Throne and Liberty Devs reveal what to expect from 12 players on the altar Calanthia

The throne and freedom Players are preparing for a while for 26 June. Following The throne and freedomThe Road to Raid event (which began on May 29) is now ready to face the general command of MARGEUM Legion. The altar Calanthia is the first 12-player Raid based in the guild.

For those who need themselves on their The throne and freedom Lore, Calanthia is a witch who once destroyed the island of children. Together with the Legion Arkeum, she watched Kazar's orders in his destruction. He is loyal to Kazar and is looking for star fragments Sylaveth to reach his power of attorney. In fact, Calanthia concluded a contract with the Reville before being defeated and killed in the Belphoro War. Kazar then proposed to the new champion Calanthia, Gerhard, that he became the owner of the dagger Pact, who made him cooperate with his once non -brought Calanthie.

With the stage set, Throne and Liberty will be with all this in the altar of Calanthia Raid. Fortunately two The throne and freedom Devs gave the overall break -ups of the raid, its tradition, his story, his bosses, tips and tricks for him and more. The following transcript has been modified for clarity and brevity.

Throne and freedom of devs

  • Jaehyeon Kim, the main content designer of the world content on the firstSpark Games/NCSOFT

  • Daniel Lafuente, Globalization Design Manager for Throne and Liberty at Amazon Games

The beginnings of the altar Calanthia

Q: What is the tradition of the raid and what does it add to the overall story of the game?

Kim: Calanthia was once defeated in the fight against resistance, suffered injuries alone, and lost the one she worshiped most – Reville Lupius. After a mysterious event, however, returns – now consumed by obsession and madness. He desperately tries to bring Reville back and turns to necromancy and forbidden rituals. As members of resistance, players will start this air raid to stop the descent of Calanthia into madness and prevent the resurrection of Revivilla Lupia, which threatens the world to plunge into another chaos.

Q: Why did the team decide that it was time to add raids to the game?

Kim: We felt it was the right time to introduce raids as a form of long -term weekly content. Raids offer a higher degree of complexity and cooperation than a standard game and we wanted to give players a fresh, extensive challenge that requires coordination and determination.

Q: What was the interesting challenge the team faced in the development of a new raid? Were there any technical challenges of raid scaling for 12 contemporary players?

Kim: Rather than technical problems, it was the biggest challenge to figure out how to provide a truly fresh and engaging experience. We spent a lot of time discussion and designing brand new systems to support this air raid. Given that we have designed brand new systems from the ground up, it was not much to overcome obstacles, but to match our visions and ensure everyone in the team imagined and designed the same.

Balancing the throne and the 12-play raid Liberty

Question: How do you balance problems for both hardcore and occasional players in 12 players settings?

Lafuente: Our approach to balancing RAID experience with 12 players focuses on creating a meaningful involvement for occasional and hard audiences. We begin with the natural complexity, which is based on the coordination of twelve players, and then thoughtfully layer mechanical depth. For more occasional groups, the basic experience emphasizes what the raids do special: the joy of cooperation and different roles for different characters.

For hardcore players, we have proposed patterns that reward the championship and detailed understanding of the mechanism at more advanced levels. Especially important for us is that every player, regardless of their preferred weapon or class, feels that it contributes to a valuable contribution. The heart of this air raid creates an environment in which everyone has to stay engaged and play their unique role to succeed as a team. This cooperation challenge is what makes an experience special.

Question: What kind of bosses or challenges that players can expect to face in these raids?

Kim: In the first zone, players will face Dragil, a gate-maker, who teaches the basics of a 12-playing standard for what to come. The second zone contains meetings with a double boss, where players have to place and coordinated switching between roles.

In the end, the third zone is the most difficult challenge: the battle against Calanthia and its angry giant form. This struggle requires players strategically deploying specialized teams and fully utilize divided roles and accurate coordination.

Q: What feedback does the team keep in mind when creating 12 players?

Kim: We were heavily focused on whether each boss was in line with our intended design philosophy. The first boss presents the basics of bilateral struggle. The second boss deepens this experience by requires stricter synergy between the two groups. The third boss invites players to make full use of the system of two parties through a diverse distribution of roles and strategic cooperation. Each boss was created with regard to this procedure.

Question: Will there be possibilities of driving this raid, or is it designed purely for premade groups?

Lafuente: RAID offers three difficulty levels: normal, difficult and nightmare. The nightmare level arrives several weeks after the end of the raid and gives players to learn and clean the previous two levels for some time. The input “normal” difficulty promotes the matching, which is accessible to players who want to experience the basic RAID mechanics. However, we recommend that you create pre -arranged groups whenever possible. The RAID design emphasizes coordination and communication ways that are significantly reinforced when playing with friends or Gildmates. Higher levels of difficulty are deliberately designed for Premade groups, where strategic planning and practicing are becoming necessary components of success.

Tips, Tricks and Gold for the altar of Calanthia

Q: How long is the expected completion time for fully clear?

Lafuente: The completion time varies according to the difficulty and knowledge of the meeting. For groups that solve a “difficult” level with some experience under their belts, the goal is a satisfactory 1-2 hours a week clear time. In the beginning, when players learn mechanics and developing strategies, sitting will naturally take longer. This learning curve is intentional – we want this feeling of success when your team finally can handle demanding meetings after a few attempts. The purpose of the air raid is designed to provide a considerable content of the end game that rewards repeated wiring and at the same time respects the time obligations of players.

Question: What are a few tips and tricks for players who participate in a new 12-player raid?

Kim: In this 12-player raid, one boss is solved by two separate parties, which means that the distribution of roles is slightly different from previous teams. Unlike previous cooperation dungeons, where one tank manipulated by aggro, this air raid requires two tanks to alternate with the control of the boss, a key mechanic. Mastering this switch -based system will be essential for success.

[END]


Covering the page of the page of the throne and freedom

The throne and freedom

Released

1st October 2024

Esrb

T for teens // blood, mild suggestive topics, violence

Developers

Ncsoft

Publisher (s)

Ncsoft, Amazon Games

Engine

Unreal Engine 4, Unreal Engine 5



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