The team at PrimetimeUGC has released part 2 of their interview with Lead Designer Al Rivera. Lead Writer Christine "Kestrel" Thompson stops by. Check out the episode, made completely with the Foundry, here.
Yes, it was a challenging segment to put together, but hopefully we'll be able to have Penned in Primetime in every episode going forward. It is meant to be a panel of different people each episode discussing the writing within a Foundry mission. The conclusion to both the Al Rivera interview and this Penned in Primetime will air on Monday. Episode 10 will also feature, for the first time since he left the show, an interview with RogueEnterprise. We'd love everyone to check it out 4/7/12 on www.livestream.com/cerberusfilms at 6:00pm EST & 3:00pm PST. Thanks for watching.:D
The calander "event scheduling" is nice in theory if the game had plenty of content. In addition, it is a not a few players that have issues with the scheduling of the Defra Invasion and Vault Shuttle Event. It is better to make them available "all the time" and offer a bonus.
What is wrong with people coming on and playing what they want then logging off? If you feel people are doing that too much, well events are not the solution to that. Repeatable end-game and deep systems are the answer to that. I will just wait for the light bulb to click on....
As far as what the "data" says and what the "forums" say. Realize that if you are basing your data on how many people are running the event when it is offered, it is tautological and will give you a false result. Because you have created the bottleneck of when the event runs, of course you will have alot of people trying to run it at once. Thus, it looks like the event is really popular because your data is biased. The only way that said data would not be biased is if you were tracking how many times EACH individual player plays the mission.
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The conclusion to both sets of interviews will be next week
What is wrong with people coming on and playing what they want then logging off? If you feel people are doing that too much, well events are not the solution to that. Repeatable end-game and deep systems are the answer to that. I will just wait for the light bulb to click on....
As far as what the "data" says and what the "forums" say. Realize that if you are basing your data on how many people are running the event when it is offered, it is tautological and will give you a false result. Because you have created the bottleneck of when the event runs, of course you will have alot of people trying to run it at once. Thus, it looks like the event is really popular because your data is biased. The only way that said data would not be biased is if you were tracking how many times EACH individual player plays the mission.