New ToS Interview

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Flash
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New ToS Interview

Post by Flash » May 9th, 2014, 4:44 pm

imcGames posted a new interview on their facebook page. Unfortunately this interview is written in korean. alexx3064 posted a translation on reddit.

Update: new translation by syoo905254:
It’s already getting close to 5 month since the G-star announcement and the popularity is continuing to build up.
The popularity is giving us both pressure and energy. We are trying our best to release it quickly.

So you’ve had your first FGT during February. What kind of feedback did you receive?
We got suggestions to work with balance between jobs, the quest line, the difficulty of the game, some builds of classes, the intuitiveness of the UI, etc. We get positive feedback like, “Overall, it is an enjoyable and happy game” and “I’ll definitely play when I get my next chance”. However, because the FGT only worked with a small amount of people, we mainly focused on first impression and content suggestions, therefore the game had no massively multiplayer environment yet. We will focus on the massively multiplayer environment during the upcoming summer CBT.
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[▲Released very first by Inven, this is the screenshot for the newest build of TOS ①]

Is there anything especially different in the direction of game development after FGT?
We are improving methods to make the game more beginner-friendly and we are also focused on balancing monsters and items using consumer feedback as the basis of the changes. There were a lot of gamers who mentioned Ragnarok or Arcturus after look at TOS. The focus was to give the feel of a classic game, but not make it vintage looking, so it can fit in the current trend. Ultimately, we focused on making the manually drawn graphic style stand out over graphic driver generated graphics as much as we could. The design is oriented around fairytale like theme by manipulating the shape of the environment around the game, and the current TOS build is the result. We are currently preparing a way to introduce the graphic concept in detail through the TOS developer blog, so please wait a little while for more information. Ragnarok and Arcturus are products of different companies, so it has no relations with TOS. TOS’s art director is Magi (An Jung Won), who has been working with our company since Grand Espada.
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[▲TOS’s graphics]

Has the game engine been developed by the company?
The game engine is an engine we have been building up on from the times of Grand Espada which has been customized to specify in 2d character presentation and presenting pictorial emotions. If we disregard the graphics part of the engine, overall, it is the same as the engine of our other new title, “Wolf Knights”.
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[▲Screenshot of Wolfknights which uses the same game engine.]

After looking at the video released at G-star, the sound really left an impression on me. I got the feeling it was really well suited for the game. We would like to know who was behind the development.
GwakDongIl, who has in the past worked in SoundTeMP team and also in the S.F.A team in Grand Espada has joined imcgames and is uniting the sound directing. Other than that, SoundTeMP team, Esti, Questrosound, KimJunSung, and other various artists who has worked with many different titles in the past, are also in the sound directing. Not only that, but we also have new, international artists joining in the sound development of TOS as well. In Grand Espada the sound concept was Euro-Trans, while before that, it was Electronic-Pop, so now we want to try a crossover between these genres and classical music. For more detail please wait until release and hear it for yourselves.
▶Related Interview: 게임음악의 대명사, SoundTeMP 전 멤버 곽동일,장성운,박진배를 만나다

You revealed that CBT1 was aimed to be this summer, but we would like to know just how close you are from this goal.
If we look at it purely from the contents point of view, it is already ready for CBT but because of the, not yet refined, interface or system, and the balancing of skills within classes, we need more time before we can hold the CBT. Overall, a good estimate would be that it is 70% of the way done.

How far has the movement been developed? We have been informed it will have 8 directional movement and jumping but will there be things like running of dashing systems?
In the prototype version, we had 8directional movement and a sprint key, but there were responses saying “We are already going to run all the time anyways so it only hurts our fingers to hold down the one button continuously”, so we made it so that the player is always running, unless his/her stamina reaches zero, in which case you walk. Dash are only available to specific classes.
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[▲TOS’s basic controls]

After looking at the screenshots, we saw a ‘campfire’. What’s the use of it?
We have made a “Resting Mode” in which you can do non-combat related activities. This will be more talked about in a future update.
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[▲A Resting Mode exists that is separated from combat]

We are curious at how character customizing is implemented.
Complete free character style customization is too difficult. Currently, it is limited to Class, Sex and Hairstyle, but we are also looking into eye color customization.

In the previous video we also saw glimpses of a crafting system. Could you briefly go over how it works?
The crafting system which all classes can use equally, starts off with obtaining a recipe. After obtaining it and using it, it will get permanently recorded into you Adventure Log and you will be able to craft it from then on. Some recipes can even be taught to others. Crafting is possible only after you have collected all the material that is stated in the recipe. As mentioned above, crafting will only be available when you are in Rest Mode, they make take seconds, minutes or even 10s of minutes to complete.

Approximately how big is the TOS world size?
The goal for OBT is a total of at least 200 regions with 3 cities.

We have already been informed with some of the head accessories that are in the game, but how many different types of these are there for each area of accessory slots?
There are currently about 50 of the costume accessories which have nothing to do with ability. There will be much more released before OBT.
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[▲Crown, Headband, Rabbit Ears, etc. The Head Accessories have already been displayed]

If we look at the class composition, it is really obviously separated into tanker, healer and dealer classes, but will the party system also be separated like this? Or will dungeons still be do-able, even without being matched with specific classes?
The Combat system is still within development and balancing stages so it will be talked about after or during CBT.

The part where we could see the spectators’ messages in the tournament really stood out. What’s the incentive behind this?
Players who are waiting for their next match, or are simply there to spectate some matches, are able to do so by looking through the perspective of player within the arena. When they talk during this spectating time, the text will be blotted all over the screen, as if to recreate the scene of a real coliseum, where people are shouting from all sides of the arena, which makes it more fun. There might have been people who have already noticed it, but we were inspired while browsing a famous Japanese video site.

If you look at the Adventure Log, you can see the Adventure Score. Why was this created and what can you get by advancing in this?
When the game opens, there’ll be players who finish the tutorial and get straight onto grinding their characters. However, there are also the types of players who like to find every little secret within the game. The Adventure Score is made for the latter type of players, as it can’t be advanced by only grinding monsters. The Adventure Score records things like the variety of items collected, how well you have explored every map, how many quests you have completed (even the secret ones) and you can compare these with other players to build up a ranking system. Also, some classes and advancements require a perquisite of a certain amount of adventure score to unlock.
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[▲ Released very first by Inven, this is the screenshot for the newest build of TOS ②]

When you look at the games style, it feels like it will fit community style or life simulation type content. What type of content do you have prepared?
It is very hard to predict what type of community the game will have. Thus, we will use the CBT and future CBT like tests and evaluate the requests from the users during that time and the pattern of the community to create the proper answer the community wants and continually add content like this.

So, you have recently opened a new TOS blog and revealed a lot of information. When will we get to see more information?
We are planning to diligently update the facebook page and development blog as we get more questions from the community and development results but right now, the updates will be random.

You have revealed that you will do your first CBT this summer but how much content are you going to showcase?
The first CBT will primarily focus on finding problems with massive population on the game so there will be certain limits within the game. We are planning to have about 2 weeks of game play time available in the test.
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Re: New ToS Interview

Post by Flash » May 9th, 2014, 6:35 pm

Update: new translation by syoo905254:
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Re: New ToS Interview

Post by Delecaty » September 23rd, 2014, 8:47 am

Flash wrote:The part where we could see the spectators’ messages in the tournament really stood out. What’s the incentive behind this?
Players who are waiting for their next match, or are simply there to spectate some matches, are able to do so by looking through the perspective of player within the arena. When they talk during this spectating time, the text will be blotted all over the screen, as if to recreate the scene of a real coliseum, where people are shouting from all sides of the arena, which makes it more fun. There might have been people who have already noticed it, but we were inspired while browsing a famous Japanese video site.
I bet it was nicovideo.dot.jp xD (or Nico Nico Douga)
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