Q&A w/ Oktagon - February Edition (2/28/19)
Brigby
ADMINISTRATORS Posts: 7,757 Site Admin
Hi Everyone,
Thank you for submitting your questions from both January and February. We want to thank the following 4 team members over at Oktagon for taking the time to review and answer the questions provided: Matheus Funfas, Alain Valchera, Pedro Rauiz Estigarribia Gestal, and Thorben Novais Silva Jensen!
Without further ado, here is the January + February Q&A Session w/ Oktagon!
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Can you remove the card art zoom during the game?
We have a feature in its initial phase of development that aims to allow players to disable the card art zoom during battle if they choose so, similarly to how we presented the Card Aid feature.
What are the biggest priorities for the game right now?
There's a lot still in development that should be ready and working as we expect soon. Although it takes a lot of work due to the system's own limitations, we want to keep building new modes and tools for players to enjoy. Our focus at the moment is to build a strong and engaging experience for players through their progression in the game with better first contact, newer and cheaper vault content, and some much-needed fixes for loop exploits.
How is your team planning on addressing problem card(s), such as those that freeze the match or create infinite loops?
We will be implementing a new system that prevents looping. It is fully operational, and it will be up and running in the next major update. Problematic cards are treated on a case-by-case basis, most of the time with specific fixes and many hours of testing.
Are there any plans to improve event times in the near future?
With the way the current system is structured, not much can be done regarding event times unfortunately. We expect to provide a much better experience regarding event duration once the Season system is ready.
Will there be any adjustments to Matchmaking in the future?
Matchmaking will change A LOT. There's no other way to put it. We know many players had their doubts about the recent changes, and given that we're trying to balance the game for a bunch of factors, that's understandable. It's hard, even for us to cover it all. Some thing are ready, and others haven't been fully analyzed yet, so they might not work within the system and need changing. Matchmaking isn't the case though. It won't use Color Mastery anymore. CM should be used in another aspect in the Season system and its event structure.
What are your upcoming plans for Duel Decks?
We have some nice plans regarding Duel Decks. Even though we had a lot to learn and fix in the event, it's a mode we really want to improve moving forward, especially regarding balance. The next Duel Decks is in the concept phase and should appear some time in the second half of the year between collections.
Will we see any balance changes for Planeswalkers that are currently considered weak?
Balancing Planeswalkers is one of our biggest desires right now. Starting with the War of the Spark card set, you'll be seeing the first aspects of how we intent to rework Planeswalkers into the game, both progressively and retroactively. That will be just a preview though! This is something that takes a lot of time and requires systems that aren't in place right now, so we'll take it how we can; one step at a time. First one thing, then tweaks to values and abilities, then another thing (we can't say more right now!)
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Thanks for checking out the combined January and February Edition of the Q&A w/ Oktagon. If you have questions you'd like to ask them for the March Edition, then please submit them HERE
Thank you for submitting your questions from both January and February. We want to thank the following 4 team members over at Oktagon for taking the time to review and answer the questions provided: Matheus Funfas, Alain Valchera, Pedro Rauiz Estigarribia Gestal, and Thorben Novais Silva Jensen!
Without further ado, here is the January + February Q&A Session w/ Oktagon!
----------
Can you remove the card art zoom during the game?
We have a feature in its initial phase of development that aims to allow players to disable the card art zoom during battle if they choose so, similarly to how we presented the Card Aid feature.
What are the biggest priorities for the game right now?
There's a lot still in development that should be ready and working as we expect soon. Although it takes a lot of work due to the system's own limitations, we want to keep building new modes and tools for players to enjoy. Our focus at the moment is to build a strong and engaging experience for players through their progression in the game with better first contact, newer and cheaper vault content, and some much-needed fixes for loop exploits.
How is your team planning on addressing problem card(s), such as those that freeze the match or create infinite loops?
We will be implementing a new system that prevents looping. It is fully operational, and it will be up and running in the next major update. Problematic cards are treated on a case-by-case basis, most of the time with specific fixes and many hours of testing.
Are there any plans to improve event times in the near future?
With the way the current system is structured, not much can be done regarding event times unfortunately. We expect to provide a much better experience regarding event duration once the Season system is ready.
Will there be any adjustments to Matchmaking in the future?
Matchmaking will change A LOT. There's no other way to put it. We know many players had their doubts about the recent changes, and given that we're trying to balance the game for a bunch of factors, that's understandable. It's hard, even for us to cover it all. Some thing are ready, and others haven't been fully analyzed yet, so they might not work within the system and need changing. Matchmaking isn't the case though. It won't use Color Mastery anymore. CM should be used in another aspect in the Season system and its event structure.
What are your upcoming plans for Duel Decks?
We have some nice plans regarding Duel Decks. Even though we had a lot to learn and fix in the event, it's a mode we really want to improve moving forward, especially regarding balance. The next Duel Decks is in the concept phase and should appear some time in the second half of the year between collections.
Will we see any balance changes for Planeswalkers that are currently considered weak?
Balancing Planeswalkers is one of our biggest desires right now. Starting with the War of the Spark card set, you'll be seeing the first aspects of how we intent to rework Planeswalkers into the game, both progressively and retroactively. That will be just a preview though! This is something that takes a lot of time and requires systems that aren't in place right now, so we'll take it how we can; one step at a time. First one thing, then tweaks to values and abilities, then another thing (we can't say more right now!)
----------
Thanks for checking out the combined January and February Edition of the Q&A w/ Oktagon. If you have questions you'd like to ask them for the March Edition, then please submit them HERE
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Comments
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This is great and all, but it does absolutely nothing to address the current problem with the XP system. You guys are telling us "Hey, look at this new shiny thing!" but we don't give a flying **** about that. We want answers to our questions. It's **** insulting that we have received nothing but platitudes, completely empty promises of things to come, and a blatant cold shoulder. We are not idiots. Do not underestimate us.0
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Matthew said:This is great and all, but it does absolutely nothing to address the current problem with the XP system. You guys are telling us "Hey, look at this new shiny thing!" but we don't give a flying tinykitty about that. We want answers to our questions. It's tinykitty insulting that we have received nothing but platitudes, completely empty promises of things to come, and a blatant cold shoulder. We are not idiots. Do not underestimate us.If you criticise someone when they do something, what naturally gets discouraged psychologically is the thing they did. That's a problem when the reason for your criticism lies elsewhere, and when the thing they actually did (in this case a positive communication with some substance to it) is something we want more of.The fact that the community wants other problems to be solved does not change the fact that in general we want more communication like the above.2
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I suppose that's fair to a certain extent. However, that does not change the fact that this reeks of diversionary tactics. They gave us half-hearted lip service answers to our concerns, and then when they had an opportunity to address and clarify things even further, they didn't even bother with the lip service. I don't feel like we should let them off the hook that easily.
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Volrak said:Matthew said:This is great and all, but it does absolutely nothing to address the current problem with the XP system. You guys are telling us "Hey, look at this new shiny thing!" but we don't give a flying tinykitty about that. We want answers to our questions. It's tinykitty insulting that we have received nothing but platitudes, completely empty promises of things to come, and a blatant cold shoulder. We are not idiots. Do not underestimate us.If you criticise someone when they do something, what naturally gets discouraged psychologically is the thing they did. That's a problem when the reason for your criticism lies elsewhere, and when the thing they actually did (in this case a positive communication with some substance to it) is something we want more of.The fact that the community wants other problems to be solved does not change the fact that in general we want more communication like the above.It's always hard to argue when volrak posts.. I agree, the QA was interesting to read and quite promising. The questions were well chosen and the level thingy is part of another topic - plus, it was indirectly stated in the matchmaking part that it requires more analysis and might need changes, this could very well aim at the level system. I see it as a promising sign.1
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starfall said:I don't mind Oktagon letting us know their plans for the future, so long as they are committed to solving the problems they have now instead of moving on from them.
Thank you all for providing your feedback and sentiment. We've been reviewing all your comments and discussing what we can do to try and alleviate these concerns; specifically the concern of high color mastery veteran players being surpassed in level by players that mastered less cards pre-3.2 update.
(In other words, how high of a level should veterans have been given during the initial implementation?)
Aka, we're still having this discussion, and it has not been dismissed yet.0 -
Brigby said:
Will there be any adjustments to Matchmaking in the future?
Matchmaking will change A LOT. There's no other way to put it. We know many players had their doubts about the recent changes, and given that we're trying to balance the game for a bunch of factors, that's understandable. It's hard, even for us to cover it all. Some thing are ready, and others haven't been fully analyzed yet, so they might not work within the system and need changing. Matchmaking isn't the case though. It won't use Color Mastery anymore. CM should be used in another aspect in the Season system and its event structure.5 -
Hopefully you guys can figure out a way to fix the looping issue without destroying spellcasting and end up permanently nerfing jaya and ral izzet in the process but based on the way you folks implemented the leveling system and your rationalizations for staying the course, im not holding my breath.0
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Tourmaline said:Hopefully you guys can figure out a way to fix the looping issue without destroying spellcasting and end up permanently nerfing jaya and ral izzet in the process but based on the way you folks implemented the leveling system and your rationalizations for staying the course, im not holding my breath.
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madwren said:Tourmaline said:Hopefully you guys can figure out a way to fix the looping issue without destroying spellcasting and end up permanently nerfing jaya and ral izzet in the process but based on the way you folks implemented the leveling system and your rationalizations for staying the course, im not holding my breath.0
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Gilesclone said:madwren said:Tourmaline said:Hopefully you guys can figure out a way to fix the looping issue without destroying spellcasting and end up permanently nerfing jaya and ral izzet in the process but based on the way you folks implemented the leveling system and your rationalizations for staying the course, im not holding my breath.Actually, they nerfed it as it was moving to legacy. It was the same update.And the thing people still don't seem to realize is that cycling absolutely needed to be nerfed, for the same reason cards like Baral or Season's Past did way back when.You should not be able to build a deck of 1 mythic/rare and 9 commons and have guaranteed turn 2 wins every single time against end-level bosses.True there are some crazy decks out there in Legacy, but they are incredibly difficult to create and run properly. Allowing someone who has been playing the game for a week to be able to beat someone who has been playing for 3 years is absurd.1
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Likewise, you should not be able to throw Sunbird and Blue Sun’s Zenith in with 8 spells and beat any deck.2
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Matthew said:I suppose that's fair to a certain extent. However, that does not change the fact that this reeks of diversionary tactics. They gave us half-hearted lip service answers to our concerns, and then when they had an opportunity to address and clarify things even further, they didn't even bother with the lip service. I don't feel like we should let them off the hook that easily.
Many veteran players have openly stated that Oktagon would likely struggle trying to integrate their code into the last developer's code... again Oktagon has taken an extra step in this feedback to let us know that this is no easy feat and they are still working towards, not ignoring as many stated in the forums, an end result.
While I get the whole new mastery thing is irritating. . it's a bit too fixated of a response to be fair in ignoring the rest of the news, however irrelevant to you personally. I too hope they can fix it. But I am grateful for the communication we're are getting now.
I'm very curious how this anti-loop thing is going to work. By what they describe vaguely it seems as if it'll prematurely end your turn after X loops. If so... aiyi.... the yelling and the screaming and murderizing2 -
Mburn7 said:Gilesclone said:madwren said:Tourmaline said:Hopefully you guys can figure out a way to fix the looping issue without destroying spellcasting and end up permanently nerfing jaya and ral izzet in the process but based on the way you folks implemented the leveling system and your rationalizations for staying the course, im not holding my breath.Actually, they nerfed it as it was moving to legacy. It was the same update.And the thing people still don't seem to realize is that cycling absolutely needed to be nerfed, for the same reason cards like Baral or Season's Past did way back when.You should not be able to build a deck of 1 mythic/rare and 9 commons and have guaranteed turn 2 wins every single time against end-level bosses.True there are some crazy decks out there in Legacy, but they are incredibly difficult to create and run properly. Allowing someone who has been playing the game for a week to be able to beat someone who has been playing for 3 years is absurd.
A 48/48 with flying and vigilance is a 2.1-3 turn kill on any playable plainswalker in the game.
Perhaps the solution is to change the way the Ai plays the decks and leave play the same for players or seriously reconsider how the new streamlined animation system works so that it stops feeling like the playerbase is being penalized for balance issues that the dev team should be working out in testing.
If this game were entirely free I would likely fully agree but people are making buying decisions with actual money based on play mechanics that end up nerfed, changed or obsolete in a month or two or worse weeks for some folks.
Thats pretty frustrating from a customer standpoint, imo0 -
Brigby said:
What are the biggest priorities for the game right now?
There's a lot still in development that should be ready and working as we expect soon. Although it takes a lot of work due to the system's own limitations, we want to keep building new modes and tools for players to enjoy. Our focus at the moment is to build a strong and engaging experience for players through their progression in the game with better first contact, newer and cheaper vault content, and some much-needed fixes for loop exploits.
How is your team planning on addressing problem card(s), such as those that freeze the match or create infinite loops?
We will be implementing a new system that prevents looping. It is fully operational, and it will be up and running in the next major update. Problematic cards are treated on a case-by-case basis, most of the time with specific fixes and many hours of testing.
In the past we had a perfectly viable looping deck that the AI could not play correctly. Players complained and the devs fixed the problem, by destroying that decks ability to loop.
Looping decks in PQ are the equivalent of combo decks in paper.
Imagine what would happen to paper if they changed the rules and effectively outlawed combo decks. There would be a ton of outrage from the player community and a lot of players would likely quit. It would hurt the bottom line but the game would survive and soldier on. It would still not be a positive thing for players, the game, or its developers.
A quick look at PQ combo decks:
The deck I was referring to was the Naru Meha/Siren's Ruse/Imminent Doom combo. The deck relied on and could combo to a win by casting only these three cards. Since the AI was not smart enough to play it correctly, it could get stuck in an infinite loop that would force the player to quit and take a loss. This was obviously problematic but their solution destroyed the deck and made Naru Meha a mostly useless card as a result.
Another (much stranger) combo deck that was recently destroyed is the Sarkhan's Unsealing/Squee deck. This one died to a change in rules based on casting and summoning a creature. This is a loss I can accept but it would be nice if Sarkhan's Unsealing was updated to "summon" instead of "cast". The AI never could loop this one anyway.
Divine Visitation was probably the next worse offender after the Naru deck. Combined with Murder Investigation and any token creator, the game would go into an infinite loop. This one should have never made it into the live version of the game and a few unscrupulous players took advantage of this fact by including Murder Investigation and Divine Visitation in the same (mono white) deck. There was no reason to include both unless you were intentionally trying to force others into this infinite loop. As far as I know, there was no way to win with this combo in mono white but if you ran it with Poison-Tip Archer, it was a viable, winning combo. This one never should have been an issue in the first place if Divine Visitation was implemented correctly from day one but fortunately it has since been fixed.
So right there are three combo decks that are dead, one because they intentionally shut it down, one unintentionally ruined by a positive restructuring of rules text, and a final one because it was a bug in the first place.
The fix to Naru Meha has since spread to a new rule that disallows copies of cards from being cast on the same turn that they were created. This has changed the way Expansion works and stopped an infinite combo with Blue Sun's Zenith (which is unfortunate but again something I can accept). This change has also made Thousand-Year Storm a mostly useless card which is rather disappointing. Who knows how it will affect cards in the future but at least now it is a known precedent.
My biggest concern is that they are aiming to neuter other combo decks that still exist. I rely on those type of decks to get through TotP in a reasonable amount of time. During the week there are enough "dailies" that you would need to complete 20 games perfectly to get all the rewards from these dailies. Assuming 4 minutes per game and you are looking at an hour and 20 minutes a day to complete the dailies. You aren't going to win every game with all objectives in RT and you aren't always guaranteed a victory in any game. Considering loading times take nearly a minute in between games of the same event, 4 minutes on average per game and 80 minutes total is probably a vast understatement.
If I lose the ability to play these decks as they exist now, I'm probably just going to quit playing. It's not because I like broken things but because they allow me to make this game manageable from a time perspective. I know, I know, I don't have to play all the dailies...but I do. If I'm leaving resources on the table, I might as well just not play at all.
I'm really hoping this is just a blanket statement to answer the question since the two worst offenders have already been dealt with.7 -
This just in, I'm a **** soothsayer. Unfortunately this means that Chrisopher Lloyd is not long for this world.1
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