If you guys want me to add anything to the list I will check back here before the show today. We are going live at 7 pst
www.uberguildsradio.com. The head dev is the one coming on with us and we are also going to pester him for a live QA session if anyone of you guys is interested.
Nerion's Questions:
*I really want to know what you are doing to guarantee large fights are playable AT LAUNCH and not lagged to death or visually stuttering, because not a single game I have played has been able to really do this?
*Concerning the use of third party programs that could turn the tide of battle, I would like to know if you guys are just going to use just GM's to hunt for them or what kind planning is being done to make sure these programs do not ruin the gameplay?
*How long are you guys planning, atm, to design 10v10 and an average 1v1 to last in pvp?
*Are you planning on progressing a persons defenses and resistances, through gear, at the same rate as their DPS or are you going to take the path of WOW and orient progression primarily around DPS?
*Regarding Crowd Control, how are you going to deal with this subject, such as the max length you expect someone to be CC'ed in combat, the mechanics to prevent chain CC, and also how you see CC's role on the battlefield?
*In crafting, where do the resources come from to make the best gear, and on top of that what sphere of the game does the best recipes hail from?
*Is the gameplay, quests, and maximum progression going to require a combined PvP/PvE effort or is PvP and PvE seperated for the most part?
*From the French community, are there going to be special pvp rewards from blood money and if so how do they compare to crafted and pve raiding gear?
*How are you guys planning on intergrating PvE abilities, dps, and gear with PvP gameplay?
*In PvP gameplay are you balancing heals to outdps straightforward dmg 1v1 in most situations without CC or interrupts; and secondly, I noticed you said HoT's are going to be the primary healing, will each healers HoT's stack on a target or only one hot total per person?
*How is the buff system going function such as duration, raid buffing, seperate groups, and finally how easily dispellable will buffs be in pvp?
Axem's Questions:
1) Walk me through how a siege begins - How is war declared, Window of Opportunity, and sign ups
2) Will you be able to do damage to a town that is shown or felt after the siege?
3) Can you give me an example of what it takes to build a weapon of war or defense in AoC, time to build and how much time to gather resources?
4) Does sieging have any maximum numbers on the field?
5) Any difference between FFA and normal server Battle seiges
6) Ideal Guild Size for a min/maxer of all spheres of gameplay?
7) Guild Management interface - Logging, Ranks, Permissions, guild bank, guild leveling can you give us a rundown of what is unique about AoC's?
8) PvE raid interface - 24 Man? Same as PvP or is there a special friending system for allies during sieges?
9) What kind of systems are being put in place to prevent chain sieging of a single city?
10) When someone dies during a siege, what is your goal for how long it takes them to get back into combat from death and how serious is this death effect?
11) How is the ticketing system going to be tallied and how much favor is going to be leaned to the defense?