Oh boy, that’s a lot of work

For the next major update, 0.25.0, the focus will be on improving the new player experience.

For the Newbies

If you’ve tried out the game, you’ll notice that there’s a whole load of information about Skills dumped on you without any sort of “easy” quickstart guide. This makes choosing Skills rather confusing. The update will introduce a level requirement before being able to access a certain Skill.

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This will alleviate some of the decision making burden off newer players until they spend some more time in the game. This also gives players a sense of progression as they level up, unlocking new Skills.

Shaping Things Up

Of course, there will also be Skill changes to make them feel better to use. But no much to say here just yet.

Drop rates for each equipment type has been updated to be even across all types. Previously, it was heavily favored towards swords because there was simply more swords that could be dropped.

Behind the scenes there are plenty of backend changes and bugfixes that improve both server and client performance. Also save files are moving to a more appropriate location. This means you are going to need to manually transfer your existing save files to the new location. Sorry!

Big Things Coming!

As you know, you have 12 slots to fill with Skills you want to bring into a match. As of 0.24.2, there just isn’t enough Skills within each weapon category to incentivize making meaningful choices on what Skills to take in. The end result, just take every active Skill and fill in extra slots with Passive Skills.

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Hmm so many options…

The problem is that the resource given to players is not limiting enough to encourage making a choice. Think gold in an MMO and how players manage what they use the gold on. In this case, the resource being given is the number of slots. There are currently 30 Skills in total. With 12 slots players can pick up to a whopping 40% of the available Skills.

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What choice?!

In practice due to weapon requirements, the amount of Skills available is closer to 18 which would mean players will pick up to 66% of the available Skills. That’s clearly not very limiting when you can pick two-thirds of the Skills. You are utilizing the MAJORITY of what’s available and that’s not good. It homogenizes builds to only picking different Passive Skills.

Rethinking Skills

Over the last month, I’ve been thinking over how I can expand on Skills to give variety to existing Skills and decrease the utilization percentage of available Skills down from 66% to below 50%.

Two straightforward approaches are to decrease number slots a player is given or increase number of Skills available. The former is the easier approach but makes the game less interesting for players. So I decided to take the latter approach, which also means a lot of work.

So in the upcoming update, existing Active Skills will have non-leveling Passive Skills which alter their effects. Pick these up in your Skill slots to get their effects!

Along with these new Passive Skills, I look to bring in new Skills to give more build diversity in each weapon category.

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