With PoxNora being made more approachable for new players, what kind of tutorial additions or changes can we expect to see?
The tutorial is going to be completely reworked from the aspect of the revamped gameplay. The idea behind it is that this is our first point of contact for new players. PoxNora is a complex game -- it's fun and has a very strategic element -- but we kinda want to flatten that learning curve and get people into that fun strategic play as soon as possible.
It's gonna be a little more interactive and more flexible than our current tutorial, giving new players a streamlined experience.
Will each Champion still have a maximum of 200 experience in the restructured rune leveling system?
The system is gonna work a little differently. Basically, your Champion will have three levels total. Once a rune reaches level two, you'll have a choice between two different abilities. Like, for instance, with an Abomination you'd have to pick either Defense or Regeneration at level two -- at level three you get two more choices.
What we think this is going to do is still provide customization on a level players will enjoy. It doesn't lock them into a certain structure and allows them to make a unique Champion. At the same time, the new system won't overwhelm players with eight to ten different abilities. Our goal is to have people spend less time in the Rune Manager and more time playing on the battlefield.
How does the new Defense and Attack stat system work in-game?
The existing system was a little complex. There were these mental calculation you had to do to figure out exactly how much damage a Champion dealt. You had an Attack, Defense and Damage stat and they all influenced how much damage you did to a Champion. What we're doing is removing the Attack stat and have Damange and Defense directly correlate to one another.
So if you have nine attack against someone's ten defense, you're not going to damage them. Our Speed stat will directly correlate to how many Action Points you get each turn. Everything will be a lot more clear cut to all players.
Are the user interface changes set in stone at this point or are there any more tweaks still yet to be made?
We've added a few more bells and whistles. I think players are going to be very happy with the changes. We've taken quite a bit of their feedback from the forums; things they'd like to see, things they weren't quite as happy with and it feels a lot smoother. The project -- from the UI perspective -- is, I would say, probably about 90% done. I would hate to call it absolutely complete because with any project you're working 'til the last minute trying to make things as polished as possible.
How is the new iconic system found in the UI update going to differ from the old system?
Currently with a Champion you have a small window on the UI that holds text-filled buttons corresponding to things like "attack" or a special ability. The iconic system is basically going to replace that with an icon set to a specific ability so you won't have to read the text. You'll start recognizing icons and know, "Hey, that little sword icon for attacking." It'll reduce your chance to mis-click or anything like that. The buttons are also larger, which is nice. Personally, I've found the new UI to be really great.
What kinds of updates are coming with the PoxNora website redesign?
An entirely new Rune Manger is coming with the new website, which is another feature we've definitely wanted to improve and we've been able to have time to do it. We'll have some Rune stacking and it'll be much easier to build a Battlegroup -- all to reduce the management time and make it easier to get your Battlegroup out on the battlefield.
The new site will also completely integrate into Station, so players will have the benefit of the SOE Station system. As far as payment systems and security there's a lot of it our community doesn't see because it's back-end, but moving to Station is going to be a major benefit and will directly affect our website.
Given this update's focus on user friendliness and playability, what are your thoughts on PoxNora potentially existing on platforms like the iPhone, Playstation Network or Facebook?
Well, we think PoxNora is a great product and we're always looking to branch out to further its existence in the gaming world. It has mass appeal, we think, to strategy fans. It's definitely not something that we would say no to. We can't share many details of things in developerment but there are always discussions going on about how we can bring PoxNora to more players.
Thanks for your time!
Reader Comments (6)
Posted: Feb 3rd 2010 8:48PM (Unverified) said
Really looking forward to these changes--PoxNora is an awesome game and will be even better with the changes!
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Posted: Feb 3rd 2010 10:57PM (Unverified) said
I think a good question would have been to ask how the values of the older runes are going to be effected. Many of us have spent hundreds and in some cases thousands of dollars on this game over the years. The value of the runes were just thrown completely around with the christmas special. Harbys are now somewhat common compared to before and have lost so much value. How is everything else going to be effected? Should those of us with runes bail now?
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Posted: Feb 6th 2010 6:57PM (Unverified) said
While pretty interface changes are great, the near elimination of rune customization(currently can increase each stat 20% or more, plus multiple abilities) to 5% increase of a single ability after playing a rune for 20 hrs, and another 5% after the next 20 hrs.
But the true problem is the cost- to have a competitive deck of one type in a single faction costs $300 to a thousand dollars since the only cards worth using are exotics. Since the only trading method is through message board, you'll be forced to trade 2 or 3 to one to get the specific exotics you need. A single map of legendary difficulty could take hours or could just plain be unbeatable without the right cards. When experiencing a single facet of a game costs as much as your computer or a house payment, is it any wonder the game is losing players?
Is some window dressing and amputating half the game down going to fix this?
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But the true problem is the cost- to have a competitive deck of one type in a single faction costs $300 to a thousand dollars since the only cards worth using are exotics. Since the only trading method is through message board, you'll be forced to trade 2 or 3 to one to get the specific exotics you need. A single map of legendary difficulty could take hours or could just plain be unbeatable without the right cards. When experiencing a single facet of a game costs as much as your computer or a house payment, is it any wonder the game is losing players?
Is some window dressing and amputating half the game down going to fix this?
Posted: Feb 7th 2010 9:07PM (Unverified) said
- I am not looking forward to any of the technical changes of the game at all. In fact, what I am reading now is making want to abandon the game after over $1000.00 invested. The problem with these changes seem to be the fact that the only reason is purely profit driven. They are going to take a VERY strategic and wide open structure and dumb it down to pick up more fan base. I think this is Horrible. It is going to RUIN the game for about 90% of the people who play this game over anything else because of the sheer skill it takes to play and master. People are drawn to this game in the first place because of its complexity...theres nothing like it. One other HUGE problem seems to be the fact that if your attack is not higher than another guys defense, then you do no damage. I cant even imagine how bad that is going to screw the rune design up and make runes useless. People will end up with 5 champions and 25 spells because of the fear of a rune with 25 defense that cant be touched.... How will players even take out champions if they dont have enough attack? Will they be forced to use a spell on 50% of the champions...OMG, please think about this.
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Posted: Feb 9th 2010 10:14PM (Unverified) said
I'm a long time player-- I started playing just before the very first expansion. While the original champion cards had one, two or three special abilities some of the new cards have six or more. Even as a longtime player I'll sometimes play a turn and not even understand what happened because I didn't have time to read all the abilities on my opponents cards. For example, sometimes I'll attack a unit with a certain type of attack, only to learn the unit is immune to that attack.
The rework is exactly what this game needs. I am looking forward to playing the new combat system. Taking some boring stuff out and streamlining whats left is a great idea. I plan on trying out a lot more kinds of decks when the customization part is simplified.
I hope the marketing people succeed in bringing in some new players -- I think they will enjoy this unique game.
Posted: Feb 10th 2010 8:24PM (Unverified) said
Cost is the issue. I was a long time player then quit because I couldn't get the right kind of ruins. I would prefer a subscription based model where I pay, say, $10/mo to have access to all ruins. I'd play the heck out of this game then. In the mean time, I'm stuck with whatever pack I bought, and the crappy ruins because it is randomly based.
The game is too expensive!
Otherwise, I like what changes you are doing, Radar. But PLEASE note the cost issue! Even if that means subscription people only play against subscription people and can't play in tournaments or whatever. It's kind of like a "try before you buy" platform, where I would pay $10/mo to have access to all ruins and mess around and build decks and test them against other subscribers, then eventually buy the ruins I want individually to get into the ranked ladders.
You forget that a "collector based game" is irrelevant in a digital world. It's more about the game.
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The game is too expensive!
Otherwise, I like what changes you are doing, Radar. But PLEASE note the cost issue! Even if that means subscription people only play against subscription people and can't play in tournaments or whatever. It's kind of like a "try before you buy" platform, where I would pay $10/mo to have access to all ruins and mess around and build decks and test them against other subscribers, then eventually buy the ruins I want individually to get into the ranked ladders.
You forget that a "collector based game" is irrelevant in a digital world. It's more about the game.
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