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The Cape Radio - The Super Station
You're not super 'till you put on The Cape




The Cape - Dark Watcher Q&A
Dark Watcher Q&A - Feb. 14, 2008

Artist Jorge "Vaz" Rivas offered to create a portrait of Dark Watcher and Winter Jinx, and less than a week later, created this stunning piece of art. Thanks very much, Vaz!

You can see more of his art work at: underpower.non-essential.com.

Dark Watcher Q&A

Winter Jinx sat down (virtually speaking) with Dark Watcher, developer and CoX senior programmer after the Feb. 14, 2008 in-game wedding of Sister Psyche and Manticore on the Training Room server. She asked for his thoughts and opinions on everything from recent and planned updates to whether developers secretly join Supergroups or if they have a drinking game for frequent player demands.

What follows is the transcript of the live, on-air Q&A from Feb. 14, 2008.


WJ: We know, obviously, that you're a dev. But we weren't sure exactly what your job title is. Could you tell us more about yourself, and your job? What is it you do?

DW: My official title is "Senior Programmer."  But, basically, I'm a jack-of-all-trades type.  If Positron wants help with the program, I help him; if Jay needs help coding costumes, I help him; I do a lot of the content for the special events like Halloween and Valentine's.

WJ: We're always curious about how much devs play - I assume you do, though. Do you play the game often?

DW: Oh, I definitely do. Several times a week, or as often as I can.  I like to play incognito a lot. It's interesting to see what people think of the game from the perspective of another player. We have nights here at work sometimes where we just hang out and enjoy the game.

WJ: Everyone has one, so what's your favorite Archetype or power set?

DW: Well, to solo, it has to be a Mastermind.  But, I also like Blasters, Empaths for teaming... Bubblers are good if you know what you're doing. I think all of the ATs have a lot to offer, but I admit I like to try them all.

WJ: We've seen the introduction of bases, which obviously use the same layout and wall set ups as the missions. Is there going to be player-run event support in the future?  Like player-created missions?

DW: I can't really comment on what they're planning at this point, but I can tell you we do support the RP community. I'm not sure anyone's brought up player made missions or anything; I've never really thought about it.

WJ: What's this "Moon Zone?”  Is that just a rumor or a hint of the future coming out?

DW: I think it's a little of both. I mean, obviously it smacks of a joke, but I think there's some serious consideration and ideas behind it. I can't promise anything, obviously, but it's an idea.

WJ: How do Back Alley Brawler and Castle enjoy their celebrity as forum red-names?

DW: They both enjoy the community very much. I think we all do. I mean, there are moments when things are less fun and a little more stressful, but CoX offers so much in terms of community and the feedback the players give us.

WJ: We have all sorts of gaming styles on different servers, but The Cape Radio hails from Virtue, the unofficial RP server. How important, in your opinion, is roleplaying to the game?

DW: I'm a bit of a rolplayer and I do think it's very important to the game. There are people who really enjoy number crunching, PVP, stat grinding, but I think that as far as the community goes, rolplaying adds a great deal.

WJ: Are there going to be retroactive updates? The new content and stuff that's coming out is great, but are there going to be updates to fix issues from past updates?

DW: Definitely, but I'm not sure what all is on the schedule. We're always working to improve things, like the new radio content, the upgrades to Faultline, the Rikti War Zone, and constant new costuming pieces.

WJ: Do the devs have a drinking game every time they're asked to raise the level cap or make Instant Healing a toggle again?

DW: Oh, god, if we had a game like that, we'd never get any work done!  We'd be drunk all the time!

WJ: Is there a time line for updates?  Like i10 came out, then three months later, we had i11.  Is that how it's going to be?

DW: No comment on that, really. We tend to put out Issues once they're ready, tested, and good to go, so it's very hard to say when it'll come out.

WJ: There's been a lot of hulabaloo about villain epics, epic equality and the irritation over having to choose a patron and being unable to respec it. Are the devs considering changes to the epic AT's for villains, as well?

DW: We haven't gone into that much, though we notice the complaints. We've tossed around ideas, but nothing we really like has come up.

WJ: We at The Cape run some biggish events – a few hundred people sometimes – and we tend to think it's just nuts for us. How crazy do your big events get?

DW: Very crazy.  This event, we had 12 staff members around to help, and we were all really busy.

WJ: Okay, I have to ask. We saw a random 'admin message' of some of Manticore's speech to Psyche. Did Manticore really MT his vows?

DW: *laughter* Yes. Even we do it.

WJ: I find that oddly comforting.

WJ: I think I read something about this in an article, but please set me straight. Are Manticore and Sister Psyche a real life couple?

DW: Yes.  They've been married for almost a year.

WJ: How do you think i11 went? With i9 we had a new economy system, and i10 brought a lot of changes, but i11 was a dramatic change with a new zone and system for missions.

DW: Well. It gave people a chance to go back and do things they missed. With a lot of players calling for a way to do old content, the Flashbacks were really the answer.

WJ: How interested to dev's get in the social aspect?

DW: They like to make sure the players feel support so they enjoy the game. So, they're pretty interested in the social aspect.

WJ: Do the devs join SG's secretly?

DW: *laugh* Yes!

WJ: Look out folks! You might have a secret dev in your midst!

WJ: Bases have gone pretty untouched for a while, though there was talk during i8 of maybe seeing new place-able items like household stuff or danger room type things. Are there going to be new base items and is there a time table for their implementation?

DW: There's been talk, but nothing definite, and there isn't really a time table. I do know that Positron's interested in doing more with them, but most of our focus has been on content lately, with Flashbacks and the changes to Hami and the Rikti War Zone.

WJ: The Base Raid feature – is there going to be a way to turn that off? It would help the smaller bases a lot and we'd be interested in a way to eliminate some of the clunkiness of “cannot reach entrance” messages and overlarge item footprints.

DW: We'd like to look into that, yeah, but again, we don't have a timetable on base changes right now.

WJ: Why was the Wedding Pack an add-on that cost money? What sets Good and Evil and the Wedding Pack apart from just normal costume upgrades like the new hairstyles?

DW: We wanted to develop it for the people who were truly interested in it, and leave it as an optional thing that people could have instead of just making it a normal add-on.

WJ: With the changes to the Real money traders, what other plans do you have to stop them?

DW: Most of that is a matter for our business department. As far as in game goes, it's a cat 'n' mouse game, unfortunately.  We instate something to stop them, and they find a way to keep bothering people. Hopefully, they just get the message and leave.  We're doing the best we can to stop them.

WJ: We're seeing new emotes all the time. Are there going to be interactive emotes like hand holding, hugging, etcetera?

DW: That's very tricky to code and currently not in the plans. There's just too much to figure in, like the fact that you can't really have someone going up hugging people and giving them no choice to refuse it, the effects on player footprints, those sorts of things.

WJ: Why do we have collision footprints around players? It tends to make it difficult to move sometimes, and people can crowd you out of things.

DW: It's to make the game as realistic as possible. Theoretically, a line of tanks could literally hold back a wall of people. Other games have the ability to just run through each other, and CoX is just more realistic in that way.

WJ: With the drop of the war walls and seasonal events, are there going to be varying weather patterns?

DW: Probably not. It's a lot of work to design and program and it doesn't really add anything to the game aside from some minor dramatics.

WJ: What about the anniversary badges? One of our listeners is curious if we'll be able to go back and get those somehow.

DW: Well, there were the candy canes this year, and using them to buy the holiday badges you'd missed.

WJ: I think they meant the yearly “reveler” and such badges.

DW: Oh, no, those are specifically for old timers, a sort of badge of honor at having been around that long.

WJ: Are there going to be upgrades to the zones that have Wentworth's in them due to lag and such?

DW: I wasn't aware there was a problem?

WJ: Like in Talos, if you even get remotely close to the Wentworth's building, the game tends to get slower for a lot of people.

DW: I don't think that's a server issue, I think that may be a band-width issue. Definitely not on our end. I'd recommend people look into upgrades if they're having problems with that.

WJ: Do you have any special, favorite pet projects?

DW: I'd like to see content developed specifically for the five origins. Aside from the initial determination of what “starting string” you get heroside and the various ways you get enhancements, there isn't much, and I'd like to do more with that.

WJ: Would you say the European servers receive the same attention as the US servers?

DW: Yes and no.  We try to pay as much attention to them as possible. It's difficult to judge whether we do keep as much interest there, but we do try not to favor one over the other.

WJ: Here's a question from a listener – The Auto-Doc provides for low greens and blues with the 1st tier SG Badge, but the 2nd tier doesn't seem to make any kind of improvement.  Are there plans to, maybe, make that step?

DW: I don't have any information on that, but again, I know Positron has said he's really interested in working on bases more.

WJ: Another listener asks: In Safeguards, if you target a civilian, you can fire off your spell, going through the animation, and employing the timer, but it doesn't do any damage.  Is that going to be fixed?

DW: As far as I'm aware, no, it's working as intended. I think that's an issue of game flavor, and was meant to be that way. I'm not sure we ever really saw it as a detriment; most people were happy to be able to shoot the running civilians. *laugh*

WJ: Thank you so much for the Valentine's Event and thank you for talking with us – just one more question.  How often do you listen to The Cape?

DW: As often as I can.  I love it!

WJ: Thank you again to Dark Watcher and the great developer team for CoX for having us! And remember, you're not super until you put on The Cape!




 
 

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