Demiurge_Will said: wymtime said: How often do you feel major updates should occur in the game? Examples of major updates would be DPDQ, champion rewards, 5* tier, CL. Examples of of non major update: balance changes, new PVE, New boss events I think more often than we did in 2017.Our strategy last year was more, but smaller, changes, and while that I think that led to some real and steady improvements in the game, no amount of smaller changes adds up to the excitement of a big new feature.
wymtime said: How often do you feel major updates should occur in the game? Examples of major updates would be DPDQ, champion rewards, 5* tier, CL. Examples of of non major update: balance changes, new PVE, New boss events
Demiurge_Will said: Demiurge_Will said: For sure. There are a few games/companies. mostly in the PC world, that are doing community work that I really admire... Question back at the group - if you could transplant the community approach from any other game onto MPQ, whose would that be and why?
Demiurge_Will said: For sure. There are a few games/companies. mostly in the PC world, that are doing community work that I really admire...
aesthetocyst said: Anticipated problem would be balancing for the round totals. lower health boss means more clear per round, higher health boss means fewer clears per round. Would have to think that through, run some models...
Lystrata said: Is there any plan to review/revise roster slot costs at lower levels?I know this isn't an issue for most forum players anymore (certainly isn't an issue for me), but a lot of newer players that come through my alliance end up quitting because of the roster slot expenses - and there's 0 advice I can give about that.Either they hit a paywall that even multiple Logan's Loonies can't fix, or they need to hoard for months - neither of which is an encouraging option or something that keeps someone interested in the game.There are 150+ playable characters in this game now, but from the time you have around 30, roster slots are at 500hp. That's really, really expensive for new players, who have far greater odds of opening yet another new character these days.From what I can tell, obtaining the volume of characters isn't so daunting as the timeline in which they can even just be added to a new player's roster at all.We had a mass forum meltdown a while back (a year? two? hell if I know, time blurs) about roster slot costs, and it got fixed to a point where it's not an issue for us anymore. But anyone joining the game now is basically locked out in a way that we really never were.
Steve111 said: Can we have an option to remove the dialogue scenes in pve which slows down gameplay, when there is such a high emphasis on speed for ranking in pve?
abmoraz said: ... Do you realize that this will not change rankings at all, just your perception of how you would finish?
abmoraz ... I would prefer auto-play cut-scenes to go away entirely, being replaced by a button next to the "Play/Replay Mission" button that says "Play cut scene(s)" so we could go back and read them after doing our clear.
aesthetocyst said: abmoraz said: ... Do you realize that this will not change rankings at all, just your perception of how you would finish? Not the point. 1 less click every node cleared = the world is that much a better place.
aesthetocyst said: abmoraz ... I would prefer auto-play cut-scenes to go away entirely, being replaced by a button next to the "Play/Replay Mission" button that says "Play cut scene(s)" so we could go back and read them after doing our clear. .That would be better yes. Unlock pages, read the whole issue later on your own time.
abmoraz said:That being said, I would prefer to have the story be a separate part of each node that could be re-read without having to play the node
carrion pigeons said: Could you walk us through the thinking that leads to a character getting buffed/nerfed?You've referenced win rate as being a significant factor in your internal rankings, how important is that compared to other factors, like speed, cross-synergy with other characters, sustainability, or raw usage? How important is PvE relative to PvP in this conversation? Regarding OML specifically, his win-rate could be #1 on the list and he could still be unplayable under most circumstances, if it takes forever to win and he doesn't endure well from match to match.(I don't actually care about the OML nerf specifically, I'm not trying to argue about it. It's just the character that you happened to be talking about when you were discussing nerfs. I'm curious about the process, not the justification for OML in particular.)
Demiurge_Will said: carrion pigeons said: Could you walk us through the thinking that leads to a character getting buffed/nerfed?You've referenced win rate as being a significant factor in your internal rankings, how important is that compared to other factors, like speed, cross-synergy with other characters, sustainability, or raw usage? How important is PvE relative to PvP in this conversation? Regarding OML specifically, his win-rate could be #1 on the list and he could still be unplayable under most circumstances, if it takes forever to win and he doesn't endure well from match to match.(I don't actually care about the OML nerf specifically, I'm not trying to argue about it. It's just the character that you happened to be talking about when you were discussing nerfs. I'm curious about the process, not the justification for OML in particular.) Key metrics we look at are:- Win rates- Usage relative to ownership- How many resources players are investing in this character vs. othersAnd we look at player perception, including:- Sentiment about the character on the forums and elsewhere- How expert players at the company feel about the character- Where the character shows up in power rankings/tier lists- Comments about the character from reviews/surveys/player interviewsWhen those sources give us signals something might need to change, we ask:- From a pure numbers perspective, considered by themselves, is this character balanced? What assumptions underlie that and are they correct?- How's the meta impacting the strength of this character? Is the problem with this character secretly a problem with another character or another class of characters?- How is the way the meta is likely to change in the future going to affect this character?- If the character is too strong and that's causing a bad player experience, is there something other than a nerf that will help? Releasing a counter, or adding a buff to someone else?
This is great info. Thanks. But there is still a constant plea to rebalance (nerf) 5* Gambit. On the other hand, there is a constant plea to rebalance (buff) 5* Hulk. What is the estimated amount of time it takes the Development team to choose a character that they want to rebalance, revising their skills/costs/damage, testing, then releasing the rebalanced character? It would be extremely insightful if you can walk us through the rebalancing process.
How expert players at the company feel about the character
Demiurge_Will said:- How expert players at the company feel about the character