Q&A w/ Oktagon - September Edition (10/9/18)
Brigby
ADMINISTRATORS Posts: 7,757 Site Admin
Hi Everyone,
Since the team has been busy working on the Duel Decks event, the September Q&A will more on the lighter side. Please take a look at some of their answers below:
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How are you planning on dealing with the ever increasing number of reprinted cards as it relates to the legality of those cards in this game?
For now, we plan to simply not add them to the collections. We are aware, however, that long-term that is not a solution. Therefore, we are studying some possibilities on how to handle that.
Is there a plan to introduce pity timers to help players who are statistically the unluckiest for card drop rates?
This is included in the quality of life changes that we are looking into, although we can't specify when it will be added.
How do you plan on communicating with the player base more, beyond just the monthly Q&A?
Alongside every new release, we will continue to release blog posts explaining and describing some of the mechanics and features of that release.
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In addition to Oktagon's replies, I'd also like to answer some of the questions they unfortunately did not have time to address.
Are there any plans to improve the new player experience, and what do you feel is the biggest deterrent to new players that stops them from continuing to play this game?
Magic: the Gathering is a robust game with enrapturing characteristics, and we work hard to maintain that flavor and feel within MtGPQ. In doing so though, that also means we transfer over the complexities the tabletop game also has. One of our biggest new-player challenges is being able to coherently and efficiently explain how the game works to someone that has never played Magic: the Gathering before.
To that end, we definitely have some plans we want to try and implement, both in-game and out, to make the First-Time User Experience a much easier and fluid process. For example, I personally am working on a New Player Guide, that will live within our Helpshift FAQ page, that covers everything from the basics of Menu Navigation to Deck-Building. I hope to complete this guide in the near future, and as always, we welcome your feedback!
With the holidays approaching, are there plans to have holiday events and/or special holiday cards?
What's a holiday without celebration right? I wonder what the next major holiday is?
Thanks for checking out the September Edition of the Q&A w/ Oktagon. If you have questions you'd like to ask them for the October Edition, then please submit them HERE.
Since the team has been busy working on the Duel Decks event, the September Q&A will more on the lighter side. Please take a look at some of their answers below:
==========
How are you planning on dealing with the ever increasing number of reprinted cards as it relates to the legality of those cards in this game?
For now, we plan to simply not add them to the collections. We are aware, however, that long-term that is not a solution. Therefore, we are studying some possibilities on how to handle that.
Is there a plan to introduce pity timers to help players who are statistically the unluckiest for card drop rates?
This is included in the quality of life changes that we are looking into, although we can't specify when it will be added.
How do you plan on communicating with the player base more, beyond just the monthly Q&A?
Alongside every new release, we will continue to release blog posts explaining and describing some of the mechanics and features of that release.
==========
In addition to Oktagon's replies, I'd also like to answer some of the questions they unfortunately did not have time to address.
Are there any plans to improve the new player experience, and what do you feel is the biggest deterrent to new players that stops them from continuing to play this game?
Magic: the Gathering is a robust game with enrapturing characteristics, and we work hard to maintain that flavor and feel within MtGPQ. In doing so though, that also means we transfer over the complexities the tabletop game also has. One of our biggest new-player challenges is being able to coherently and efficiently explain how the game works to someone that has never played Magic: the Gathering before.
To that end, we definitely have some plans we want to try and implement, both in-game and out, to make the First-Time User Experience a much easier and fluid process. For example, I personally am working on a New Player Guide, that will live within our Helpshift FAQ page, that covers everything from the basics of Menu Navigation to Deck-Building. I hope to complete this guide in the near future, and as always, we welcome your feedback!
With the holidays approaching, are there plans to have holiday events and/or special holiday cards?
What's a holiday without celebration right? I wonder what the next major holiday is?
Thanks for checking out the September Edition of the Q&A w/ Oktagon. If you have questions you'd like to ask them for the October Edition, then please submit them HERE.
3
Comments
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I can only assume after reading this that the monthly QAs are just a formality to oktagon that they'd rather not have to deal with. Their dwindling interest in effectively communicating with the players is evident.
On other note, next up is Halloween. What have you planned?4 -
In one month they did not have time to address more than 3 questions, 2 of which were yes-or-no questions?0
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If I were on a date, and I would get answers of this kind, I’d at some point check if I smelled bad, then I’d ask if everything is ok, and to that I’d probably get: “To this question I definitely plan to have an answer at some point”, to what I’d just suggest that we silently finish our 6-course dinner and never talk again.2
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Low expectations - still disappointed.Duel decks should not be a reason not to put work into this. The good blog post shouldn't be, neither..There will always be something more important, more pressing, more whatever. I also don't like cleaning the kitchen, and I definetely have better things to do, but my girlfriend would probably not accept that as a reason and be cool with it either.1
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Quantity of answers may be low but quality is not the worst. Thank you for providing at least these few insights.
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Isn't Oktagon meant to have a public face person too? Why isn't communicating with us one of their priorities?2
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Kinesia said:Isn't Oktagon meant to have a public face person too? Why isn't communicating with us one of their priorities?3
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Kinesia said:Isn't Oktagon meant to have a public face person too? Why isn't communicating with us one of their priorities?
https://forums.d3go.com/discussion/70923/daiane-oktagons-community-manager
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I'm happy to see that they are looking into retaining new players through improving the learning experience though it would have been better to hear them address the vast gap between where a new player's collection starts and when they'll have enough cards to be able to start exploring card synergies.
Also happy to hear that they are looking into pity timers, though I'm guessing it's not gonna be popping up any time soon considering they were busy with Duel Decks and no doubt with GRN upcoming. There's probably stuff to be done for the holiday season too, not to mention the usual debugging. So I'm hopeful that things will get better,
I don't think it's the quantity of questions answered which we should be looking at to gauge the state of the game.0 -
Will the cards in duel event become craftable0
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We understand that players have a lot of burning questions waiting to be answered, but the team always wants to ensure that the information they provide is as accurate as possible.
Some features they may already be developing a plan for, but just aren't concrete enough in the details to announce yet. The last thing we want to happen is to say "This is our current idea as to how to address X topic" or "We have a feature addressing this that should be added in Y month," and then something comes up that completely changes those details.
This was a lesson we definitely learned from the announcement, and unfortunate delays, of Booster Crafting, and one we want to avoid moving forward.
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Brigby said:We understand that players have a lot of burning questions waiting to be answered, but the team always wants to ensure that the information they provide is as accurate as possible.
Some features they may already be developing a plan for, but just aren't concrete enough in the details to announce yet. The last thing we want to happen is to say "This is our current idea as to how to address X topic" or "We have a feature addressing this that should be added in Y month," and then something comes up that completely changes those details.
This was a lesson we definitely learned from the announcement, and unfortunate delays, of Booster Crafting, and one we want to avoid moving forward.
I feel like it would be much better if you gave us a "This is our current idea as to how to address X topic" and then if somethings changes, simply say "we have changed to addressing X topic with Y instead now because of A B C"
Obviously we understand that everything is subject to change. We just want to be able to plan how we play. I don't want to craft Ixalan cards if the new set is coming out tomorrow, but if it isn't coming for a month or so it may be worth it. I don't want to make a deck built around a card if it is going to be significantly changed, or plan my weekend around an event that ends up not happening.
A perfect example happened in New York City this summer. Instead of using generic "train traffic" excuses for delays, the MTA decided to just tell commuters the truth behind their delays (the example I saw was "someone tried to jump in front of a train at X station"). They found that commuters were much more understanding of the delays when they had the truth, even if it was a horrible truth. The lesson was that people would rather specific information instead of vague and generic info, even if the information is not what they wanted or expected to hear. All we want is to know what is going on in this game we love so much. It doesn't have to be perfect information, just useful information.6 -
Brigby said:We understand that players have a lot of burning questions waiting to be answered, but the team always wants to ensure that the information they provide is as accurate as possible.
Some features they may already be developing a plan for, but just aren't concrete enough in the details to announce yet. The last thing we want to happen is to say "This is our current idea as to how to address X topic" or "We have a feature addressing this that should be added in Y month," and then something comes up that completely changes those details.
This was a lesson we definitely learned from the announcement, and unfortunate delays, of Booster Crafting, and one we want to avoid moving forward.So.. The current communication strategy is actually how you want it to be?Because (this is just my interpretation) you've learned the wrong lessons? Booster crafting was one real big bone you threw us, one everyone hoped for, and one of the few occasions where you gave us insight in your plans.. It's clear that everyone was hyped! Particularly since magic players are not known to be emotionally distanced.Now, if it hadn't been this very topic (that will never be reached in terms of anticipation), but just a regular topic, and if it was totally normal that you share this kind of things with us.. It would be different.Whenever you make us really hot for something, you're taking a risk, but if you just speak openly and regularly about plans, ideas, current projects /focus and concepts and mark those as such, you're not taking a big risk at all.There'll be always some negative feedback. This is magic. Hiding won't help, only make things worse.0 -
@Laeuftbeidir When it comes to the Q&A sessions, others have mentioned that it's more the quality of answers, as opposed to simply the quantity. We understand that players want as much information as possible, but when there are questions the team may not be able to answer at the moment, we'd rather hold off on answering, as opposed to saying "We have no concrete plans at the moment, but it's on our to-do list" repeatedly.
When I referenced the initial Booster Crafting announcement, we wanted to avoid the too-early reveal of the feature, not avoiding previews entirely. Many players were upset that we teased such an impacting feature, and then we weren't able to follow up further with in-depth information (aspects of its design were still being fleshed out). On top of that, we unfortunately had to deal with multiple unexpected delays, so that's understandably a frustrating experience, which is why we want to avoid that situation from happening again.0 -
I appreciate that you took the time to answer me in detail - I must've been a bit annoying over the yearsWhat I don't like in the answers is.. How to put it.. Well, you can always give short, precise answers or actually take time. If you can't give an exact answer, it would be great to get some insight on what's going on as well, maybe even vague things or problems you're facing, things that show what you're working on, a current focus - we know there are passionate people working on this game, but it doesn't feel like it mostly. A great example were the last release notes. Great job you did there!Since I got your attention, I'll use a stupid, exaggerated example -"when will ravnica come?"Current Q&A often answer like"we're working on the set, expect it soon!"What I'd like to see"the majority of our team currently works on resolving event related bugs, like the one allowing players to gain an extra charge during a SWW. In the meantime, the next set is in the last steps of the design process! We don't know exactly when it'll be finished, but due to the complexity of our two focuses, it will at least take three weeks for the QA. We'll update you when we know more! In the meantime, check out this concept of (how we currently want to implement *random set mechanic */*random card *) "What players really want - at least those I've talked to (and I'm in most of the communities out there) is to see some passion, have an idea how to plan with their resources (three weeks at least? Going to craft ixl!), well.. And as few bugs as possible, but that's a never-ending story!8
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What I don't like is that for most forum users the Q&A has just become a wishlist. When will you do this? When will I get this? And the devs feed into it with the questions they choose to respond to.
A small % of players ask great questions every month about the design process and other interesting things and they get ignored. Answering these questions could be a great way to engage with the community and get feedback that could be meaningful going forward.3 -
The design process not really my space. I am a player, i am a cash payer and I am only interested in design process, if something doesn't work like intended, to find a way together to make it work.
As a player I ask thinks about the game and not behind the game. Sometimes there are answer, or at least something near to this, bit this month is more like chit-chat.
I think every question is an active feedback to make a better product. Don't flush it away so easily. If no one will react, don't ask for feedback/questions/bug reports. The only result is silence.
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But there's a whole subforum for suggestions and feedback!0
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Mburn7 said:bken1234 said:But there's a whole subforum for suggestions and feedback!
If you're asking whether it's moderated and reviewed by mods or D3Go! -- yes, it is.0
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