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	<title>Lineage Eternal &#8211; Gaming•Murasama•net</title>
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	<title>Lineage Eternal &#8211; Gaming•Murasama•net</title>
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		<title>Throne and Liberty (KR) &#8211; Initial Revenues Sluggish</title>
		<link>https://gaming.murasama.net/2024/01/10/throne-and-liberty-kr-initial-revenues-sluggish/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Wed, 10 Jan 2024 08:55:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NC]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/throne-and-liberty-kr-initial-revenues-sluggish/</guid>

					<description><![CDATA[This news (about less than stellar revenues from Throne and Liberty&#8217;s KR launch) from a financial analyst who covers NCSoft, unsurprisingly tracks with the planned server mergers.  They however expected&#8230;]]></description>
										<content:encoded><![CDATA[<p>This news (<a href="https://www.businesskorea.co.kr/news/articleView.html?idxno=209225" target="_blank" rel="noopener noreferrer nofollow">about less than stellar revenues from Throne and Liberty&#8217;s KR launch</a>) from a financial analyst who covers NCSoft, unsurprisingly tracks with the <a href="https://gaming.murasama.net/2024/01/06/throne-and-liberty-kr-server-mergers-one-month-post-launch/" target="_blank" rel="noopener">planned server mergers</a>.  They however expected these numbers to be soft until the global release takes place later this year (the research note to investors mentions a CBT for Q1 2024 though Amazon Games has yet to make any such announcement, and expects AGS to launch shortly after this CBT in Q2 2024 or by June 2024 at the latest IF there are no delays).</p>
<p>This article also notes NC&#8217;s restructuring (along with the impending appointment of a new CEO).  They expect the company to see a broader shift in focus along with an expectation in increasing revenues from their non-MMO segments including some of the <a href="https://gaming.murasama.net/2023/11/16/nc-unveils-other-project-teasers-at-g-star-2023/" target="_blank" rel="noopener">new projects that were unveiled at G-STAR 2023</a>.</p>
<p>IMHO, I do see some headwinds for Throne and Liberty given how quickly the game has lost players in the first month.  The game is missing the broader appeal aspects that would help to draw in and also retain demographics outside of the core hardcore grinder and PvP ones.  But that was a conscious decision to try to make this game more appealing to the Lineage demographic (even though more of the old school KR players want it to be even more grindier and P2W than what currently exists).</p>
<p>At this juncture, the longevity of this title doesn&#8217;t look good (because even though many Koreans think this will do better in the west due to it being not as P2W as most KMMO&#8217;s tend to be domestically, I still believe the grindy nature will be attractive to a much smaller niche of players).  I&#8217;m also not expecting much from AGS (and <a href="https://gaming.murasama.net/2023/10/20/throne-and-liberty-technical-test-recap/" target="_blank" rel="noopener">as stated before, am leery due to who the product lead is</a>), but I guess we&#8217;ll see.</p>
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		<item>
		<title>Throne and Liberty (KR) &#8211; Server Mergers One Month Post-launch</title>
		<link>https://gaming.murasama.net/2024/01/06/throne-and-liberty-kr-server-mergers-one-month-post-launch/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Sat, 06 Jan 2024 22:40:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NC]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/throne-and-liberty-kr-server-mergers-one-month-post-launch/</guid>

					<description><![CDATA[NC announced they will be merging 18 servers down to 7 due to declining population (the other servers will remain as they are).&#160; Like many MMO&#8217;s, server population is critical&#8230;]]></description>
										<content:encoded><![CDATA[
<p><a href="https://tl.plaync.com/ko-kr/board/notice/view?articleId=659384ca1efa6305fa6e5c0e" target="_blank" rel="noopener noreferrer nofollow">NC announced they will be merging 18 servers down to 7</a> due to declining population (the other servers will remain as they are).&nbsp; Like many MMO&#8217;s, server population is critical for some of the content and systems (these 18 servers fell below those internal numbers).&nbsp; The mergers will happen during the regular maintenance on January 17th.</p>



<p>



<div>No matter how you slice it, this isn&#8217;t a good sign for a just launched game.&nbsp; Yes, they may have provisioned more servers to ensure a smoother launch, BUT it&#8217;s still a sizable consolidation (18 to 7 with just 3 that have remained populated enough to avoid this first merger; one of those non-merging servers is the one where most western players are on).</div>



<p>



<div>It is becoming clearer that Throne and Liberty isn&#8217;t going to be a hugely successful followup in the Lineage series (management were probably aware of this potential years ago once they <a href="https://gaming.murasama.net/2017/11/07/ncsoft-rebrands-lineage-eternal-announces-new-project-tl/" target="_blank" rel="noopener">rebranded the game from Lineage Eternal to Project TL in 2017</a>).&nbsp; I also suspect the still grindy nature of the game (even though many veteran Lineage/Lineage 2 players perspective is it&#8217;s not grindy enough), is going to also make this a niche title in the west (it&#8217;s going to be enjoyed primarily by those who do like grindy KMMO&#8217;s and guild related PvP activities).</div>



<p>



<div>I guess NC&#8217;s next step will be critical to whether or not it is able to sustain the post-merge population (as another server merge taking place within 3 months post-merge will definitely not be a good sign).</div>
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		<title>Throne and Liberty &#8211; Why The &#8220;Dislike&#8221; in Korea?</title>
		<link>https://gaming.murasama.net/2023/12/10/throne-and-liberty-why-the-dislike-in-korea/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Mon, 11 Dec 2023 05:08:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NC]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/throne-and-liberty-why-the-dislike-in-korea/</guid>

					<description><![CDATA[Not very long after Throne and Liberty launched in South Korea, NC&#8217;s official Inven (KR) forum began filling up with some pretty negative takes on the game.&#160; Some were stating&#8230;]]></description>
										<content:encoded><![CDATA[
<p>Not very long after Throne and Liberty launched in South Korea, NC&#8217;s official Inven (KR) forum began filling up with some pretty negative takes on the game.&nbsp; Some were stating the game isn&#8217;t &#8220;pay to win&#8221; enough while others are stating their distaste for NC.&nbsp; Then there are others who are saying the game is way too grindy.&nbsp; As a result, NC&#8217;s stock took a hit on Friday&#8217;s KOSPI opening (it closed at 261,000 KRW on Thursday) where it started the trading day at 238,000 KRW.</p>



<p>



<div>Here is how I look at that.&nbsp; Throne and Liberty (what was originally Lineage Eternal), is supposed to be THE successor to Lineage 2.&nbsp; What you are essentially talking about is trying to appease a veteran Lineage demographic (many of whom are from a different/older generation).&nbsp; This demographic has long been fine with P2W/RMT (more so as they&#8217;ve gotten older and have disposal income to throw around).&nbsp; The &#8220;hate&#8221; angle for NC/NCsoft is understandable; I&#8217;m one of those who has had a long distrust of the company.&nbsp; I also understand there are exceptions to this (perfect example is my being more receptive of ArenaNet which is a subsidiary unit of NC in the West).&nbsp; But I get it from the domestic perspective where many have gotten burned by the company (it&#8217;s akin to my feelings about Trion Worlds back in 2018 just prior to their insolvency).&nbsp; As for the ones who dislike the game because it&#8217;s too grindy, this is probably the younger demographic who may not have played a lot of old school games including the older Lineage titles.</div>



<p>



<div>NC has long had design challenges with this title (Lineage Eternal -&gt; Project TL -&gt; Throne and Liberty; where even this last iteration, required changes to it).&nbsp; The juggling act of trying to create the next spiritual successor to the first two titles, is real.&nbsp; It becomes even more complicated when one of the key design objectives is it being targeted for the west from the start (similar to how there was originally a mobile designation).&nbsp; All of this impacts the decision making process.&nbsp; The negative (Korean) takes are a result of this dichotomy.</div>



<p>



<div>Again, older players who are longtime Lineage/Lineage 2 players, don&#8217;t have a problem with the grindy AND P2W nature when it&#8217;s an expectation.&nbsp; Western players on the other hand dislike P2W (or anything that looks even remotely like it), and thus will have a different take on this.&nbsp; NC is very cognizant of the amount of non-Koreans who are playing on launch (and they are directly observing this dichotomy with the domestic reaction compared to western players).&nbsp; This is WHY the PD stated during the <a href="https://gaming.murasama.net/2023/11/02/throne-and-liberty-to-launch-in-korea-on-december-7th/" target="_blank">launching showcase video</a> that some of the changes being made (including the removal of the Astral Hunting system) had nothing to do with the western version.&nbsp; However, there are many in the &#8220;don&#8217;t trust NC&#8221; camp, that don&#8217;t believe that.&nbsp; And so we go in this circle where some who do believe it has everything to do with that, are just hating on the entire thing even more.</div>



<p>



<div>The company &#8220;hate&#8221; thing, should be relatable for even western gamers.&nbsp; Some folks kiss off certain studios; the whole downfall of Blizzard Entertainment has been an exercise in this especially when various levels of trust have been broken.&nbsp; Trust is very difficult to get so once you get it and then lose it, it can literally be &#8220;game over&#8221;.&nbsp; So I understand that angle (since this blog pre-2016 was quite ad nauseum about that).</div>



<p>



<div>On the flipside, many of these same folks are acknowledging that because of the way the game is (without as much of the usual blatant P2W mechanics), do feel that it will be accepted well in the west.&nbsp; To be clear, there are P2W aspects in this KR release (which will likely be further modified for the Amazon Games version).&nbsp; The point they (especially veteran Lineage KR players) are trying to get across to NC, is that Throne and Liberty isn&#8217;t Lineage/Lineage 2 enough for them (again, this is a domestic launch so this feedback needs to be looked at with that context).&nbsp; If this is hard to grok, look at how Diablo III is looked at when compared to Diablo/Diablo II.&nbsp; Many older ARPG players and fans of the first two titles, had a certain level of expectation for Diablo III; the successor for those two first titles.&nbsp; And when that didn&#8217;t happen, all hell broke loose.&nbsp; I should know; I was one of those who contributed to that noise.</div>



<p>



<div>To be even more blunt, follow on&#8217;s have always faced challenges like this and it shouldn&#8217;t be surprising when a huge rift occurs.&nbsp; Look at MU Legend (aka MU 2) versus original MU (the latter is still in operation while the successor, is closed).&nbsp; Look at MapleStory 2; that was shutdown while original MapleStory is still going strong.&nbsp; I am pretty sure that when Path of Exile 2 launches, a similar PoE versus PoE 2 split will occur.&nbsp; Throne and Liberty is facing this same situation; the players who are opining negatively are not happy with how it&#8217;s not meeting THEIR (domestic) expectations.&nbsp; Yes, there is some generalizing occurring (since not all old school KR players care for grindy games or ones that have blatant P2W/RMT); but when you compare Asia and western expectations, there is a wider discrepancy whereas domestically in Korea, opinions will run the gamut (but P2W/RMT is generally viewed as more acceptable).</div>



<p>



<div>IMHO, I do get the feeling that the current PD tried to make Throne and Liberty be on equal footing regardless of region so that overall, it would be looked at as one of the least P2W titles released by the company (or even other Korean studios).&nbsp; The problem with that is opposite of what has usually been the case though with KMMO&#8217;s where all of the cash shop mechanics, needed to be worked around when those titles make it to the west.&nbsp; In this case, NC (or at least the Throne and Liberty team) maybe did not get it quite right for their own domestic demographic (thus the negative backlash).&nbsp; So what they do over the next week or so, is going to be critical for the ongoing perception of the game in South Korea.&nbsp; What they should not do is perform knee-jerk reactions type of changes that makes things actually worse.</div>



<p>



<div>As for the western perception (which has been more generally favorable by the ones who went through the trouble of getting an account), I would not put too much stock into it since there is a relatively small number dedicated to playing the KR launch.&nbsp; What will matter is how the AGS version (for the west) will be tuned, and how that is received.&nbsp; Myself, I&#8217;ve opined often about the previous iterations to the point where I suggested that NC stick a fork in it.&nbsp; I called the combat in the beta horrible and felt that if they launched the game as is, that it would be DoA (especially in the west).&nbsp; &nbsp;I literally was already looking at this as &#8220;6-ft under&#8221; where I wasn&#8217;t going to bother even when it launched.&nbsp; NC proved me wrong by removing Astral Hunting and finding a way to make the combat more dynamic (not fully action combat which I also expected given the launch showcase comments made by the PD).&nbsp; The fact that this current team made changes (including ditching the mobile playable system that was originally part of this entire version since it was first known as Lineage Eternal), left me re-evaluating keeping tabs on this game and not closing the door on this.</div>



<p>



<div>I do realize this game also isn&#8217;t targeted at folks like me.&nbsp; It&#8217;s not particularly solo player friendly (there&#8217;s a point where content requires guild and/or parties).&nbsp; But it really depends on the rest of the other game systems (and whether there&#8217;s enough of it/something that I find enjoyable that would play a factor similar to how things are for me in ArcheAge).</div>



<p>



<div>The actual contrarian in me is actually seeing this may now have decent potential in the west.&nbsp; <a href="https://gaming.murasama.net/2023/10/20/throne-and-liberty-technical-test-recap/" target="_blank">The concern I still do have is who the lead for AGS is</a> (given how ArcheAge was handled at Trion while he was the executive producer for it).&nbsp; As I mentioned up top, trust is something that is easy to lose, but difficult to regain (and there are many who were once involved at the leadership levels at Trion/Gamigo, that I simply do not trust when it comes to the decision making process).</div>
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		<item>
		<title>Throne and Liberty Officially Launches in Korea</title>
		<link>https://gaming.murasama.net/2023/12/07/throne-and-liberty-officially-launches-in-korea/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Thu, 07 Dec 2023 23:31:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NC]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/throne-and-liberty-officially-launches-in-korea/</guid>

					<description><![CDATA[It&#8217;s finally happened; this long in development hell title, has finally seen the actual light of day in South Korea.  NC must be breathing a sigh of relief (given how&#8230;]]></description>
										<content:encoded><![CDATA[<p>It&#8217;s finally happened; this long in development hell title, has finally seen the actual light of day in South Korea.  NC must be breathing a sigh of relief (given how long they&#8217;ve been asked about this at every earnings conference call since the game was first branded as Lineage Eternal).</p>
<p>Now the actual operational hard work with servicing the game, begins.   Western onlookers need to be wary of falling for the streamer induced hype regarding the early game (this brings to mind what I <a href="https://gaming.murasama.net/2018/06/14/ascent-infinite-realm-do-not-fall-for-the-hype/" target="_blank" rel="noopener">wrote about back in 2018 regarding Ascent: Infinite Realm</a>).  Yes, Throne and Liberty is graphically gorgeous (I mentioned that before regarding it&#8217;s graphic fidelity).  This is where all of NC&#8217;s work with getting their games upgraded to Unreal Engine 4, is making a difference.  This part of the production pipeline, is going to naturally filter to other Korean design studios (should they also pursue newer PC/console MMO projects) just like how NC (NCsoft back then) played a large influence in how PC KMMO&#8217;s were designed during the VC heydays (pre-2015).</p>
<p>The changes to the combat system were as I suspected it would be (<a href="https://gaming.murasama.net/2023/11/02/throne-and-liberty-to-launch-in-korea-on-december-7th/" target="_blank" rel="noopener">based on what the PD said during their &#8220;launching showcase&#8221;</a>); not fully action combat.  They had to compromise (to make the combat feel more dynamic versus how static it was in the beta test) by working within the constraints of what existed, without incurring further development delays.  Using action combat mode, you can target with your mouse (like action combat), but your combat is still akin to tabbed targeting.  You can quickly change targets with the mouse so that the combat feels overall better, but it&#8217;s not like TERA style action combat where you can just engage with large numbers of targets simultaneously (simply put, the combat in Throne and Liberty is still slower by comparison).  I would put it in the same category as Guild Wars 2 set to its faux action combat mode.  Anyone who also enjoys ArcheAge tabbed targeting combat, will like Throne and Liberty&#8217;s combat system (especially if they just choose not to use action combat mode).  It is still magnitudes better of what existed in the KR beta (which felt awful).</p>
<p>The graphics eye candy of this load screen free (open world wise) game world will be a natural attractor.  IMHO, it will set a new standard as far as expectations go for high fantasy MMORPG&#8217;s.  That&#8217;s a pot shot at Lost Ark which is just one of the worst given how highly instanced its game world is.  One positive thing with Throne and Liberty finally releasing, is that it will be a new decade (2020-2030) release that could be a potential alternative for Lost Ark (which launched in Korea in 2019).  NC completely ditching the previous branded versions (Lineage Eternal and Project TL) fixed isometric camera view, was the smartest decision when taken together with the seamless/load screen free open world (an aspect I enjoyed in ArcheAge and TERA).</p>
<p>It&#8217;s also a good thing this ISN&#8217;T being simultaneously launched in the west.  Why?  Because they will need to make changes to the monetization.  Based on the launch showcase, I thought the game was going to move to an actual subscription model (meaning you needed to purchase a subscription for actual game time).  Instead, that turned out to be a &#8220;lost in translation&#8221; moment.  The game is free to play.  The &#8220;subscription&#8221; is the paid for track of the battle pass.  That battle pass has potentially strong pay to progress elements to it (that is yet to be determined since one has to be playing at end game for awhile to see what type of impact it has).</p>
<p>The other thing I mentioned that could be an issue (and will more than likely have to be changed for the Amazon Gaming version) is the auction house (which can only be used with the Lucent premium currency).  Looking at the various changes that AGS was successfully able to get made for Lost Ark, I don&#8217;t expect that to be an issue.  But AGS will need to get ahead of this by quickly putting out information in conjunction with NC, to begin addressing this (now that KR is open).</p>
<p>But this will bring up a really interesting dynamic given that AGS will be publishing two KMMO&#8217;s from what are competing South Korean studios (Smilegate RPG and NC).  AGS as a publisher, comes across as boring/restrained.  I also don&#8217;t particularly care for how they engage with the community via the likes of Discord and Reddit where it&#8217;s not always presented on their official web site (but that part is what it is).  Still, it will be interesting to see what type of cannibalization occurs.  I do expect Khrolan (Merv Lee Kwai) will put himself out there just like he did with ArcheAge (while at Trion), and then for ArcheAge Unchained (while at Gamigo).  He is very familiar with what worked with the western player demographic for ArcheAge which is why I have all of these red flags in my head about how this could go in this region since it will also be a future competitor for ArcheAge 2 (whenever that releases).  T&amp;L will have a huge lead time though, and how NC handles things like the cadence of content updates and adjusting the monetization, will determine its longer term staying power.</p>
<p>If all of this sounds like I am giving T&amp;L more benefit of the doubt (considering all of my previous &#8220;stick a fork in it&#8221; comments), I am.  While they didn&#8217;t completely scrap the underlying core design with the combat, they made needed changes to it.  They also removed Astro Hunting (auto combat); a move I didn&#8217;t believe they would do given how it was core to the game design).  But they managed to adjust the combat to make it more dynamic within all of the original design constraints, and have plans to continue to tweak it.  Would I have personally preferred an actual overhaul to make it fully action combat ala TERA?  Of course, but I don&#8217;t think the (further) delays would have worked in the games favor.  So it&#8217;s enough changes (from listening to feedback), that keeps me watching how this progresses in Korea (the next crucial part to observe is how the entire end game loop plays out).</p>
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		<title>Throne and Liberty to Launch in Korea on December 7th</title>
		<link>https://gaming.murasama.net/2023/11/02/throne-and-liberty-to-launch-in-korea-on-december-7th/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Fri, 03 Nov 2023 02:05:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NC]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/throne-and-liberty-to-launch-in-korea-on-december-7th/</guid>

					<description><![CDATA[NC announced (in it&#8217;s Throne and Liberty Showcase) they will be launching in South Korea next month.&#160; They will be using G-STAR 2023 (November 16-19) to showcase the game.&#160; Basically,&#8230;]]></description>
										<content:encoded><![CDATA[
<p>NC announced (in it&#8217;s Throne and Liberty Showcase) they will be launching in South Korea next month.&nbsp; They will be using G-STAR 2023 (November 16-19) to showcase the game.&nbsp; Basically, they are just going to YOLO all of the changes they&#8217;ve announced since the KR CBT and Amazon technical test, and hope that it meets the KR player base expectations.&nbsp; The following showcase video itself is much more easier to digest (less of the <a href="https://gaming.murasama.net/2022/12/21/throne-and-liberty-directors-preview/" target="_blank" rel="noopener">directionless droning that was presented in the Directors Preview</a>).</p>



<div style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/nTr25G30N98?si=MVltkPfT2GZ9FoaQ" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p>



<div style="text-align: left;">Nonetheless, the core game play loop itself hasn&#8217;t really deviated from what was presented in that preview and in the closed beta.&nbsp; Thus the biggest player facing changes are going to be the lack of the Astral Hunting system and the more &#8220;dynamic&#8221; combat.&nbsp; One HUGE red flag was the lack of content the game will be launching with.&nbsp; Starting at around the 15m40s mark, the director mentions the game launching with two regions which is comprised of 19 explorable territories, 8 cities, and 6 dungeons.&nbsp; There will be 2 arch bosses and 18 bosses.&nbsp; Yes, they do plan on adding content, but we&#8217;ve heard that one before.&nbsp; This is sort of reminiscent of the 2016 CBT where the game lacked end game content.</div>



<p>



<div style="text-align: left;">Basically, the gist I am getting is way too much time was spent trying to flesh out the core design after multiple iterative reboots (the original 2011 G-STAR Lineage Eternal design, the iteration that was playable in the 2016 CBT, the Project TL reboot, and now this Throne and Liberty design), where they will need to work on end game content post-launch.</div>



<p>



<div style="text-align: left;">The director did cover one of the most asked question starting at the 17m05s mark; what is the business model (BM)/monetization?&nbsp; Basically there are 4 different components; the first one are the passes which are comprised of &#8220;growth&#8221; passes (that is self-explanatory in terms of giving you items to progress your character) and the usual &#8220;battle&#8221; pass where you clear objectives over the course of a period of time (in this case, they are &#8220;special&#8221; missions every 4 weeks).&nbsp; As is customary, there will be the usual free track, and a purchased one that provides additional rewards comprised mostly of cosmetic items and some growth materials.&nbsp; Yes, you can already hear some of the groans (pay 2 progress) but this isn&#8217;t anything new.&nbsp; They already have a gut feeling that just cosmetics alone won&#8217;t suffice (that is unless you dedicate to putting out a lot of quality designs).&nbsp; To NC&#8217;s credit, they did address what happens after these passes are completed (the dead space in between) where players continue earning points that can be redeemed for rewards.</div>



<p>



<div style="text-align: left;">The next part of the monetization are the usual skins/cosmetics in the in-game shop.&nbsp; Unlike many KMMO&#8217;s, these will not have any stats.&nbsp; Special note was made regarding the ability to customize these cosmetics (besides just simply dyeing them, you are able to change their textures and patterns for example).&nbsp; Yes, NC recognizes that part of the end game for many games, is fashion wars.&nbsp; What we don&#8217;t know (as of this showcase video), is how extensive/granular this customization is.</div>



<p>



<div style="text-align: left;">The 3rd part of the monetization is of course the in-game marketplace.&nbsp; Seizing on the fact that having an in-game system to help facilitate trade for the games overall economy, utilization of this marketplace will require a &#8220;premium&#8221; currency known as Lucent.&nbsp; How akin this will be to Pheons (which are required in addition to gold for many player-to-player trades on the auction house) in Lost Ark, remains to be seen post-launch.</div>



<p>



<div style="text-align: left;">The final part of the monetization involves various individual products such as Amitois (pet like companions which aid in auto-looting or self-healing) or Morphs (which are the mounts that you transform into).&nbsp; Basically, these items were originally designated for the games original RNG loot box mechanic, but are now being made items (with fixed stats) that you can just outright purchase.&nbsp; The main emphasis is these cash shop items are mainly aesthetically different compared to ones that you can acquire in-game.</div>



<p>



<div style="text-align: left;">The next question asked was whether all of these changes, were due to the western (Amazon Games) version.&nbsp; Yes, it&#8217;s going to be somewhat of a sensitive topic because there is a chasm when it comes to expectations between the Asian demographic, and the western one.&nbsp; The director however mentioned the changes were influenced by feedback from the KR CBT, and specifically addressed the removal of Astral Hunting (auto-combat) as being performed in Korea first, and then the western version after.&nbsp; Note that this is just a play on the timeline since the western demographic had absolutely no official playing experience with the system beforehand (unlike the KR CBT in May which was primarily domestic focused) since it was removed for the confidential technical test that AGS ran from September 19th-October 3rd (<a href="https://tl.plaync.com/ko-kr/board/producer_letter/view?articleId=64dd917e58865d2fbabb9d4a" target="_blank" rel="noopener noreferrer nofollow">NC publicly announced the removal of Astral Hunting on September 11th</a>).&nbsp; Even though there weren&#8217;t supposed to be any non-Korean&#8217;s playing the CBT, companies like NC know the reality.&nbsp; Furthermore, the director did confirm they&#8217;ve also been listening to feedback from this western demographic.&nbsp; And there was quite a bit of noise (articles, YouTube, etc) about this auto-combat system (majority of it being negative) including myself (<a href="https://gaming.murasama.net/2023/05/28/throne-and-liberty-auto-combat-opinion/" target="_blank" rel="noopener">which I was ambivalent about</a>).&nbsp; So of course, that mostly negative view did have an influence in the decision to remove it.</div>



<p>



<div style="text-align: left;">The director briefly covered the main changes as a result of the removal of Astral Hunting; the reduction in the grind to level along with the removal of content that was specifically meant for auto-combat (thus the content that remains is what was designed for actual manual control).&nbsp; This specific change (with leveling experience) represents a tenth of what it used to be (as in the May CBT) where he mentions that someone even playing only just an hour or two per day, can reach max level in about a month.&nbsp; Another part of the change was the rearrangement of content by taking content originally designated for the latter half of the game, to the first part (this is of course attributed to the now shorter time to level up, along with the removal of the content that was meant for auto-grinding).&nbsp; Again, this raises red flags regarding the lack of designed content (though the director put it in the context of the games long development, meant they had a lot of content already developed which could be moved forward).&nbsp; I guess the proof will be post-launch.</div>



<p>



<div style="text-align: left;">The next question was regarding how they managed to quickly make these combat changes (this is in reference to the slower paced/inability to move while in combat system that was in the CBT).&nbsp; I found his response refreshingly blunt in that they originally designed it as most KMMO&#8217;s tend to be; somewhat individualistic, free flowing (aka dynamic) and flashy, but they had to reel that back in since their design objective was to have much more purposeful strategic combat that would also contribute to larger scale combat (where this earlier free flowing flashy combat detracted from the experience they were previously shooting for).&nbsp; Unfortunately, that design premise didn&#8217;t translate well in actual implementation, and they heard the negative feedback from the CBT of just how bad the combat actually felt.</div>



<p>



<div style="text-align: left;">He was very calculated though in answering this question; he mentioned they are currently &#8220;in between these two extremes&#8221; since as expected (and <a href="https://gaming.murasama.net/2023/10/30/nc-announces-throne-and-liberty-will-move-to-a-subscription-battle-pass-business-model/" target="_blank" rel="noopener">what I mentioned before regarding how it is often times difficult to make such changes when something core to the base design, has to be changed</a>), mentioned how it would normally be impossible to suddenly make changes to the combat system.&nbsp; Based on the closed captioned translation (which could be subject to some &#8220;lost in translation&#8221;), it sounds like they are using stopgap measures utilizing parts of each extreme, to have the combat feel more dynamic within that strict and limited combat that was part of the CBT.&nbsp; Thus anyone expecting TERA or BDO level of action combat, will likely find parts of this dynamic combat feeling off in some areas (post-launch will tell).</div>



<p>



<div style="text-align: left;">Another question asked later was why they decided on targeted combat (versus the usual action oriented non-target combat systems).&nbsp; Again, it relates to the above where they wanted the combat to be more structured and where situational awareness mattered.&nbsp; The result was the CBT combat.&nbsp; He did mention they don&#8217;t necessarily feel that this targeted combat makes for boring combat, but they are still working on it to make it feel more dynamic (which again, should make it clear the combat will still not be a TERA style of action combat, and that there will be limitations to how free flowing it will feel).</div>



<p>



<div style="text-align: left;">The remainder of the Q&amp;A covers end game raids briefly, who the target market is (where unlike the drek that was droned on about in the earlier directors preview by multiple talking heads, was pretty much a boiler plate reply: PC MMORPG enjoyers who like a lot of different aspects of the genre).&nbsp; IMHO, it&#8217;s in NC&#8217;s best interest to have a Lineage based game that various player demographics can find something to enjoy that isn&#8217;t always focused on the usual end game grind of gearing, raiding, sieges, PvP.&nbsp; It remains to be seen if that type of environment will exist.&nbsp; Another and admittedly easier question he answered to was improving the UI.&nbsp; The main criticism from the CBT was that parts of it was too mobile-like.&nbsp; There was a point during this games development while it was still called Lineage Eternal, that it would also be playable on mobile (not a separate mobile version, but actually playable from mobile).&nbsp; That objective eventually morphed into being able to stream the game to mobile.</div>



<p>



<div style="text-align: left;">In a followup question (why is this being released on PC), they eventually decided to focus on PC/console because frankly speaking, mobile form factor MMO&#8217;s means there are limits to how large/dynamic that persistent game world is, and the sort of combat/skills that can be designed.&nbsp; This also segued into this original consideration for mobile devices including being fairly blunt that the auto-combat system was influenced by that original mobile objective.&nbsp; He thus confirmed that the removal of the Astral Hunting system also resulted in the change of plans for mobile (basically no longer a consideration).&nbsp; &nbsp;So I personally found this take refreshing since he acknowledged the ubiquity of mobile, but that the entire development team did not want to compromise the quality of the game (as a PC MMORPG).&nbsp; As for the UI, the main challenge is thus abstracting the UI for both PC and console.&nbsp; As Diablo IV shows, it can feel too console influenced on the PC version.</div>



<p>



<div style="text-align: left;">The final big part was the updates coming after launch.&nbsp; He confirmed two major updates including a new region that has degrees of verticality as part of its terrain, and another region which has more guild and realm vs realm type of game play where areas can be controlled.&nbsp; I personally make a big deal about verticality in maps because such designs lead to a lot more interesting game play including exploration.&nbsp; It remains to be seen just how immersive an experience they are able to create.&nbsp; As for the timing, he mentioned it would depend on the players demand (meaning how quickly they chew through the launch content).&nbsp; The timeline they are looking at internally though is 3-4 months after launch.&nbsp; Thus the first couple of months for the KR launch, will be critical to how well the AGS version will be received.</div>



<p>



<div style="text-align: left;">I&#8217;ll admit, some of his frank candor towards the end of the Q&amp;A, has me thinking they could produce something entertaining out of this long in development hell game.&nbsp; I was wrong that they would not remove the core design of the game, the Astral Hunting system.&nbsp; But they did remove it (but it remains to be seen how the adapted changes feel in the implementation).&nbsp; So I think it is fair that I now give this a bit more of an open mind heading into this KR launch (even though I&#8217;ve become highly skeptical of KMMO&#8217;s releasing post 2020).</div>



<p>



<div style="text-align: left;">NC minted money from their mobile Lineage titles where it would be almost sacrilege for the company to have a game director directly confirm that this is no longer a consideration for this title.&nbsp; I realize there has been enormous pressure to get this game out of that development hell, to appease the financial press who keep asking about it, and to basically address skeptics (including myself) that this will be released and have a modicum of success.&nbsp; I realize they&#8217;ve been under the gun especially after signing that contract with Amazon Games since they are now on the hook with a 3rd party to deliver.&nbsp; I previously mentioned this was something 6-ft underground as far as anticipated titles I was looking forward to.&nbsp; That has sort of now changed to morbid curiosity in seeing how the KR launch plays out.</div>
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		<title>NC Announces Throne and Liberty Will Move to a Subscription/Battle Pass Business Model</title>
		<link>https://gaming.murasama.net/2023/10/30/nc-announces-throne-and-liberty-will-move-to-a-subscription-battle-pass-business-model/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Mon, 30 Oct 2023 23:01:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NC]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/nc-announces-throne-and-liberty-will-move-to-a-subscription-battle-pass-business-model/</guid>

					<description><![CDATA[South Korea&#8217;s Money Today (one of the mainstream sites that covers business in the country) reported that NC plans to ditch their previous business model for Throne and Liberty (based&#8230;]]></description>
										<content:encoded><![CDATA[<p><a href="https://news.mt.co.kr/mtview.php?no=2023102615203241577" target="_blank" rel="noopener noreferrer nofollow">South Korea&#8217;s Money Today</a> (one of the mainstream sites that covers business in the country) reported that NC plans to ditch their previous business model for Throne and Liberty (based on the free to play model with RNG loot box/gacha style mechanics that have been a staple of KMMO&#8217;s), to one that is subscription based with the now favored battle pass model that many games utilize to supplement other front loaded revenues models (such as buy to play and/or subscriptions).  This news comes ahead of NC&#8217;s November 2nd &#8220;launch showcase&#8221; for the game.</p>
<p>The change is another outcome of feedback they received during the recent closed beta test where play testers were allowed to preview the season pass (consisting of cosmetic items) while the build had RNG type items/mechanics removed (what the translated article refers to as &#8220;draw items&#8221;).  The question here however is how much of the in-game mechanics were functionally removed COMPLETELY from such RNG cash shop based mechanics (which most KMMO&#8217;s tend to be heavily designed around), or if just the actual items were disabled (*).  The feedback was favorable towards this battle pass type of implementation.  Note however that details of the cost for both the subscription and premium battle pass, are unknown at this time.  One issue that ArcheAge Unchained had (with its original buy to play and Archepass business model, was that the premium cosmetic track proved to be unprofitable as time went on; with Kakao Games Europe taking over the publishing and changing it from buy to play to subscription, that number also dropped off as retention became a problem).</p>
<p>The article also notes NC&#8217;s acknowledging of the business model used by Smilegate RPG for Lost Ark (which includes a combination of a battle pass with focus on cosmetics for the premium track, and with RNG type mechanics; though for the Amazon Games version, players can just outright purchase battle/rapport items, honing materials; card boxes are one of the key cash shop items that have some level of RNG associated with them).  NC also acknowledged that their removing RNG lootbox style mechanics, will require them to achieve a higher number of subscriptions.  IMHO, I don&#8217;t believe NC executives really understand just how challenging that is (especially when their core design/development teams are heavily focused on the domestic design elements they are more attuned with).  To put it more directly, if Guild Wars/Guild Wars 2 had been designed/developed in Korea, it likely would not have the following it has today.  Having a western studio subsidiary (ArenaNet) with its own western based design team, is a huge reason why the game has continued to thrive in that western market (and that&#8217;s even with all of the miscues).</p>
<p>A lot of these dynamics are really based on how the publisher deals with their player customer base in addition to how agile the developer is to their respective regional markets.  The reality is that most KMMO design studios, don&#8217;t really understand the non-Asia demographic except at a cursory level (which is often why there is a lot of lip service when it comes to the PR aspect when targeting the west).  Part of NC&#8217;s business model change was to address the global market side (acknowledging the wests dislike of RNG cash shop mechanics).  Again, that&#8217;s at a macro level; what they don&#8217;t really understand are the micro level reasons WHY western players have this dislike for what is often times distilled down to &#8220;pay 2 win&#8221;, gacha/RNG loot box mechanics, etc.  Personally, <a href="https://gaming.murasama.net/2023/10/20/throne-and-liberty-technical-test-recap/" target="_blank" rel="noopener">I am still throwing caution to the wind given who is handling Throne and Liberty for Amazon Games</a>.</p>
<p>(*) The reason I put it this way is game systems that are designed heavily around some cash shop mechanic (that you can &#8220;buy&#8221; back that functionality/further enhance those systems), have a tendency to reveal those shortcomings unless completely removed.  Everything is affected; loot tables and their drop rates, experience gains, combat/skill mechanics, any form of enchanting system used for gear, etc.  <a href="https://gaming.murasama.net/2023/09/14/throne-and-liberty-kr-producer-details-major-changes/" target="_blank" rel="noopener">NC&#8217;s earlier acknowledgement of their decision to remove Astral Hunting</a> (auto combat), also plays into this (players experienced the grindy nature of the design they played during the closed beta test).  Part of the cash shop mechanic was pets that had to use potions (cash shop items) in order to sustain things like auto-healing.  And I am sure there are more layers to this (including pet effectiveness, quality level of potions, etc).  Something like Astral Hunting was core to the design where its removal also plays into this decision to eliminate RNG based items (which again, is normally also a part of the core design in KMMO&#8217;s).  When you are making these type of major changes, I don&#8217;t see how it won&#8217;t have an impact on the actual feel of the entire game play loop (as based on what they had originally envisioned and designed).</p>
<p>This is why I have doubts they will be able to launch this game in the <a href="https://gaming.murasama.net/2023/08/10/nc-confirms-throne-and-liberty-will-be-delayed/" target="_blank" rel="noopener">revised timeframe they had previously mentioned</a> unless they just launch without any further public facing tests.  I guess we will see if NC still intends to do their Q4 KR launch (which is part of this November 2nd launch showcase).  If they don&#8217;t get their KR (domestic) launch right, it&#8217;s going to definitely place a huge &#8220;?&#8221; on the AGS version.</p>
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		<title>Throne and Liberty &#8211; Technical Test Recap</title>
		<link>https://gaming.murasama.net/2023/10/20/throne-and-liberty-technical-test-recap/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Fri, 20 Oct 2023 18:50:00 +0000</pubDate>
				<category><![CDATA[Amazon Games]]></category>
		<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NC]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/throne-and-liberty-technical-test-recap/</guid>

					<description><![CDATA[AGS posted some details regarding the closed technical test that was held recently for Throne and Liberty.  All of that statistical data is not what garnered my attention though.  What&#8230;]]></description>
										<content:encoded><![CDATA[<p><a href="https://www.playthroneandliberty.com/en-us/news/articles/tech-test-recap" target="_blank" rel="noopener noreferrer nofollow">AGS posted some details regarding the closed technical test</a> that was held recently for Throne and Liberty.  All of that statistical data is not what garnered my attention though.  What did was the name of the franchise lead who is in charge of Throne and Liberty for AGS; Merv Lee Kwai (pictured below).</p>
<div style="clear: both; text-align: center;"><a style="margin-left: 1em; margin-right: 1em;" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtQ8nlI0-SzqexQ9I0RntPS2fsztOAIF3Lk9_3C6dRJfSubz9_s48c7ETxC8aqPgKbFuiOfGEZ1jIg84NpMWvOk2EfCcqnEefiTGN3ppU9mrlvwg1itOX3Ro-uZSt-ei4PX-eeLKpxEpuUlUrfB4w_28UFqV-pAj3lr0LDu9Vhw6eELtJFUIW5Dzo_rdM/s3000/ArcheAge_Merv.jpeg" target="_blank" rel="noopener noreferrer nofollow"><img fetchpriority="high" decoding="async" src="https://gaming.murasama.net/wp-content/uploads/2025/05/ArcheAge_Merv.jpg" width="426" height="640" border="0" data-original-height="3000" data-original-width="2000" /></a></div>
<p>Kwai was originally the producer for the western version of Wizardry Online which Sony Online Entertainment was the official publisher for in NA/EU (the original Wizardry franchise; the turn based game from Sir-Tech, is what got me into RPG&#8217;s in the first place).  The game was online in the west for only a short time from January 2013-July 2014 (so he didn&#8217;t have what you would call a lot of experience overseeing a substantial game up to that point).  Shortly after that, Kwai jumped to Trion Worlds, where he took over as executive producer for ArcheAge (taking over post-launch for Victoria Voss who moved on to working on securing the publishing rights for Devilian in the west).  At Trion, Kwai was best known as Khrolan or Khro for short and occasionally as Merv (where there were also accusations of unethical in-game favoritism on his part in terms of providing some players inside information that gave certain players/guilds an advantage; and no, <a href="https://www.reddit.com/r/archeage/comments/32vohe/out_cry_gaming_getting_inside_info_from_the/" target="_blank" rel="noopener noreferrer nofollow">I am not referring to this one</a> which he dispelled by noting all of that info would be released publicly).</p>
<p>And we all know how ArcheAge devolved from 2014-2019 under Trion (while he was the executive producer), and then 2019-2021 under Gamigo (where <a href="https://gaming.murasama.net/2019/09/13/gamigo-archeage-unchained-9-13-2019-live-stream/" target="_blank" rel="noopener">Kwai was one of the few Trion holdovers where he became an SVP that oversaw ALL of Gamigo&#8217;s library</a>; <a href="https://gaming.murasama.net/2022/12/23/gamigo-karma-can-be-a-bitch/" target="_blank" rel="noopener">a library which didn&#8217;t fare well</a> especially after Kakao Games took over the publishing rights for the western ArcheAge IP).  I have an <a href="https://gaming.murasama.net/category/incompetence/" target="_blank" rel="noopener">Incompetence</a> label/tag that along with the Gamigo one, which highlights my distrust of Kwai in this sort of lead role (<a href="https://gaming.murasama.net/2019/08/19/gamigo-unveils-archeage-unchained-b2p-business-model/" target="_blank" rel="noopener">which I noted about early on when ArcheAge Unchained was first revealed</a>).</p>
<p>He made an incredible pitch for ArcheAge Unchained (&#8220;no tricks, no traps&#8221;; I remained on the sideline until the very last minute before I decided to give it a chance (eschewing my own <a href="https://gaming.murasama.net/2019/08/13/gamigo-trion-teaser-regarding-archeage/" target="_blank" rel="noopener">&#8220;fool me once, shame on you, fool me twice, shame on me&#8221;</a> take).  Once Unchained launched, he disappeared from livestreams and even his own social media presence.  In retrospect, it was a clever PR/marketing campaign to hoist a Premium version of ArcheAge that was being readied for eventual release in KR (and didn&#8217;t last very long since that version got merged into the original business model server quickly), onto the western base as a test market.  The version did do fairly well at launch (requiring at least 6 servers for each region), but bled players once questionable changes began making its way into the Archepasses.</p>
<p>So when I see him being the lead person behind the western version of Throne and Liberty, a whole bunch of red flags just went up because I know this is one of the KMMO&#8217;s that is trying to target ArcheAge players (and we have someone with a long history with the ArcheAge franchise who is now overseeing this title for AGS).  Throne and Liberty was already far down on my list of anticipated games; this aspect just puts it 6-feet underground as far as I&#8217;m concerned.</p>
<p>&nbsp;</p>
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		<title>Throne and Liberty &#8211; KR Producer Details Major Changes</title>
		<link>https://gaming.murasama.net/2023/09/14/throne-and-liberty-kr-producer-details-major-changes/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Thu, 14 Sep 2023 21:46:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NCsoft]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/throne-and-liberty-kr-producer-details-major-changes/</guid>

					<description><![CDATA[Throne and Liberty&#8217;s KR Producer posted an announcement on the official website regarding major changes being made to the game after less than stellar feedback from the recent KR closed&#8230;]]></description>
										<content:encoded><![CDATA[<p>Throne and Liberty&#8217;s KR Producer posted an <a href="https://tl.plaync.com/ko-kr/board/producer_letter/view?articleId=64dd917e58865d2fbabb9d4a" target="_blank" rel="noopener noreferrer nofollow">announcement on the official website regarding major changes</a> being made to the game after less than stellar feedback from the <a href="https://gaming.murasama.net/2023/05/24/throne-and-liberty-kr-cbt/" target="_blank" rel="noopener">recent KR closed beta test</a>.  Basically, they intend to remove the <a href="https://gaming.murasama.net/2023/05/28/throne-and-liberty-auto-combat-opinion/" target="_blank" rel="noopener">auto play and auto combat (Astral Hunting) system</a>.  Mind you, what existed in this recent CBT, was designed heavily around the Astral Hunting system.  Removing it means guess what?  An underlying core design overhaul that will more than likely, cause significant delays to its release.</p>
<p>Back in August, they <a href="https://murasama-1820.blogspot.com/2023/08/nc-confirms-throne-and-liberty-will-be.html" target="_blank" rel="noopener noreferrer nofollow">announced (via their financial earnings conference call), that the game was going to be delayed</a> (thus pushing the launch schedule for KR and AGS&#8217; western release back by several quarters) in order to make adjustments to the combat system to make that more dynamic (but they were still evaluating the Astral Hunting system).  With this latest announcement that it is going to be removed, I&#8217;m expecting NC&#8217;s next earnings conference call will have them confirming a much longer delay.  I&#8217;ve been saying this for awhile now ever since the game was initially called <a href="https://gaming.murasama.net/2017/08/10/lineage-eternal-might-as-well-stick-a-fork-in-it/" target="_blank" rel="noopener">Lineage Eternal; they might as well stick a fork in it</a>.  I also called it with <a href="https://gaming.murasama.net/2020/01/10/project-tl-can-ncsoft-just-kill-it-already/" target="_blank" rel="noopener">Project TL (not falling for the hype)</a> and then when it was rebranded (yet again) to <a href="https://gaming.murasama.net/2022/04/16/project-tl-is-now-throne-and-liberty/" target="_blank" rel="noopener">Throne and Liberty (that it would be a fools errand to hype up this game)</a>.</p>
<p>Each design iteration has shown they really have lost any vision they had for the game.  Lineage Eternal was supposed to be their follow up to Lineage II (and to supercede Lineage III and all of the drama that occurred with that when part of the development team left NCsoft to form what became Bluehole, and utilized portions of Lineage III to create TERA).  And that title (Lineage Eternal) initially played off the Diablo III announcement in 2008 (where several Korean studios were cooking up Diablo-inspired MMO-ARPG versions with Devilian, Lineage Eternal, and Elite Lords of Alliance being some of the earlier projects.  Smilegate RPG teased their initial trailer for Lost Ark back at G-STAR 2014, but also started development work around this same 2009 timeframe.  Webzen threw their hat into this ring a little bit later with MU Legend).</p>
<p>I was highly skeptical when <a href="https://gaming.murasama.net/2022/12/21/throne-and-liberty-directors-preview/" target="_blank" rel="noopener">NC put out a teaser for the &#8220;directors preview&#8221; of Throne and Liberty</a> in December 2022 where a few days later, <a href="https://gaming.murasama.net/2022/12/27/throne-and-liberty-directors-preview-full-version/" target="_blank" rel="noopener">they published the full cut</a>.  And it was uninspiring and underwhelming with a bunch of lifeless talking heads reading off a script.  And they weren&#8217;t initially going to even do the usual sort of CBT marketing either, instead choosing to do an in-house limited scripted playthrough (which they called, <a href="https://gaming.murasama.net/2023/01/29/throne-and-liberty-final-test-for-all/" target="_blank" rel="noopener">&#8220;Final Test for All&#8221;</a>) where players who won an invite, would only get to play what NC chose for them to get access to at their R&amp;D headquarters.  And the feedback from even that limited scripted play testing, was bad enough where NC had no choice but to do an actual closed beta test (which like the 2016 Lineage Eternal CBT, had less than stellar feedback).</p>
<p>With the KR CBT back in May, some of the players hypothesized the design was intentional by NC in order to cater to hardcore Lineage players.  That was something I found to be completely asinine because no major company (especially one that is a publicly traded one like NC on the KOSPI) is going to spend this much amount of resources creating a game that has gorgeous 2023 high fidelity graphics with 90&#8217;s style grinding as its core game play loop.  The graphics team did a phenomenal job with Throne and Liberty&#8217;s game world.  The issue are the actual game designers; like so many other studios, the excellent graphics ends up getting marginalized by really poor designs/systems.  And in the case of this title (spanning all of its iterations and rebrandings), every team (except the initial Lineage Eternal one) has been throwing darts blindfolded to see what sticks.</p>
<p>I think what is mindboggling is how Lineage has its defined universe which each of these different development teams that have taken stabs at over the years, have managed to miss the mark so widely on.  You would think every designer, would be a lot more cognizant about what has worked and what has failed across their industry (and to try not to keep making the same mistakes over and over again).  Yet, this is what they are managing to do quite well to where they keep topping themselves when it comes to incompetence in game design.  From my point of view, it seems like a lot of the talent and brain trust that NC once had (the ones who designed the earlier Lineage titles, Aion, Blade &amp; Soul) when it came to PC MMORPG&#8217;s, has been greatly diminished.  It wouldn&#8217;t even surprise me if this ends up going dark for awhile with another future rebrand.</p>
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		<title>NC Confirms Throne and Liberty Will Be Delayed</title>
		<link>https://gaming.murasama.net/2023/08/10/nc-confirms-throne-and-liberty-will-be-delayed/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Fri, 11 Aug 2023 04:04:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NCsoft]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/nc-confirms-throne-and-liberty-will-be-delayed/</guid>

					<description><![CDATA[Yet another NC earnings conference call (transcribed by Inven), and yet another announcement of another delay with this long in development hell title (that initially started as an isometric MMO&#8230;]]></description>
										<content:encoded><![CDATA[<p>Yet another <a href="https://m.inven.co.kr/webzine/wznews.php?idx=287573" target="_blank" rel="noopener noreferrer nofollow">NC earnings conference call</a> (transcribed by Inven), and yet another announcement of another delay with this long in development hell title (that initially started as an isometric MMO called <a href="https://gaming.murasama.net/2016/12/03/lineage-eternal-design-iteration-gone-wild/" target="_blank" rel="noopener">Lineage Eternal</a>, before being <a href="https://gaming.murasama.net/2017/11/07/ncsoft-rebrands-lineage-eternal-announces-new-project-tl/" target="_blank" rel="noopener">rebranded to Project TL</a>, and then being <a href="https://gaming.murasama.net/2022/04/16/project-tl-is-now-throne-and-liberty/" target="_blank" rel="noopener">rebranded again as Throne and Liberty</a> while nixing the isometric camera for 3D).</p>
<p>The delay however is what could be construed as a good one since they are revamping the combat system to make it more dynamic (remains to be seen if it is still tabbed targeting) which includes the ability to move while attacking.  They are also making the leveling experience a bit less grindy.  I gave my <a href="https://gaming.murasama.net/2023/05/24/throne-and-liberty-kr-cbt/" target="_blank" rel="noopener">thoughts about it during the Korean CBT</a> (as well as <a href="https://gaming.murasama.net/2023/05/28/throne-and-liberty-auto-combat-opinion/" target="_blank" rel="noopener">opining on the auto-combat system</a>).  Yet again, feedback from a CBT drove the decision to address serious deficiencies (resulting in the inevitable delays).  What&#8217;s astounding is the constant inability for the various teams that have been tackling this game throughout all of its incarnations and iterations, to come close to even hitting the target.</p>
<p>This delay pushes the KR launch to Q4 2023, and the global launch (for Amazon Games) into 2024.  The changes they are making are necessary ones (IMHO) to make the game more appealing to a wider demographic (the CBT design was something that would end up catering mainly to hardcore grinders; basically nonsensical in todays world where the objective is to try and capture as large a demographic as possible).  Whether the discussed changes actually translates into game play that actually feels fun and decently paced, remains to be seen (since we&#8217;ve seen this many times before where the changes mentioned, did not necessarily result in a satisfying experience).</p>
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		<title>Throne and Liberty &#8211; Auto-combat Opinion</title>
		<link>https://gaming.murasama.net/2023/05/28/throne-and-liberty-auto-combat-opinion/</link>
		
		<dc:creator><![CDATA[Murasama]]></dc:creator>
		<pubDate>Sun, 28 May 2023 22:12:00 +0000</pubDate>
				<category><![CDATA[Lineage Eternal]]></category>
		<category><![CDATA[NCsoft]]></category>
		<category><![CDATA[Project TL]]></category>
		<category><![CDATA[Throne and Liberty]]></category>
		<guid isPermaLink="false">https://gaming.murasama.net/uncategorized/throne-and-liberty-auto-combat-opinion/</guid>

					<description><![CDATA[There&#8217;s a lot of polarizing opinions regarding Throne and Liberty&#8217;s auto-combat (Astral Hunting) system.&#160; AFAIK, it really isn&#8217;t the biggest issue to me because of how it works with the&#8230;]]></description>
										<content:encoded><![CDATA[<p>There&#8217;s a lot of polarizing opinions regarding Throne and Liberty&#8217;s auto-combat (Astral Hunting) system.&nbsp; AFAIK, it really isn&#8217;t the biggest issue to me because of how it works with the game design being one centered around mob grinding to level up (XP grinding can also be supplemented with logging, mining, gathering, etc) since it&#8217;s a very old school slow grind (the beta has a 200% XP boost and even with that, it takes a lot of grinding to ding a level when you are in the 20&#8217;s [cap for beta is 30]).&nbsp; Majority of early green and blue skills are also single target (purple skills likely will have more AoE options that also interact with environmental factors including weather since there is supposed to be a skill that allows lightning during a rain storm, to proc/hit targets multiple times; rain as it is can reduce combat damage on some skills).</p>
<p>The auto-combat is therefore meant to supplement that boring grind (the 8 hours of offline play with the battle pass is a hat tip to the mob grind botting that occurred in Lineage II).&nbsp; I&#8217;m therefore sort of ambivalent about the system since it isn&#8217;t the most effective way to play (plus you need a lot of consumables for auto healing by your pet since you really don&#8217;t want to die due to the punishing XP loss).&nbsp; I view it as a system that allows you to take care of other things while it does that mundane grind.&nbsp; And it&#8217;s not going to be the primary way to play when doing actual meaningful content (the focus of which is larger scale sieges and GvG).</p>
<p>But yes, I do get why a lot of people (especially the opinions coming out from western content creators) are absolutely negative about it since &#8220;auto&#8221; is viewed as a mobile game mechanic (and in the western market, there is a very distinct gap between PC and mobile gaming unlike in Asia where mobile gaming is much larger compared to PC/console since a lot of this demographic does not own either of those devices).&nbsp; I also don&#8217;t see this system being removed for AGS because it&#8217;s core to the games design (we&#8217;re talking about how quests work, mob aggro, loot tables, etc).</p>
<p>Furthermore, there is also a distinct grind element in KMMO&#8217;s that doesn&#8217;t resonate with the western demographic (similar to how the &#8220;P2W&#8221; argument always comes into play in the west, versus how convenience items are readily acceptable in Asian regions).&nbsp; Throne and Liberty as is, will be a turn off to a larger segment of this western demographic who don&#8217;t like old school KMMO style grinds, don&#8217;t like straight up cash shop mechanics, and don&#8217;t like mobile crossover systems like auto combat.&nbsp; And this being mostly a PvP centric design, will further limit the reach.&nbsp; But the design of the combat is what will be a major turn off since it feels bad (especially melee; range is a bit better since you can begin moving after casting, though kiting isn&#8217;t always going to be a play style conducive to many mob types).&nbsp; I guess we will need to see how AGS decides to proceed with getting NC to make changes to the game outside of the usual localization and cash shop changes.</p>
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