Development Thread - (11/15/16)

245

Comments

  • speakupaskanswer
    speakupaskanswer Posts: 306 Mover and Shaker
    Morphis wrote:
    To be brutally sincere here all I read is the usual stuff.
    Based on this post I presume nothing will change.
    The game itself and communication about it will keep going in the same direction.

    Maybe I'll be surprised but as of now I won't count on it.

    People complain over and over again about the lack of communication (rightfully, I think) and when the devs make an attempt to improve that, the answer is: well, nothing will change? The post addressed almost everything that people get crazy about here but if you're unwilling to accept any changes, they won't happen.

    Anyway, I really appreciate this thread and the attempt. I still would like to know, if there is a possibility to see secondary objectives before you have to decide on a planeswalker? I don't want it to happen again that I forget that the black node is about vampires, not zombies, and be stuck with Sorin for the whole event.
  • Morphis
    Morphis Posts: 975 Critical Contributor
    Morphis wrote:
    To be brutally sincere here all I read is the usual stuff.
    Based on this post I presume nothing will change.
    The game itself and communication about it will keep going in the same direction.

    Maybe I'll be surprised but as of now I won't count on it.

    People complain over and over again about the lack of communication (rightfully, I think) and when the devs make an attempt to improve that, the answer is: well, nothing will change? The post addressed almost everything that people get crazy about here but if you're unwilling to accept any changes, they won't happen.

    Anyway, I really appreciate this thread and the attempt. I still would like to know, if there is a possibility to see secondary objectives before you have to decide on a planeswalker? I don't want it to happen again that I forget that the black node is about vampires, not zombies, and be stuck with Sorin for the whole event.
    To be honest how was his reply any different than what we got in the past?

    "We are working on stuff but we cannot share details"

    "We are looking into bugs"

    "We acknowledged your concerns about 'insert current most discussed problem here' and we are working to improve it"

    "Deck slots being in development"

    Also what about their "we are working on a way to improve collection/spend runes"(can't recall the exact words). Vanished into the oblivion.

    Again. I am not telling that nothing has changed.

    its just that since the style and content of the reply is basically the same than in the past, it's not a confimation in itself of a change in any way.
  • Not all of us old timers dislike story! Please continue to create and release story content. It gives us something to do other than events and grinding in QB. We want an SOI story. We want the OGW story. We want a Kaladesh story. This stuff is fun!

    Just going to repost this cause think it's pretty important.

    I've been playing since the beginning but certainly still want more story content. It's a great change from the usual events.
  • andrewvanmarle
    andrewvanmarle Posts: 978 Critical Contributor
    Will, thank you for the update, good to hear the dev team is still there icon_e_wink.gif

    If we can have anything, can it be the monocolour packs with the guaranteed mythic we had this spring? (i think i spent the most money on this game in one month)
  • ZW2007-
    ZW2007- Posts: 812 Critical Contributor
    Not all of us old timers dislike story! Please continue to create and release story content. It gives us something to do other than events and grinding in QB. We want an SOI story. We want the OGW story. We want a Kaladesh story. This stuff is fun!

    I absolutely love story mode. I've been playing this game off and on since release and would love to see more story modes. I don't like QB all that much and story mode gives me something to play between events. In addition to SOI etc, I'd like to see new Heroic Challenges featuring some of the new planeswalkers that have been released in the past year. Somewhere, someone also suggested just releasing the OGW and SOI PVE events as a story mode. PLEASE?
  • Hey everyone, thanks for the awesome replies!
    majincob wrote:
    Huzzah for development threads! I'm excited by the possibility of shorter events with better objectives! Are you going to make it more accessible for people in different time zones?
    Yes! Short-term we want to begin events with nodes that are partially charged, so you don't have to start an event right as it starts. Long-term we're looking at a more advanced solution.
    Animation speed might be a good thing to let us control in settings.
    Great idea!
    Ohboy wrote:
    If events are going to be shorter, are there going to be more events, or even overlapping events?

    I hate the downtime when there are days between events as it is. Which way is the team swinging towards? Bigger or smaller gaps between events?
    More events with less time in between!
    Anyway, I really appreciate this thread and the attempt. I still would like to know, if there is a possibility to see secondary objectives before you have to decide on a planeswalker? I don't want it to happen again that I forget that the black node is about vampires, not zombies, and be stuck with Sorin for the whole event.
    We're working on it! Unfortunately I can't say when it will be in game (but I'm looking forward to this being fixed as well!)
    Not all of us old timers dislike story! Please continue to create and release story content. It gives us something to do other than events and grinding in QB. We want an SOI story. We want the OGW story. We want a Kaladesh story. This stuff is fun!
    Noted! icon_cool.gif
  • Hibernum_JC
    Hibernum_JC Posts: 318 Mover and Shaker
    FYI, we're still here (Will hasn't been posting for long, mind you) but we've been incredibly busy with the next content update. I've been working very hard at the next update, and I should have a bit more time once it's been released - there's a lot to do with it and we want to make sure it's as bug-free as possible.

    I know there's been some negativity partly due to lack of communication on our part, and that sometimes we're vague, but we really don't want to overpromise. Things change, plans change, and if we go "We'll have this exact feature by this date" and things change it just makes things worse for everyone.

    We do monitor the forums, however, and any sort of feedback is super appreciated (yes, even when it's negative - it's better to have negative feedback than no feedback).
  • jackvett
    jackvett Posts: 141 Tile Toppler
    Actually JC I don't think we care a lot about exact dates. It's the specific communication. Anyone who has a job in business understands that some deadlines are hard to maintain.

    Thanks for the update no matter how vague. Would be extremely excited about deck slots.

    Also thanks for bringing a buddy to talk to us! Very cool to have that exposure, and y'all are the guys we really want to talk to on these forums.
  • ZW2007-
    ZW2007- Posts: 812 Critical Contributor
    What’s with the new design for the Event’s Rewards menu?
      We’re transitioning to a new in-game layout. To ensure a smooth transition, we’re releasing small parts of the new layout with each update. Expect to see more changes soon!

    Please let this mean that the planeswalker menu (both where you edit decks and select for nodes) will be updated to a list view and be the next small part to be released.
  • GrizzoMtGPQ
    GrizzoMtGPQ Posts: 776 Critical Contributor
    JC and Will,

    Thanks for jumping back in and responding. It's the sort of thing that has been really lacking on the forums. With regards to not disappointing us about specific features that might not get done on time or at a certain date, I think we'd all like more transparency around what you have in the roadmap. We promise not to complain too loudly when we don't get it and at the very least you can hear from us if you're hitting the mark.

    Any thoughts on trying to balance out some of the most OP/unbalanced cards? We're struggling with cards like Deploy the Gatewatch being the next Runaway Carriage. The game has need of balance and a check on the incessant power creep between sets. Beyond fixing bugs we want the game to feel balanced and not that if you have certain cards you auto-win. That's just not fun.

    Did you have a chance to consider yunnnn's suggestions about moving toward crystal rewards? Getting duplicate mythics as event prizes is getting old. I know for a lot of people that sounds like a #first_world_problem but it really means that the top coalitions don't get to play. We have the prizes already, we're done with story, and the only thing left to do is grind QB which is rapidly losing it's savor. If I got crystals at least I could roll the dice on big boxes.
  • Morphis
    Morphis Posts: 975 Critical Contributor
    Hey everyone, thanks for the awesome replies!
    Don't thank too early
    majincob wrote:
    Huzzah for development threads! I'm excited by the possibility of shorter events with better objectives! Are you going to make it more accessible for people in different time zones?
    Yes! Short-term we want to begin events with nodes that are partially charged, so you don't have to start an event right as it starts. Long-term we're looking at a more advanced solution.
    wow it took only a couple months to get a very basic solution that was suggested many times and by my coding knowledge should be VERY EASY to implement(if it's not it's there is a giant problem in how you designed the strutcture of the game code).
    Animation speed might be a good thing to let us control in settings.
    Great idea!
    so you are telling us that devs can actually add options in the menu? I thought that was impossible since they still have not implemented a way to change language in the options while it's a thing that basically ANY game has nowadays. Good to hear.
    Ohboy wrote:
    If events are going to be shorter, are there going to be more events, or even overlapping events?

    I hate the downtime when there are days between events as it is. Which way is the team swinging towards? Bigger or smaller gaps between events?
    More events with less time in between!
    yes we can't have enough boring events. We need to do it more often!
    Anyway, I really appreciate this thread and the attempt. I still would like to know, if there is a possibility to see secondary objectives before you have to decide on a planeswalker? I don't want it to happen again that I forget that the black node is about vampires, not zombies, and be stuck with Sorin for the whole event.
    We're working on it! Unfortunately I can't say when it will be in game (but I'm looking forward to this being fixed as well!)
    Mr/Mrs. Your opinion is of utmost importance to us. We are working on any stuff you are asking and soon you will receive whatever you are asking for.
    ERROR ERROR... Human simulation replies failure....
    Not all of us old timers dislike story! Please continue to create and release story content. It gives us something to do other than events and grinding in QB. We want an SOI story. We want the OGW story. We want a Kaladesh story. This stuff is fun!
    Noted! icon_cool.gif
    and most likely ignored icon_cool.gif


    Also what about giving us a decent ai so the game has not to be balanced almost totally around luck?!
  • jackvett
    jackvett Posts: 141 Tile Toppler
    Morphis wrote:
    poorly formatted ranting

    could you delete your post and move it to the thread you already started to say the same things?

    kinda want the devs to post in response to Grizzo--Extinction's question about Deploy over you telling them to shove their attempt at communication where the sun don't shine.
  • Hibernum_JC
    Hibernum_JC Posts: 318 Mover and Shaker
    JC and Will,

    Thanks for jumping back in and responding. It's the sort of thing that has been really lacking on the forums. With regards to not disappointing us about specific features that might not get done on time or at a certain date, I think we'd all like more transparency around what you have in the roadmap. We promise not to complain too loudly when we don't get it and at the very least you can hear from us if you're hitting the mark.

    Any thoughts on trying to balance out some of the most OP/unbalanced cards? We're struggling with cards like Deploy the Gatewatch being the next Runaway Carriage. The game has need of balance and a check on the incessant power creep between sets. Beyond fixing bugs we want the game to feel balanced and not that if you have certain cards you auto-win. That's just not fun.

    Did you have a chance to consider yunnnn's suggestions about moving toward crystal rewards? Getting duplicate mythics as event prizes is getting old. I know for a lot of people that sounds like a #first_world_problem but it really means that the top coalitions don't get to play. We have the prizes already, we're done with story, and the only thing left to do is grind QB which is rapidly losing it's savor. If I got crystals at least I could roll the dice on big boxes.

    I can answer the balancing concerns, as this is more of my ballpark.

    Basically, every set brings in more and more cards. What looks like power creep is usually not necessarily power creep but more options - we do not design new sets with power creep in mind but more moving towards "more options". When do take action when cards are found to be overpowered, and while optimal balance would make every single card the same in terms of power level, this obviously cannot happen for a load of reasons (Wizards, with their 20+ years of experience, still has clunkers in every single set, which is completely normal).

    While we do not design cards to be "This card will be good and this card will be bad", we do try to design towards the "This is interesting" or "This meshes in well with this type of archetype/card/planeswalker". Sometimes it works, sometimes it doesn't. Runaway Carriage is an interesting example as it was purposefully designed to push towards players playing more Defenders in their decks, but due to a design misfire it ended up being overly powerful due to Prevent Damage being much too strong on defense. We've corrected the mistake (the card is more in line with what Uncommons are for now). Deploy the Gatewatch is strong and was designed to be a strong ramp tool for White. It might get changed, but we prefer to use a data-driven approach to changing cards, so we will carefully inspect our data sets to see if it is indeed problematic.

    The thing is, the more feedback we get on individual cards, the better it helps us analyze our data and sift through it - I don't see much "set review" threads anymore so it's a bit trickier for us to pinpoint individual cards as problematic or just fine. A card may be used in a multiple decks and not necessarily be too strong, so simply looking at win rates of cards is not the best metric. Community feedback and discussion is very useful in these cases because it helps us pinpoint certain cards. They might still be fine, but pointing in the right direction is useful. Most of us play the game on the team, but we are a small sample size and seeing the cards every day makes it hard to avoid tunnel vision.

    Last but not least, AI is a very complex beast that we are constantly working to evolve, but since we have given ourselves the goal of not having a cheating AI this is a much more difficult issue to tackle. We have plenty of ideas to improve it down the line, but these take time to properly implement, test and fine-tune. Short answer: it'll improve over time. Long answer: It's not the easiest AI to program - there are so many discrete decisions to make, depending on board state, targeting decisions, gem matching decisions, cards in hand, how many cards your opponent has in hand, etc. that making the perfect AI is a never-ending task.
  • Morphis
    Morphis Posts: 975 Critical Contributor
    jackvett wrote:
    Morphis wrote:
    poorly formatted ranting

    could you delete your post and move it to the thread you already started to say the same things?

    kinda want the devs to post in response to Grizzo--Extinction's question about Deploy over you telling them to shove their attempt at communication where the sun don't shine.
    It's not up to you to decide whether I have to rant or not or how to do it.
    You want to plause them for coming back here? Fine I am not telling you anything against it.

    Who gives you the right to do it towards me?
    I sincerely am looking forward to something that will keep me playing(at this very moment I am for stopping playing).

    So my interest is sincere. And my tone while not the best overall, shows how I feel for a game I cared about for so long(and most likely much more than you)
  • Mainloop25
    Mainloop25 Posts: 1,959 Chairperson of the Boards
    My 0.02: Deploy is perfectly fine. It is an expensive card, and is only as strong as the creatures in the deck. Also, you have to be careful when using it with transformed cards on the field. I haven't seen it used to its full potential on me very often, but I use the card a lot and am happy with how it works for me even though I don't have many of the overpowered mythic creatures.
  • GrizzoMtGPQ
    GrizzoMtGPQ Posts: 776 Critical Contributor
    How about making Deploy only work on Allies or maybe only on meldable cards? Letting us deploy Bacon, Twins, and Olivia is just auto-win and no fun. There are too many dual walkers with White. I'm in NoP with Ajani, Nahiri, and Sorin running almost the same deck for all of them and I am winning in 2-3 turns. It breaks the game. It caused a massive ramp in the points/hr in QB too which means if you don't have it you're at a massive disadvantage to winning.

    Have you ever considered soliciting early beta play from top players/coalitions? We'd love to give you early feedback on what the issues will be. We saw the problem with Deploy when the Eldritch Moon set details first came to light. Without even playing it, we found it by inspection.
  • How about making Deploy only work on Allies or maybe only on meldable cards?

    Or just white creatures...

    It's a fun joke but it's definitely the most ridiculous card in the game considering the combo is to mirrorpool it with any cheap spell.
  • RadicalTed wrote:
    How about making Deploy only work on Allies or maybe only on meldable cards?

    Or just white creatures...

    It's a fun joke but it's definitely the most ridiculous card in the game considering the combo is to mirrorpool it with any cheap spell.

    Or make it a 'Converge' mechanic to delay its play slightly... e.g. 'Fetch the next 'x' creatures where 'x' is the number of different mana colours matched'

    ... which would also prevent the Mirrorpool exploit as it would effectively have '0' creatures deployed.
  • madwren
    madwren Posts: 2,259 Chairperson of the Boards
    How about making Deploy only work on Allies or maybe only on meldable cards? Letting us deploy Bacon, Twins, and Olivia is just auto-win and no fun. There are too many dual walkers with White. I'm in NoP with Ajani, Nahiri, and Sorin running almost the same deck for all of them and I am winning in 2-3 turns. It breaks the game. It caused a massive ramp in the points/hr in QB too which means if you don't have it you're at a massive disadvantage to winning.

    Have you ever considered soliciting early beta play from top players/coalitions? We'd love to give you early feedback on what the issues will be. We saw the problem with Deploy when the Eldritch Moon set details first came to light. Without even playing it, we found it by inspection.

    Goblinpile would love to volunteer. =)
  • Corn_Noodles
    Corn_Noodles Posts: 477 Mover and Shaker
    I know there's been some negativity partly due to lack of communication on our part, and that sometimes we're vague, but we really don't want to overpromise. Things change, plans change, and if we go "We'll have this exact feature by this date" and things change it just makes things worse for everyone.
    While exact details are always welcome, I would be very happy with posts explaining design principles and gameplay goals. We don't need to know every stop on the highway, but we'd like to have a good idea of where the highway might be going.