Sace
05-17-2011, 01:13 PM
The answers for the Development Team Q&A are here! Moxie recently visited the development team in Seoul and brought all of your questions from the original thread (http://boards.lineage2.com/showthread.php?t=214939), along with some good questions from other Goddess of Destruction threads. Please note that the development team chose which questions to answer. We are happy to share the answers Moxie received directly from Han Jae Hyuk, Lineage II Creative Director.
Topic: Goddess of Destruction
Namiko: Did you consider that be reducing all classes to 8 that there are currently 3-4 different enchanters in a party, where should the other 2-3 go?
Han Jae Hyuk: The new Iss Enchanters will get most of the buffer abilities that would have been in the additional two or three that were in a group before. The players can select freely from the eight classes after the fourth transfer to build a strong group.
Desert_Eagle: Are there any concerns from Korea or other territories regarding the number of Enchanters that will exist after GD? Any plans to address this if necessary?
HJH: We are aware that at first blush it looks like there will be a lot of Iss Enchanters in the character base when you match them with the current classes. However, we believe that many of those characters will not be played after Goddess of Destruction is released because many of those characters are used on secondary accounts as buffers. We believe that these buffers will not be necessary in a party and will no longer be played. Additionally, characters will have the opportunity to change class before the Awakening so that they can pass through their fourth transfer to the class of their choice. We'll share more information about this as we get closer to launch.
Desert_Eagle: Is it possible to bring a new character class into game - Bards, while increasing 7 players party size up to 8 players? Don't you think merging 6 classes into 1 will harm role playing part of game? Bard class can solve potential problems with Enchanter class become 350% more overpopulated.
HJH: We are balancing the eight classes we've announced. We have no plans to add more classes at this time.
Jorge: Will there be a third Epic quest? Can you share the start level, rewards, or any other details?
HJH: No, we're not adding another Seven Signs epic quest at this time. In truth, we've made considerable progress on overall development, but haven't finalized everything, so we decided to delay that for a later time.
Yidao: Is it possible to get in addition to the White Cat also a Black Cat, as a familiar for Necromancers and Dark Elf mages?
HJH: We may be able to do something like this in the future!
Yidao: In February you said that only Awakened characters could participate in the Olympiad. [http://www.inven.co.kr/board/powerbbs.php?come_idx=390&l=640] But the Olympiad is an important way for lvl 76 characters to obtain the Giant Codices for starting their skill enchants. Is it possible to add a link to the Olympiad Manager's dialogue screen and have a separate pre-Awakening Olympiad category, something like "1 vs. 1 Match (Awakened)" and "1 vs. 1 Match (un-Awakened)"? If this should be too difficult/expensive to implement, could maybe Giant Codices be added to the drop lists of early S-Grade monsters like the Ketra Orcs and Varka Silenos, for example instead of the Jewel of Dusk?
HJH: The Olympiad level requirement will be level 85 Awakened characters. However, I will look into making the Olympiad items readily available in other places.
Yidao: Will flying be possible in the southern part of the Gracia continent? Will there be aerial monsters too? Or monsters on the surface which can be attacked in Aurabird Transformation?
HJH: We have no plans to implement this in the next update.
Yidao: Are there plans to rebuild the destroyed Starter Villages at a later point in time? Not necessarily as a place where new characters start out but as intact building complexes, as they exist in Lineage 1.
HJH: This might be possible.
Yidao: With regard to the racial skills of Dwarves you have changed several times between an AoE "Drain Health" and increased crafting probability. Would it be possible to offer both skills, but in a mutually exclusive way (like Subclass Certification Skills), so that players have a choice whether they want to be a Combat Dwarf or a Commercial Dwarf? If that should be too difficult to implement at short notice, you could maybe set the SP required to learn those two skills at a prohibitive number, so that the average player can only learn one of them but not both.
HJH: We have carefully considered the future of Dwarf classes. We would like to break the cycle of Dwarves only being used as a crafting class. Our hope is to get the Dwarves more involved in the action of the game.
Krissa: Some vital skills (such as Honor of Paagrio, Flames of Invincibility, Mass Resurrection etc.) seem to be lost in the 8-class system. Are clans supposed to keep some of their members from fully converting into a GoD class, so that the clan still has access to these pre-8-class skills, or will there be another solution?
HJH:
Flames of Invincibility: Iss Enchanter
Mass Resurrection: Aeore Healer
Honor of Paagrio : Iss Enchanter
Most of the vital skills will be built into the game with different names and appearances following the fourth class change, but they will be there. After the Awakening, an Iss Enchanter gets most of the skills that the Dominator has now.
mercifool: It was said that character awakening is "optional". Does it mean that unawakened character lvl95 will still be viable in PVE/PVP/solo/party in the new end-game?
HJH: It is possible to skip the Awakening process and still level. However, it will be difficult to compete and be successful without Awakening.
mercifool: Current pre-awakening buff skills will still work the same on lvl95. How will current pre-awakening debuff skills work? Will they land at all, or do you expect players to stop using them? If yes, shouldn't the pre-awakening buff skills also stop working?
HJH: Defense will increase based on the difference between levels. If you try to use a debuff on a high-level character, it may work, but the effects will be minimal.
mercifool: What will happen with current hybrid classes in the new system?
Will Soul Breaker loose all his melee and debuffing abilities and become a simple nuker? Will he be able to use mage tattoos?
HJH: A Soul Breaker’s close-range skills will be gone, and he will become a nuker. He will also be able to use mage tattoos.
What happens with rapier, will it become a mage weapon or will it be removed from the game?
HJH: R-grade weapons over level 85 do not turn into mage weapons even when the Change Weapon skill is used. You can still change weapons below R-grade as before.
Will all mages be able to wear light armor?
HJH: They can, as before, but they will not gain benefits from light armor.
Will Maestro loose all his crafting/buffing/summoning/siege summoning abilities and become a simple warrior?
HJH: Crafting will remain, a portion of the buffs will be included in the warrior buffs, and siege summoning skills will be changed into Clan skills.
Will Overlord loose his clan buffing ability?
HJH: Overlords will receive Clan buffs as Iss Enchanters and will be able to learn them earlier than other classes who Awaken into Iss Enchanter.
Will there at least be a limited option for these hybrid classes to choose which new class they want to transfer to?
Moxie: Han Jae Hyuk shared some information with us regarding this, we cannot release this information just yet.
mercifool: If you have an Elven Elder subclass on a dwarf main, what racial abilities will it have? Elven or dwarven?
HJH: Even if your character has a subclass of another race, the original race takes priority. In other words in this case, the Dwarf abilities.
mercifool: Now that Kamaels are losing all their uniqueness in classes and weapons will you allow them to choose classes from other races as subclasses?
HJH: Kamaels will not be able to subclass as other races. However, Kamaels will maintain the uniqueness with their PvP superiority.
mercifool: What will happen with current crafting system and economy? Will end game items be craftable or drop only? Do you plan to focus on free market or bound on pickup items?
HJH: The crafting system will be maintained as is. Belts, shirts, bracelets, and such can be crafted with common crafting abilities. The highest level items will be provided via drops and crafting.
Follow-up Question from Moxie: Will top grade armor sets be drop only or craftable?
HJH: All top sets will be dropped and craftable. However, Elegia items will remain drop only.
mercifool: Will awakened characters from the same class (but different race) have the same stats?
HJH: If two characters are of different races and have the same class, no, the stats of those characters are not the same.
mercifool: Will there be an option in future to visit places that were destroyed in GoD and see them as they were? As an instance maybe?
HJH: No.
mercifool: With the introduction of element system, and the fact that you can only have one element on weapon, some classes which have skills/summons from more than one element type were penalized. Is it working as intended? Are there any changes planned? Do the new GoD classes have all skills with one element type or different?
HJH: Our intention was to enchant the weapons and armor with the appropriate elements that fit the corresponding hunting zone. Before Goddess of Destruction, it was hard to implement our intent because it was too hard to acquire items. But after Goddess of Destruction, we believe that you will be able to enchant weapons and armor with the proper elements that fit with each hunting zone. After Goddess of Destruction, the majority of class skills will not have any elements. The Wizard class that had the fire element will change to Feo Wizard, and we’ve designed it so that there will be four types of element changes, so they will not be penalized. (There are some skills that have light and dark elements, but most skills do not have any elements, so those skills will not be penalized.)
stupidity: Will the catacombs and necros be destroyed like the cities?
HJH: Not destroyed. Shut down, however.
Topic: General Lineage II
Laby: What is a common day for you?
HJH: One-third of a workday is meetings, one-third is reading and writing emails, and one-third is gameplay and communicating with team members.
Laby: What is the common process for an idea? I mean the idea state, the solidification, the coding state, and the production state?
HJH: To put it very, very roughly:
Think up an update idea, and share the appropriate presentation with the internal Development Team and other external teams.
Get feedback, edit the ideas, and after getting the green light, create more detailed documents in preparation for the idea being implemented.
As detailed plans get made, we make a to-do list, and share it within the internal Dev Team.
We take the roughly detailed plans to the programming and graphics teams for implementation discussions.
We do the graphics and coding work.
We test the implemented content.
We fix errors found in testing process.
We repeat steps D-G.
QA begins main testing.
Bugs found by QA get fixed.
Things are updated to test server.
We fix errors found in test server.
Things are released on the live server.
Laby: What are the links between the graphic aspect, the visual aspect and the game and the features? Do you create features first, then you "draw" them, or it's the other way?
HJH: There is no set order. Sometimes we make up game features based on visuals, or sometimes we think up a feature and create visuals later. We believe it’s more important to keep in mind whether things fit into our foundation themes and whether they are attractive to players.
Laby: Do you plan to improve the aerial combat system, with the use of Aerial Cannon as they already exist in-game?
HJH: We don't have any plans right now, but it’s something we would definitely love to try one day as developers.
Laby: How many people are working on the Development team in Seoul?
HJH: About 130 people in pure development alone (planning, art, programming, and UI).
Laby: Do you sometimes read the board from another country (like US / Taiwan / Russian) directly?
HJH: We have read the US boards several times. We were impressed by the well-developed discussion culture in them.
Laby: Who writes the Lore? Is it linked to the Dev team?
HJH: An external writer writes the lore about heroes posted on the home page. Scenario workers within the Development Team create other written content.
Laby: Except High Five Part 1/2/3/4 and the next GoD update, what is your preferred update?
HJH: Every update is important, but my personal preferences are, perhaps, the first Lineage II update, the beginning of the Chaotic Era, and the Kamael update that added the race of the gods.
Xvad: So many players complain that the development of Lineage 2 has gone in a wrong direction and the game is gradually resembling other MMORPGs like Aion, WoW, etc... while losing its own style, atmosphere and "spirit". What is your opinion about this issue?
HJH: We have heard a lot of feedback voicing this concern in G-Star sessions. We think we have regained a lot of our own distinctive flavor (battle style, graphics) through taking steps after listening to the feedback. After player tests in, say, the High Five Party in Seoul, the complaints about Lineage II losing its distinctive flavor have all but disappeared.
Yidao: The updates in the Powerbook Wikipedia appear relatively late in the day. At what time do you usually get out of the office? Do you personally feel that a regular 8 hour work day would improve your performance?
HJH: My workday starts at about 10 a.m. and ends between 11-12 midnight at night. Rather than focusing on an eight-hour workday, we think the rhythm of work is more important than the number of set hours. Internal deadlines, external deadlines, internal test servers, external test servers—such milestones dictate our pace of work, which needs an ebb and flow. But the Goddess of Destruction update had such a tight schedule that we were forced to work endlessly for the past year and a half.
mercifool: Are you aware of the number of critical damage multiplying buffs and the fact how they are stacking leading to massive amount of damage, which also causes huge discrepancy between some skills and weapons (skills that use critical damage are scaling better than the rest, weapons with higher critical rate get much more benefit from these buffs, and for some classes it is better to not use skills at all and just hit with weapon)? This has been fixed to some extent in PVP by introducing critical damage reduction buffs but still works the same in PVE.
HJH: We are aware of the critical damage problems, and we plan to adjust the critical damage rates.
mercifool: Due to having no cooldown and the amount you can carry CP/QHP potion have huge impact on PVP. They increase the overall duration of PVP, which is good, but they also favor classes with high damage and low HP, and classes that are not dependant on mana. It may be an argument that those potions were put in game for dwarves (which were a bit weaker in comparison with other classes but had double weight limit) but it is not the dwarves that get the most benefits, it's classes mentioned before. Dwarves will also have the same battle power as other classes in GoD. Do you think this is balanced and how?
HJH: While considering this problem, we decided we will change potions without a cooldown to be less effective. We will favor nonrestorative items that have reuse delays in our designs. Carrying weight and inventory slots will be greatly increased for all races, not just Dwarves. The carrying weight for Dwarves was designed as a racial feature, and we plan to balance this out by giving other race-specific features to other races. In addition, the PvP balance in Goddess of Destruction is being adjusted. We want PvP to be a tense, balanced match, not a pushover for one side as it was in the past.
Topic: Goddess of Destruction
Namiko: Did you consider that be reducing all classes to 8 that there are currently 3-4 different enchanters in a party, where should the other 2-3 go?
Han Jae Hyuk: The new Iss Enchanters will get most of the buffer abilities that would have been in the additional two or three that were in a group before. The players can select freely from the eight classes after the fourth transfer to build a strong group.
Desert_Eagle: Are there any concerns from Korea or other territories regarding the number of Enchanters that will exist after GD? Any plans to address this if necessary?
HJH: We are aware that at first blush it looks like there will be a lot of Iss Enchanters in the character base when you match them with the current classes. However, we believe that many of those characters will not be played after Goddess of Destruction is released because many of those characters are used on secondary accounts as buffers. We believe that these buffers will not be necessary in a party and will no longer be played. Additionally, characters will have the opportunity to change class before the Awakening so that they can pass through their fourth transfer to the class of their choice. We'll share more information about this as we get closer to launch.
Desert_Eagle: Is it possible to bring a new character class into game - Bards, while increasing 7 players party size up to 8 players? Don't you think merging 6 classes into 1 will harm role playing part of game? Bard class can solve potential problems with Enchanter class become 350% more overpopulated.
HJH: We are balancing the eight classes we've announced. We have no plans to add more classes at this time.
Jorge: Will there be a third Epic quest? Can you share the start level, rewards, or any other details?
HJH: No, we're not adding another Seven Signs epic quest at this time. In truth, we've made considerable progress on overall development, but haven't finalized everything, so we decided to delay that for a later time.
Yidao: Is it possible to get in addition to the White Cat also a Black Cat, as a familiar for Necromancers and Dark Elf mages?
HJH: We may be able to do something like this in the future!
Yidao: In February you said that only Awakened characters could participate in the Olympiad. [http://www.inven.co.kr/board/powerbbs.php?come_idx=390&l=640] But the Olympiad is an important way for lvl 76 characters to obtain the Giant Codices for starting their skill enchants. Is it possible to add a link to the Olympiad Manager's dialogue screen and have a separate pre-Awakening Olympiad category, something like "1 vs. 1 Match (Awakened)" and "1 vs. 1 Match (un-Awakened)"? If this should be too difficult/expensive to implement, could maybe Giant Codices be added to the drop lists of early S-Grade monsters like the Ketra Orcs and Varka Silenos, for example instead of the Jewel of Dusk?
HJH: The Olympiad level requirement will be level 85 Awakened characters. However, I will look into making the Olympiad items readily available in other places.
Yidao: Will flying be possible in the southern part of the Gracia continent? Will there be aerial monsters too? Or monsters on the surface which can be attacked in Aurabird Transformation?
HJH: We have no plans to implement this in the next update.
Yidao: Are there plans to rebuild the destroyed Starter Villages at a later point in time? Not necessarily as a place where new characters start out but as intact building complexes, as they exist in Lineage 1.
HJH: This might be possible.
Yidao: With regard to the racial skills of Dwarves you have changed several times between an AoE "Drain Health" and increased crafting probability. Would it be possible to offer both skills, but in a mutually exclusive way (like Subclass Certification Skills), so that players have a choice whether they want to be a Combat Dwarf or a Commercial Dwarf? If that should be too difficult to implement at short notice, you could maybe set the SP required to learn those two skills at a prohibitive number, so that the average player can only learn one of them but not both.
HJH: We have carefully considered the future of Dwarf classes. We would like to break the cycle of Dwarves only being used as a crafting class. Our hope is to get the Dwarves more involved in the action of the game.
Krissa: Some vital skills (such as Honor of Paagrio, Flames of Invincibility, Mass Resurrection etc.) seem to be lost in the 8-class system. Are clans supposed to keep some of their members from fully converting into a GoD class, so that the clan still has access to these pre-8-class skills, or will there be another solution?
HJH:
Flames of Invincibility: Iss Enchanter
Mass Resurrection: Aeore Healer
Honor of Paagrio : Iss Enchanter
Most of the vital skills will be built into the game with different names and appearances following the fourth class change, but they will be there. After the Awakening, an Iss Enchanter gets most of the skills that the Dominator has now.
mercifool: It was said that character awakening is "optional". Does it mean that unawakened character lvl95 will still be viable in PVE/PVP/solo/party in the new end-game?
HJH: It is possible to skip the Awakening process and still level. However, it will be difficult to compete and be successful without Awakening.
mercifool: Current pre-awakening buff skills will still work the same on lvl95. How will current pre-awakening debuff skills work? Will they land at all, or do you expect players to stop using them? If yes, shouldn't the pre-awakening buff skills also stop working?
HJH: Defense will increase based on the difference between levels. If you try to use a debuff on a high-level character, it may work, but the effects will be minimal.
mercifool: What will happen with current hybrid classes in the new system?
Will Soul Breaker loose all his melee and debuffing abilities and become a simple nuker? Will he be able to use mage tattoos?
HJH: A Soul Breaker’s close-range skills will be gone, and he will become a nuker. He will also be able to use mage tattoos.
What happens with rapier, will it become a mage weapon or will it be removed from the game?
HJH: R-grade weapons over level 85 do not turn into mage weapons even when the Change Weapon skill is used. You can still change weapons below R-grade as before.
Will all mages be able to wear light armor?
HJH: They can, as before, but they will not gain benefits from light armor.
Will Maestro loose all his crafting/buffing/summoning/siege summoning abilities and become a simple warrior?
HJH: Crafting will remain, a portion of the buffs will be included in the warrior buffs, and siege summoning skills will be changed into Clan skills.
Will Overlord loose his clan buffing ability?
HJH: Overlords will receive Clan buffs as Iss Enchanters and will be able to learn them earlier than other classes who Awaken into Iss Enchanter.
Will there at least be a limited option for these hybrid classes to choose which new class they want to transfer to?
Moxie: Han Jae Hyuk shared some information with us regarding this, we cannot release this information just yet.
mercifool: If you have an Elven Elder subclass on a dwarf main, what racial abilities will it have? Elven or dwarven?
HJH: Even if your character has a subclass of another race, the original race takes priority. In other words in this case, the Dwarf abilities.
mercifool: Now that Kamaels are losing all their uniqueness in classes and weapons will you allow them to choose classes from other races as subclasses?
HJH: Kamaels will not be able to subclass as other races. However, Kamaels will maintain the uniqueness with their PvP superiority.
mercifool: What will happen with current crafting system and economy? Will end game items be craftable or drop only? Do you plan to focus on free market or bound on pickup items?
HJH: The crafting system will be maintained as is. Belts, shirts, bracelets, and such can be crafted with common crafting abilities. The highest level items will be provided via drops and crafting.
Follow-up Question from Moxie: Will top grade armor sets be drop only or craftable?
HJH: All top sets will be dropped and craftable. However, Elegia items will remain drop only.
mercifool: Will awakened characters from the same class (but different race) have the same stats?
HJH: If two characters are of different races and have the same class, no, the stats of those characters are not the same.
mercifool: Will there be an option in future to visit places that were destroyed in GoD and see them as they were? As an instance maybe?
HJH: No.
mercifool: With the introduction of element system, and the fact that you can only have one element on weapon, some classes which have skills/summons from more than one element type were penalized. Is it working as intended? Are there any changes planned? Do the new GoD classes have all skills with one element type or different?
HJH: Our intention was to enchant the weapons and armor with the appropriate elements that fit the corresponding hunting zone. Before Goddess of Destruction, it was hard to implement our intent because it was too hard to acquire items. But after Goddess of Destruction, we believe that you will be able to enchant weapons and armor with the proper elements that fit with each hunting zone. After Goddess of Destruction, the majority of class skills will not have any elements. The Wizard class that had the fire element will change to Feo Wizard, and we’ve designed it so that there will be four types of element changes, so they will not be penalized. (There are some skills that have light and dark elements, but most skills do not have any elements, so those skills will not be penalized.)
stupidity: Will the catacombs and necros be destroyed like the cities?
HJH: Not destroyed. Shut down, however.
Topic: General Lineage II
Laby: What is a common day for you?
HJH: One-third of a workday is meetings, one-third is reading and writing emails, and one-third is gameplay and communicating with team members.
Laby: What is the common process for an idea? I mean the idea state, the solidification, the coding state, and the production state?
HJH: To put it very, very roughly:
Think up an update idea, and share the appropriate presentation with the internal Development Team and other external teams.
Get feedback, edit the ideas, and after getting the green light, create more detailed documents in preparation for the idea being implemented.
As detailed plans get made, we make a to-do list, and share it within the internal Dev Team.
We take the roughly detailed plans to the programming and graphics teams for implementation discussions.
We do the graphics and coding work.
We test the implemented content.
We fix errors found in testing process.
We repeat steps D-G.
QA begins main testing.
Bugs found by QA get fixed.
Things are updated to test server.
We fix errors found in test server.
Things are released on the live server.
Laby: What are the links between the graphic aspect, the visual aspect and the game and the features? Do you create features first, then you "draw" them, or it's the other way?
HJH: There is no set order. Sometimes we make up game features based on visuals, or sometimes we think up a feature and create visuals later. We believe it’s more important to keep in mind whether things fit into our foundation themes and whether they are attractive to players.
Laby: Do you plan to improve the aerial combat system, with the use of Aerial Cannon as they already exist in-game?
HJH: We don't have any plans right now, but it’s something we would definitely love to try one day as developers.
Laby: How many people are working on the Development team in Seoul?
HJH: About 130 people in pure development alone (planning, art, programming, and UI).
Laby: Do you sometimes read the board from another country (like US / Taiwan / Russian) directly?
HJH: We have read the US boards several times. We were impressed by the well-developed discussion culture in them.
Laby: Who writes the Lore? Is it linked to the Dev team?
HJH: An external writer writes the lore about heroes posted on the home page. Scenario workers within the Development Team create other written content.
Laby: Except High Five Part 1/2/3/4 and the next GoD update, what is your preferred update?
HJH: Every update is important, but my personal preferences are, perhaps, the first Lineage II update, the beginning of the Chaotic Era, and the Kamael update that added the race of the gods.
Xvad: So many players complain that the development of Lineage 2 has gone in a wrong direction and the game is gradually resembling other MMORPGs like Aion, WoW, etc... while losing its own style, atmosphere and "spirit". What is your opinion about this issue?
HJH: We have heard a lot of feedback voicing this concern in G-Star sessions. We think we have regained a lot of our own distinctive flavor (battle style, graphics) through taking steps after listening to the feedback. After player tests in, say, the High Five Party in Seoul, the complaints about Lineage II losing its distinctive flavor have all but disappeared.
Yidao: The updates in the Powerbook Wikipedia appear relatively late in the day. At what time do you usually get out of the office? Do you personally feel that a regular 8 hour work day would improve your performance?
HJH: My workday starts at about 10 a.m. and ends between 11-12 midnight at night. Rather than focusing on an eight-hour workday, we think the rhythm of work is more important than the number of set hours. Internal deadlines, external deadlines, internal test servers, external test servers—such milestones dictate our pace of work, which needs an ebb and flow. But the Goddess of Destruction update had such a tight schedule that we were forced to work endlessly for the past year and a half.
mercifool: Are you aware of the number of critical damage multiplying buffs and the fact how they are stacking leading to massive amount of damage, which also causes huge discrepancy between some skills and weapons (skills that use critical damage are scaling better than the rest, weapons with higher critical rate get much more benefit from these buffs, and for some classes it is better to not use skills at all and just hit with weapon)? This has been fixed to some extent in PVP by introducing critical damage reduction buffs but still works the same in PVE.
HJH: We are aware of the critical damage problems, and we plan to adjust the critical damage rates.
mercifool: Due to having no cooldown and the amount you can carry CP/QHP potion have huge impact on PVP. They increase the overall duration of PVP, which is good, but they also favor classes with high damage and low HP, and classes that are not dependant on mana. It may be an argument that those potions were put in game for dwarves (which were a bit weaker in comparison with other classes but had double weight limit) but it is not the dwarves that get the most benefits, it's classes mentioned before. Dwarves will also have the same battle power as other classes in GoD. Do you think this is balanced and how?
HJH: While considering this problem, we decided we will change potions without a cooldown to be less effective. We will favor nonrestorative items that have reuse delays in our designs. Carrying weight and inventory slots will be greatly increased for all races, not just Dwarves. The carrying weight for Dwarves was designed as a racial feature, and we plan to balance this out by giving other race-specific features to other races. In addition, the PvP balance in Goddess of Destruction is being adjusted. We want PvP to be a tense, balanced match, not a pushover for one side as it was in the past.