. Even low level mobs could wear you down if you did not do a key roll. They troll you out by forcing the "action" aspect of it by making mobs do a stun, or freeze spell on you if you do not avoid after the first or second hit. So every battle had this hand acrobats...which is cool to start...but after you start leveling up and have to kill 50 things all doing the same dodge pattern over and over...I craved for the "just let me tab my skills that I arranged in a strategic order and let the PC calculate the dodge ratios based on level etc.."
"Oh that is lazy". I beg to differ. I prefer TAB targeting, because rotation and knowing when to pop what skill is key. So many "open action" games dumbing down the hot bar to 4 main attack skills. Because open action is not a good "multi skill" load out choice. Combo systems in Tab targeting also ups the "skill". And uiet frankly, I like the TAB targeting in the end.
SOme one above mentioned boss fights. Here is where Open Action is a little better. Nothing feels more rewarding than dodging dragon fire, running up, ,swinging, jumping over the shock blast, pulling in a magic spell, then dodging a claw swipe....but it does negate the magic class a lot. That is why most games have trouble managing the role of a healer in these open action games. When your job is to sit still and heal and move occasionally, it is odd.
ALso, Neverwinter is a **** poor example of open action. The insanity of "dodging red enemy circles on the ground" is ugly, chaotic and annoying. Nothing says "epic action combat" like staring at the ground for 30 min of battle. And they get sloppy with the damage circles and force us to run around and at least take some damage. That negates AOE and direct attacks, and forces "have to get hit a little bit" senseless boss design. Tab targeting boss fights, mixed with a little "move around cuz grounds going to explode" is the best experience I have enjoyed. Healer aids damage a bit until it's time to focus on whos getting low HP. Then so you are not staring at HP bars, the cave starts to melt, and you have to pay attention to move around a bit. etc... balance. **** had a wierd way of making full healer class. We were full on balanced fighters in PvE (I soloed all PvE content as a healer). But in dungeons, we for sure did 0 as far as damage and it was like playing a whole new game in group as a healer. You just focus on where you are standing and how to heal. Not many games can remove the these two game styles. PWI is an example of how they had trouble with open world content and dungeon content. THey just differentiate by upping the DEF and HP of bosses and mobs since they had no other way to mechanically make the two realms feel "different" to put you to the test. Just..."oh, need more challange? how about 9999999/9999999"... just likes its economy....b:shutup0 -
I wonder how long till mobs cast while moving. b:pleased[SIGPIC][/SIGPIC]
> A demon is driven by desire, pure desire, that cannot be stopped by reason or logic. - Mo Zun
> Believing in demons doesn't mean believing in evil. Demons are not necessarily an evil thing. - Chin Wuming0 -
The more “action-like” design is just a small step. Whether we will go further down this path?
I am 100% against PWI becoming more 'action oriented'. b:angry
The reason I have played PWI daily since closed beta august 2008, is it has a relaxed style to it. And thats why it is my favourite of all the 13 MMOs I have played, including the biggest on the market.0 -
devapathpain1229 wrote: »Yes I don't get pve only player logic. Yes I like pvp. Yes I hunt down pve players if they go pk. Yes I wipe all my squads after we finish cave and shout " new challenge" fails can't handle a real challenge.
You'd be on my blacklist after the first time. And on my cleric's watchlist of "SOG/sleep after desquad" after that. Seriously, that kind of thing, especially in instances where you need to split loot after the run is over, is just disrespectful and disruptive. Hope your "don't get pve logic" has landed you on a PvP server so that you can be on the receiving end of that as well, but judging from your comment that you like to hunt down pve players that go pk, you've joined the wrong type of server.
On topic: I hope the Moonfairy/Stormbringer's kite/attack ability will come with reduced survivability to offset the massive advantage that attacking on the move brings. Especially while airborne with a fast flier, bombing some enemies from above with a high refine weapon could become a VERY cheesy tactic, especially against enemies who don't have a defense against that (Seekers, Sins, BMs... and to an extent Barbs too).
Moving PWI to a more action-like orientation would be difficult. The servers are under a high enough load as is, which results in delayed triggering of actions (which players often misinterpret as latency issues in the network - it's not). Ramping up the amount of actions would appeal only to the actions-per-second crowd, but that's more an Asian thing then a US/Euro mentality. It would also necessitate a bit of hardware beefing on the server side.I'm so P.R.O... I Press Respawn Often.
Ulsyr 103/103/104 BM. Working on the last R9 part (Axe).
Khelvan 103/103/103 LA Cler. LA? LA. Deal with it.
Evryn 103/102/101 Sagely Mystical Myst of Mystiness.
Gromth 102/102/102 Sage Panda.
StoneSnake - Snakeshop for everyone's common stones.0 -
devapathpain1229 wrote: »Yes I don't get pve only player logic. Yes I like pvp. Yes I hunt down pve players if they go pk. Yes I wipe all my squads after we finish cave and shout " new challenge" fails can't handle a real challenge.
You seem to be on a PvE server. Change to a PvP one a shut the hell up. Or are you so fail you can't handle the PvP server challenge and can only attack PvE players?[SIGPIC][/SIGPIC]
> A demon is driven by desire, pure desire, that cannot be stopped by reason or logic. - Mo Zun
> Believing in demons doesn't mean believing in evil. Demons are not necessarily an evil thing. - Chin Wuming0 -
What's the point of being able to move around while casting if targetting is using a lock-on target, magic still never misses, evasion is controlled by a formula, melee classes will have a hard time with ranged classes moving around and can attack, walking speed will fit somewhere with that kind of gameplay or maybe not because of holypath.
It'll bring a huge change to the gameplay though if it's really implemented, even with a lock-on targetting system, they'll have to adjust a lot of game mechanics as well I suppose.
In another game I play, there is such a thing regarding magical accuracy as well as magic resist. These items are in our shards there as well as the items we handicraft for parts of our gear.
Maybe PWI will start moving towards this route also?[SIGPIC][/SIGPIC]
Ying - 101 Sage Venomancer RB2 // No Alts // Perfect World Player Since: May 20080
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