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Novitcz

Creative Dir. (UBI)

135 Posts

Joined 2013-04-08

February 16, 2014 18:18 (about 1 year ago)

Hi Mighty Players,

We hear you.

I’ll post my answers in a single thread instead of posting in the multitude of threads already opened, I think it will be more efficient. I’ll try to cover all main issues being discussed over the forums during the last few days. If I forgot something, I’m pretty sure you’ll gently let me know ;).

We do games because we love creating innovative and entertaining experiences for players. So we’re affected when we see a part of our audience upset about changes we’re making to the game. However, we believe the current phase, which might bring uncomfortable changes for some of you, is a necessary step to reach our ideal for the game. We want to give you the ultimate hack n’ slash sandbox game, where attacking other players castles is a fun and surprising adventure to get what you need, to build your own unique castle.

Let me share a bit what’s in our minds regarding the next updates.

In the upcoming days…
A new patch will bring the following fixes and tweaks:

  • Aggro rings inverted movements and affected creatures issues will be fixed.

  • Some creatures AI bug fixes and improvements (details in upcoming patch notes).

  • Support creatures will be able to follow other creatures near or across traps.

  • Shield duration will be bring back to a normal value (the very short duration was a side effect bug).

  • Attack ticket system fixes. Some creatures (notably in boss rooms) seem to attack even without an attack ticket. This issue is under investigation (hopefully will be fixed before next patch). Having a lot of creatures packed in the same room is not supposed to be that efficient.

  • Crown amount for attacking lower/higher level castles will be adjusted. We’re giving too many crowns when a higher level attacker defeat a lower level castle (we’ll have a better risk Vs reward balance).

  • Slightly more defense points will be given in the lower levels of the castle in order to build better defense sooner in the progression.

  • Traps will be tweaked to be slightly more efficient.

In the upcoming weeks and months…
Beside general balancing and other features, next updates will bring:

  • Castle ‘Back to published version’ feature. This will allow you to revert your castle to its latest validated version if you did some changes/tests and want to ‘undo’ them.

  • Other players will be able to validate your castle (conditions and rewards will be discussed later).

  • Decorative and breakable objects to place in your castle.

  • A 5 sec timer freeze in attack, when you break a gold or life force mine (compensating for the required time to collect the loot from mines).

  • ‘Scout’ creatures, allowing you to link creatures together to create a group than can be aggro at the same time (in this case, you’ll be able to create a group of creatures outside aggro rings boundaries).

  • Heroes will be able to have sort of ‘trap control’ abilities (in order to be able to temporarily neutralize a trap, a group of traps or to trigger them with a ‘decoy’).

  • Creatures Spawning: preventing the ‘massive mob spam’ (and help with performance issues as well:)). I won’t go in to much details now (I can get back to it a bit later if you wish) but basically your castle will be able to spawn a maximum of creatures at the same time. When reaching that limit, no more creatures can be spawned unless a creature dies (it’s not 1 for 1, but related to creatures defense points cost). As a defender, you’ll have to take that into account in your defense strategy to maximize creatures efficiency (without being able to spawn 300 defense point in the same room at once).

And finally, the most important feature we want to roll out, progressively, during the followings updates is the crafting. Beside being able to craft gear and weapons, you’ll be able to craft traps and creatures from ingredients collected in attack.
This system will ensure more variety in castles content (ingredients will drop randomly, so all defenders will not have the same), and let you create even more customized defenses. Ingredients you’ll use to craft/upgrade your creatures (or traps) will have an impact on their stats/behaviors.
For instance (we’re talking design intention here, the final result may vary depending on implementation observations), using a specific ingredient could make a creature immune to fire, which will allow you to use this creature in conjunction with fire type traps to create a more efficient defense setup, but relatively uncommon, due to ingredients rarity.

I hope this gives you helpful insights on where we want to bring the game in the next months…

Cheers.

last edited: February 17, 2014 16:50 (about 1 year ago)

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High Roller

Santiak.

Knight

558 Posts

Joined 2013-05-01

February 16, 2014 18:23 (about 1 year ago)

Good to hear. :)

A few additional concerns:
- Sometimes, abilities - or just regular attacks - will not deal damage to mines. It seems that some of the objects on the mine block the actual hitbox of the mine, blocking the attack despite of actually hitting the mine.

  • Just for clarification, these random resources needed for crafting, they will exclusively be available via drops? I.e. not "buy X amount for bling"? If the latter will be possible - which I personally would hope won't be the case - I do hope that the amounts available for a given amount of Bling, will be sufficiently expensive that it can only feasibly be used as a means of topping off the amount of required resources.

Let's say, for example, that fire-proofing Derps would require 1000 units of Snotter Mucus, while a Defend-o-Tron would require 10,000 units.
The amount available for Bling purchase would be 250 for 15 Bling; enough that you don't feel too ripped off for buying those last 250 you need to craft before hitting the sack, but enough that you'd feel incentivised to actually get them yourself.
Meanwhile, the average amount attained from an attack would be relative to the level of the castle attacked, so going from a level 1, you'd expect 50 or so Snotter Mucus. Level 10, you'd expect 500. Level 20, 1000, and so on.
Of course similar - but relative - numbers would apply for rarer resources; i.e. you might only need 10 units of Bad Dog Hair, but 1 unit would cost 15 Bling, and a level 20 castle would on average yield 2 - 5 units.

On a final note, given the recent removal of timers; will timers play a role in researching?

last edited: February 16, 2014 18:42 (about 1 year ago)

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MIGHTY835941

Ambassador

400 Posts

Joined 2012-09-06

February 16, 2014 18:31 (about 1 year ago)

I for one am glad that you aren't letting the excessive negativity bring you down. I'm guilty of this myself in an earlier thread (though tried to compensate since then). And as to the topic at hand, simply laying out your plans like this is invaluable.

I think a lot of the anger stems from player's frustrations of not knowing why certain things are happening. People want this game to be good, and are confused/angry when major bugs appear without any information.

Edit: I'm hoping this information will make people a bit more optimistic, and want to try the closed beta; https://www.themightyquest.com/en/forums/competitions/topics/unofficialcontestwinakey

last edited: February 16, 2014 18:37 (about 1 year ago)

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darkmage3

Squire

30 Posts

Joined 2013-09-01

February 16, 2014 18:32 (about 1 year ago)

Quote | Novitcz posted on Feb 16 2014 01:18 pm UTC
  • Traps will be tweaked to be slightly more efficient.

Does that include preventing castles from bottle necking long hallways into the boss room with hamster wheels and spring boards? Because that's a big problem and I shouldn't have to use a movement ability or a new trap disable ability simply to get in and out of a room.


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McKeu77

Knight

517 Posts

Joined 2014-01-17

February 16, 2014 18:42 (about 1 year ago)

Hi Mighty Players,
We hear you.

  • Good. :o)

Support creatures will be able to follow other creatures near or across traps.

  • And get killed by them as well...

Attack ticket system fixes. Some creatures (notably in boss rooms) seem to attack even without an attack ticket. This issue is under investigation (hopefully will be fixed before next patch). Having a lot of creatures packed in the same room is not supposed to be that efficient.

  • Why taking away the old 20 point system if the new one is basically the same? You can stack them, but they will attack in a neat order anyway. Sounds like the kid just got a different name, that's all.

Other players will be able to validate your castle (conditions and rewards will be discussed later).

  • I see a huge exploit coming up there. Very high level players offering to validate your near unbeatable castle for real money.

Traps will be tweaked to be slightly more efficient.

  • And kill your own minions even faster. Yay!

Heroes will be able to have sort of ‘trap control’ abilities (in order to be able to temporarily neutralize a trap, a group of traps or to trigger them with a ‘decoy’).

  • Why make traps even more useless? At the moment they are basically just good for killing your own creatures, if the attacking hero is not completely stupid (sorry, no offense meant)

And finally, the most important feature we want to roll out, progressively, during the followings updates is the crafting. Beside being able to craft gear and weapons, you’ll be able to craft traps and creatures from ingredients collected in attack.
This system will ensure more variety in castles content (ingredients will drop randomly, so all defenders will not have the same), and let you create even more customized defenses. Ingredients you’ll use to craft/upgrade your creatures (or traps) will have an impact on their stats/behaviors.
For instance (we’re talking design intention here, the final result may vary depending on implementation observations), using a specific ingredient could make a creature immune to fire, which will allow you to use this creature in conjunction with fire type traps to create a more efficient defense setup, but relatively uncommon, due to ingredients rarity.

  • Before adding something completely new, please get the current system 100% working and tweaked!

I don't want to sound negative with all this, I just mention my doubts. I really appreciate the gesture, but you (we) are not even two weeks away from open beta status, which for a free to play game actually means going live. Players who look into the game are gonna measure you (the game) on their first impression. If it is bad, all promises about future improvements are in vain. If you have a free to play game you have to catch the player from the first moment on. No one has the patience to wait for some months, when there are so many other f2p games out there.

EDIT: The new 'free placement' system makes me feel more restricted than ever!

EDIT 2: We do games because we love creating innovative and entertaining experiences for players. So we’re affected when we see a part of our audience upset about changes we’re making to the game. However, we believe the current phase, which might bring uncomfortable changes for some of you, is a necessary step to reach our ideal for the game. We want to give you the ultimate hack n’ slash sandbox game, where attacking other players castles is a fun and surprising adventure to get what you need, to build your own unique castle.

  • You have managed to achieve the opposite.

EDIT3 (I am sorry): Shield duration will be bring back to a normal value (the very short duration was a side effect bug).

  • I would not go for the 8 hours again. 2 or 3 should be enough if you want to keep the players entertained (replays are a funny thing to watch and on higher levels every attack breaks the monotony)
last edited: February 16, 2014 19:16 (about 1 year ago)

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Chunkier Chunk of Change

Twido8

Squire

18 Posts

Joined 2014-02-09

February 16, 2014 18:52 (about 1 year ago)

Thanks for the communication!

I really like the sound of crafting to make your castle more unique. However I am concerned that the massive mob spam is not being addressed properly. I get what you are saying about fixing the ticket system, but it just isn't an intuitive mechanic in the first place.

I look forward to seeing how this develops.


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Legit Fan

inzip84

Peasant

5 Posts

Joined 2014-01-29

February 16, 2014 19:54 (about 1 year ago)

Will any of these changes directly or indirectly change the biggest problem we've all been complaining about? Namely, the springboard/mine combo sending you directly into the mindless bossroom mob-spam?

I'm not saying that you haven't touched on this, but if you did I missed it (no sarcasm - I genuinly suspect this might be the case) and would really appreciate it if someone could explain to me how the above changes makes the game varied and fun again? ... Because I really, really, want to like this game again.

Also... "part of the players". While I guess 90% is technically "part" of 100%, I can't help but feel that the choice of word isn't really acknowledging how many really disliked (to be polite) the changes.

Thanks for the update, and for any answers to my question.

last edited: February 16, 2014 20:21 (about 1 year ago)

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McKeu77

Knight

517 Posts

Joined 2014-01-17

February 16, 2014 20:16 (about 1 year ago)

Before I get some bad feedback to my posting, I want to make something clear :o)

We, the players, and you, the devs, have a common goal: To make this game worthwhile and the perfect experience for all players (and thus granting you the deserved revenue).
I was, in previous of my threads, accused of being very critical. Yes, that's true! And I embrace that. Critical people might raise concerns no one thought about. It's my job and, as a beta tester, my obligation to question everything the devs throw at us.
I believe my concerns to be qualified enough.
I am not in this forum to offend anyone or to nag out of habit. I just want to mention things, which I believe, might cause future issues. I try to see the long run here, not just the short term benefits.

last edited: February 16, 2014 20:17 (about 1 year ago)

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QuadraticAdam

Knight

867 Posts

Joined 2013-07-18

February 16, 2014 21:00 (about 1 year ago)

Current travesty aside, I'm very glad to hear about the crafting system and how it's not just going to be cosmetic. I knew something was up when all my gear said that it could not be tinted.

I'll echo Twido8's "Thanks for the communication!"
Communication is your best tool at keeping your players happy, no matter what state the game is in. Please, keep talking with us as much as possible. If you could get one of the CM's on a daily devblog or something so players know what to expect and what you're thinking, especially after a patch hits.

That said, the only thing I'm wary about is the idea of a new skill dedicated just for disabling traps. I think that is going to take away from our hero's current repertoire of skills to deal with monsters. Might I suggest instead to modify existing skills to affect traps as well (i.e. having the archer's bear traps also jam up any trap it gets thrown onto for the duration that the bear trap would normally exist).

Please keep us posted.

last edited: February 16, 2014 21:03 (about 1 year ago)

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High Roller

ticxu

Squire

44 Posts

Joined 2014-01-23

February 16, 2014 21:17 (about 1 year ago)

About time we hear from you guys in the dev team... I feel like the game is not as fun as it use too be and has a long way too go be4 it will become fun ...


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