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milkman dad
Aug 13, 2007

Einwand posted:

What, you don't like fighting the bard with sword mastery + rapier mastery + slayer + dualwield who hits you 5 times a second for 2h levels of damage? Or the rogue with crossbow mastery who instantly reloads handbows and is impossible to fight if you aren't also ranged? Or *insert class here* with sprint?

I love my slayer bard and take personal offense that you don’t love him too.

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Demon Of The Fall
May 1, 2004

Nap Ghost
**Early Access Hotfix #44**

**Changes:**

- Fixed an issue where sometimes TSR video options could not be changed to other options.
- Fixed an issue where changing items through Squire while in a party was not reflected in the lobby character.
- Fixed an issue where Francisca Axe and Throwing Knife could not be used when Weapon Mastery was used by another class.
- Fixed an issue where the Crossbow could be reloaded while using Warlock's Phantomize.
- Fixed an issue where certain areas of Goblin Cave could be accessed through fireball jump.
- Fixed an issue where the Goblin Mage's staff animation looked strange when he died.
- Fixed an issue where the Ghost King's clothes looked unnatural when the cloth simulation option was turned off.

- The curve of Spell Casting Speed ​​has been adjusted.
- The curve for Regular Interaction Speed ​​has been adjusted.
- Fighter's Victory Strike are now limited to all melee and ranged physical attacks and bladed thrown items.
- Barbarian's Reckless Attack now only works with melee physical attacks.
- Barbarian's Achilles Strike are now limited to all melee and ranged physical attacks and bladed thrown items.
- Rogue's Ambush, Weakpoint Attack now only works on melee physical attacks.
- Rogue's Poisoned Weapons, Rupture, Cut Throat are now limited to all melee and ranged physical attacks and bladed thrown items.
- Cleric’s Faithfulness now slows targets hit by Divine attacks.
- Cleric's Smite can now only be used in melee physical attacks and has an Attribute Bonus Ratio of 50%.
- Warlock's Blow of Corruption now only works on melee physical attacks.
- Adjusted difficulty in obtaining learning tokens.
- Mindwipe now resets daily.
- As an experiment, party members' names will no longer be displayed in High Roller.

**Developer Comments:**
We thank you for your patience as we continue this adventure with multi-classing experiment. We are collecting great data and are speed running the discovery of perks and skills that are functioning outside our scope that need to be fixed.

We are trying to find a good balance of incentivizing enough play to make the system feel like you are being rewarded for progress without making it feel like an excessive grind. We have decided to make it much easier to accrue learning tokens. You will now be able to collect the maximum 13 learning tokens for your character by reaching level 70 instead of 270. Our internal data shows us that the average player can reach this maximum learning token level in approximately 2 weeks, playing around 2 hours a day.

To assist us in testing more combinations we have also updated the Mindwipe feature so it resets daily. We plan to continue fixing newly discovered broken combinations and improve the balance of perks and skills as we collect this data.

Please know that we hear your concerns about the loss of class identity with the current implementation of the multi-class system. With the lessons we are learning from this system we are working on building a more fleshed out but limited multi-class system for a future season that we believe will address this issue. We will reveal more details in the future.

We’ve also improved some of the formulas for knowledge and regular interaction speed to make it less frustrating for starting characters and certain classes.

High-Roller parties will now need to be more organized and careful in who they target in the dungeons. As an experiment to make the High-Roller experience truly high risk, we are testing a system where party member names are no longer displayed to allies. Thank you and see you in the dungeons!

DisgracelandUSA
Aug 11, 2011

Yeah, I gets down with the homies

The hidden nameplate thing is just a really bizarre change. Like why even waste development time on this?

Demon Of The Fall
May 1, 2004

Nap Ghost
as a primarily solo player in the 3-man map, i actually love that change. it will allow me to punish another player going astray from their group and it doesn't immediately allow the other 2 players to zerg me down, they will actually have to communicate where they are and where I am.

Jiro
Jan 13, 2004

Demon Of The Fall posted:

as a primarily solo player in the 3-man map, i actually love that change. it will allow me to punish another player going astray from their group and it doesn't immediately allow the other 2 players to zerg me down, they will actually have to communicate where they are and where I am.

Agreed, it's also one of the more fun things about watching Tarkov players kill each other on accident.

Einwand
Nov 3, 2012

You idiot.
In this world it's pet or BE pet.

It's going to result in at least one really funny team killing clip at minimum.

Demon Of The Fall
May 1, 2004

Nap Ghost
https://www.youtube.com/watch?v=kHnpKKZdou0&t=83s

I think this is a pretty good summary of the overall state of the game and some ideas to improve it

Demon Of The Fall
May 1, 2004

Nap Ghost
druid has been released on the test servers

Groovelord Neato
Dec 6, 2014


Demon Of The Fall posted:

https://www.youtube.com/watch?v=kHnpKKZdou0&t=83s

I think this is a pretty good summary of the overall state of the game and some ideas to improve it

It's a very good video that's completely right.

Demon Of The Fall
May 1, 2004

Nap Ghost
**Early Access Hotfix #45**

**Changes:**
- Fixed an issue where players could not loot after defeating the Ghost King.
- Fixed an issue where the High Roller Warlord’s rewards were not appropriate.
- Warlock's Dark Reflection attribute bonus ratio changed from 100% → 50%
- Warlock's Blow of Corruption attribute bonus ratio changed from 100% → 50%
- Explosive Bottle damage changed from 3 to 1 and no longer scales.
- The area accessible by double jumping in the Ice Cavern has been limited.
- The High Roller name tag appears again.
- Map rotation is back for all party types.
- Mindwipe now has no time limits.

**Developer Comments:**
We would like to thank everyone who helped us with our multiclass experiment. We learned a ton from this system and from your feedback. Here are our thoughts we’d like to share.

**Why did we do the multiclass experiment in this manner? **
We had limited development resources to work on large systems this season since we were already falling behind schedule on content delivery. We saw good engagement with grind-based systems like the Adventure Leaderboard and Quest system in the previous season. We thought that having to do that grind again, even with changes would not be engaging enough so we wanted to try and give another long-term goal players could work towards that could be implemented with less investment from the design team who were focused on content for the next major push. We knew that character building is a core motivation for many users, and we thought that the multiclass system would be a powerful incentive for these players to flex their creative muscles.

The other motivation for testing this multiclass system was our desire to finally start designing the class progression system since it had been shown in the “coming soon” status for far too long. We had wanted to incorporate a “multiclass” concept into the class progression system early on. As we quickly added lots of perks and skills to the game, things got a bit unwieldy under the hood, making it more daunting for us to start the design work. The multiclass system was a way for us to leverage the creativity and curiosity of the fanbase, fusing crazy combinations to uncover the less-than-ideal bits of code and help us tidy up our implementation. In this aspect the experiment was a success as the underlying execution of the perks and skills have been greatly improved.

**What did we learn?**
We see the multiclass system as a success when it comes to helping us improve the technical state of the game and reigning in unintended interactions. This will help us greatly when we start to build the next class progression system for a future season.

However, when it comes to improving the overall game experience, we fell short. We learned a lot from this test due to the wide diversity of builds built by players, but also learned about going too far in diluting class identity. In the future we’ll do better by maintaining class identity while still enabling options to explore less traditional character builds.  

We also learned that too much RNG for a core component such as class progression, especially gated behind a long grind, is a recipe for disaster. The reward for long-term investments should be more deterministic to allow for strategic planning. If there is high volatility in a core reward that locks players into a limited playstyle, then the opportunity to earn it should not be limited by excessive time commitments.

**What will we do?**
Since we feel that the current implementation is counter to our vision going forward, we plan to remove multiclassing. However, for one week, as a final farewell to this system we will remove the timer restrictions on mindwipes so players can create their wildest creations for a limited time.

After the week, we will completely remove the multiclass system and return to our original class system. We are working on ideas for a newer class progression system and will announce details once we have something more concrete to share. At least for now, we’ll have the traditional class system until the next season. Thank you.

**Updates on the Map Selection System**
We’d also like to share our thoughts on the current matchmaking and map system. Although we had originally promised the return of map selection for the solo queue, we are sorry to announce that we will not be able to fulfill that promise at this time. The original intention behind giving players the choice to select their map was to improve gameplay variety, which is still part of our goal.

Unfortunately, based on our current matchmaking data we realized that splitting the player pools for the solo matchmaking would be unsustainable due to player flow at off-peak times, even in high population regions. Our goal is to get players into good quality matches in a quick manner while offering map variety, and this has led us to consider a complete overhaul of the matchmaking system which we will share with you soon.

This was also the reason why we implemented several “rat-play” mechanics to test the viability of solo players in party lobbies in consideration for combining player pools. Although the tests are ongoing, based on current feedback, we believe that improving support of multiple queue types rather than combining pools is the more realistic option, even though this presents a difficult design challenge for us.

While we work on renewing the matchmaking to better support multiple queues, we still want to offer players more map diversity in the interim. Although we are aware of issues with the previous map rotation system, we believe this system is the best available solution to offer map variety within the limitations of the current population and matchmaking system. To ease issues of non-agency we will implement map rotations with an extremely short rotation timer to make it easier to wait it out if a map you dislike is active. We are aware of the side effects of the short timers but believe the pros outweigh the cons until the fully renewed matchmaking system is launched. Thank you.

Groovelord Neato
Dec 6, 2014


Demon Of The Fall posted:

After the week, we will completely remove the multiclass system and return to our original class system.

lol when I got the ping on discord I was thinking the only way I come back to the game is if they remove multiclassing and well there you go.

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Demon Of The Fall
May 1, 2004

Nap Ghost
**Early Access Hotfix #46**


**Changes:**
- Fixed an issue where rubber banding could occur when hitting objects with a two-handed weapon.
- Fixed an issue where the quest to escape without taking damage was not counted when receiving the effect of the 'Over Healing'.
- Fixed an issue where quest progress could not be updated properly.
- Now, if you acquire an item from an enemy player in a dungeon, even a Handled item will be changed to Looted and you can gain AP.
- Multiclass is disabled.
- Gear score is now displayed around your inventory.
- GBMM is now calculated based on the party's highest gear score.
- GBMM can now be turned off in regions with too few players.

**Developer Comments:**
We’d like to thank everyone for helping us with our multiclass test. In accordance with our previous announcement, we have now removed the multiclass system. Although the experiment was crazy and chaotic, we learned a lot from the test, especially under the hood. We will put what we learned into building a better more traditional training and multiclass system in the future. We’ll let you know more about that system when we have the details ready.

We have made an update to how loot state is handled within the dungeon. In order to reward PvP battles within the dungeons, “handled” items now change to “looted” status when taken from an enemy. These “looted” status items give Adventure Points when taken out from a High-Roller dungeon. This change is motivated to give more weight to PvP fights in High-Roller matches as the loot from highly geared foes can now serve as a legitimate way to rank up the leaderboards in addition to earning gold.

We have also updated the gear-based matchmaking (GBMM) logic. When matching with a party, GBMM no longer uses an average party Gear Score but rather matches based on the highest Gear Score in the party. The Gear Score of some lower grade items have been modified and the total Gear Score is now displayed in the inventory menu. We have also removed GBMM for some of the lower populated regions and have tightened up the ping lock for these regions to prevent abusers from taking advantage of the new ‘looted’ system for the leaderboard.

With the return to the traditional class system, we plan to do a minor balance pass to improve the power curve of low-end skills and spells. One of the tools we plan to utilize more widely is the attribute bonus ratio. In the past we used this sparingly and only used easily recognizable values since this value was not displayed to the user. We have updated the tooltips to better display the effects of the attribute bonus ratio in anticipation of utilizing more custom values.

Finally, we apologize for the delay in the reveal of the season rewards. We are working on a better ‘themed’ reward set and hope to have them announced soon. We hope these rewards will serve as proper motivation to grind the leaderboards once they are revealed.

Thank you and see you in the dungeons!

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