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Chimaka( ͡° ͜ʖ ͡°)

Beta Tester
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Posts posted by Chimaka( ͡° ͜ʖ ͡°)

  1. 1 hour ago, randy19 said:

     

    Every developer from every game has that same mindset. It's just a lot harder to get it right than to say it. No dev ever nerfs something with the explicit intention to make it worthless. It's usually just a result of a dev not wanting to nerf too little, so they nerf too much instead. And I really hope the devs of this game won't make the same mistake. It's easy to say they want to balance top performers without making them unusable, it's a lot harder to follow up on this without overdoing it.

     

    So I really hope that the devs are very, very, very carefull with any kind of nerfs and double and triple check that they don't go too far. There's few things that are as annoying as spending months on building your perfect deck, only for a patch to swoop in and make it worthless junk. That's the kinda stuff that makes people quit the game. Usually devs are too scared that the changes won't be enough that they'd rather overshoot than undershoot and that just sucks for the players of whatever was nerfed, and doesn't bring a benefit to anyone else, because nerfs are inherently destructive in nature, they are just there to take something away, not provide something else. So everyone who plays something different than what is being nerfed has no benefit, only the players of what was nerfed having had their playstyle ruined.

     

    And yes, I get it, I have a fire deck and a Batariel in my deck so obviously people will just dismiss everything I say with a "Git gud" or "You're just scared your crutch won't be OP anymore" or other stupid stuff like that. But I really hope devs are extremely carefull with this. Making small changes and following up on them if they are not enough, is ALWAYS better than making big changes that overdo it. This is especially concerning since the newspost reads that they have made "substantial" changes to T4 fire, which does sound dangerously like the complete opposite, make huge changes, and then see if they don't overshoot way too much, and maybe fix it later if it turns out a pure fire deck is now completely worthless, rather than beeing careful and tactful while approaching the nerf to begin with. That sentence alone made me EXTREMELY concerned for this nerf wave.

     

    Please devs, be CAREFUL, you can always have a second nerf if the first isn't enough, but if you overshoot, people who enjoy this playstyle will be unable to enjoy the game for months to come.

    I'd rather call this a problem of "expectation management". People tend to think and create an image of a "perfect balance" to their own perception and liking, which obviously is not what devs can ever fathom.
    My answer is short for the balance dev-team: once you roll out the changes, always note that you do not expect things to be perfect and want people to give a feedback of "whether it is overshoot/undershoot or is very good and should be left as is for now?". It really is just to manage the expectations of 'the clients/consumers' to be a bit more humble and open for a) critique and feedback, b) acknowledgement of imperfection.

    I personally am not going to be harsh on dev-team in any game if they came out, said "hey, there, this is new balance patch, hope you like it, but do not expect everything to be perfectly balanced. We tested, it was ok. Here are some concerns from us [insert a short a,b,c list]. Tell us it is a bit of an overshoot or not"
    Done.
    Obviously would be harsh towards somewhat arrogant dev-team that rolled out a patch and said "We did this, this and that, we think it is how it should all be, because we think so and is based on our team opinion. We are content with these changes. Enjoy."
    Sense the difference?
    First is communicative, Second is ultimative.
    While yes, first one might appear in the eyes of some to be "unprofessional" or "unconfident", but those kind of people would probably be discontent with anything the devs did anyway - good or bad.

    Anyway.

    ----My personal post on this whole original topic:
    Changes are good. Additional Russian translators, who could be more available with more free time, would be definitely good
    I looked at the survey and wondered about the statistics on PvP and deck powers.
    PvP seems likes being locked out behind the Skill and Tutorial wall way more than Competitiveness. As apparently only about less than 25% of the whole game community that has gone through survey is not interested in it at all.
    Majority (50%) only seemingly has not played the game mode at all, but apparently they answered why (as stated above). This 50% correlates well with the free PvP decks questions btw.
    Thus in reality it all just goes down to the PvP environment being kinda skewed and very unfriendly for people in general other than lacking reward systems, the lack of playerbase or disbalance in faction and whatever else. People would have played if there were AIs to be particularly fair. And i think it is somewhat possible to make a tutorial kind of Map/scenario with a scripted enemy to play against for trial PvP. Or some sort of training grounds with PvP environment where some specific small encounters and scenarios unfold at the player's hands. But of course - this is a bit of a question "where to send the time and effort of the team", and right now it is on the long awaited cPvE and new rPvE presets.

    Regarding the power levels of different decks:

    :natureorb:This one is easily understandable by the huge margin of why Nature has the highest "Overperforming" percentage as well as lowest "Don't know". It is the only newbie-friendly Faction in the game and is the best PvE performer at that level. :natureorb::frostorb:Second after it goes the Stonekins, because it is a splash of Nature. :frostorb:Pure Frost has some skewed underperformance while has the same level of "Don't know" answers. And most likely the people just didn't either rediscover the faction after all the changes or they still think it is all the same and do not try. Or mainly think it is too expensive.

    :shadoworb:Shadow has probably the highest entry-level and skill required to make a good use of it, which is no surprise. :shadoworb::fireorb:Bandits on the other hand the same statistics. Which is good to see, yet we do not see them being discovered well by big margin of playerbase, because Bandit faction probably has Shadow in it and that makes people, who don't know how to play the deck, think of it being similar to Shadow.

    :fireorb:Also. The Fire has an interesting set of stats - it has nearly equal under-/overperforming (with lean towards underperformance), while being played just as often as Stonekins. This may be skewed by the fact that a) Fire is by default was one of the most glass cannon faction in the game; b) it has had no healing; c) Least suitable for cPvE due to sometimes requiring defensive options and them being locked behind Uncommon cards for Pure Fire.

    :frostorb::shadoworb:Lost Souls is highly skewed by LSS deck. But it also has about 3rd or 4th "don't know" answers, which means people either don't play it, or simply do not have any strong opinions on the faction as a whole and most likely use only its T2 and/or T4 cards. This is probably due to the faction being also unattractive to players for having nearly no unique own trait apart from the Remnants that die too soon or have no real value beyond spending too much Energy to proc it. And those who play the deck probably know it is overperforming, thus it is having the 2nd place in "underperforming" right after Nature, btw.

    :fireorb::natureorb:Twilight by the most is probably hated faction for its stupidly uselessness. And this chart is also skewed by the fact that people who try it spread the word about its underperformance and others do not even try it. I am on the same boat tbh. While i did try the deck and know its superb T4, it is still not attractive to play at all. And probably stands as the least attractive due to the most lackluster Faction-ability - Transformation.

  2. BUT WAIT, THERE IS MORE:
    part 2

    8. Banditos

    banditos.jpg.fd776d0fd023ed09f339f35eacd1c0ad.jpg

    Unity ability needs an overhaul in russian.

    Text for Copy-Paste:

    1. Blessed affinity

    Юнит будет наносить больше урона, если в радиусе 25 м от него находятся вражеские юниты. За каждые 3 вражеских наземных юнита, окружающие их, урон, наносимый данным юнитом, будет увеличиваться на 50%. Максимум до 9 юнитов в окружении.

    1. Gifted affinity

    Юнит будет наносить больше урона, если в радиусе 25 м от него находятся дружественные юниты. За каждые 3 дружественных наземных юнита вокруг них, урон, наносимый данным юнитом, будет увеличиваться на 50%. Максимум до 9 юнитов вокруг.

    9. Achievement "The Long Journey Home"

    image.png.da0d5235cfc5663fde66980ec0b05cab.png

    The underlined needs to be changed.
    Text to Copy-Paste:
    карты мороза.

    10. Achievement "Reborn in Fire"

    image.png.b0d5ed894453f27f96ee8ad2d294720f.png

    Change description.
    Text for Copy-Paste:
    Сделайте карты путём Перековки других.

    11. Soulhunter

    image.thumb.png.5ff61b6d755d832017e4c7d626578e9f.png
    The card name must be from capital letter.

    12. The Red King
    image.png.dc2db58d1ae2d11c12fa5287f10e9cee.png

    After the 3rd word put a dot. The sentence makes sense to be finished, but it doesn't have the period for some reason.

  3. Minor mistakes and adjustments.
    Required corrections for cards descriptions in Russian:

    0. Sunken Temple

    image.png.15f8f3ccf7c0ac32b91ce7fd5c761263.png

    Replace the current translation with a different sentence:
    Text for Copy-Paste:
    Перестанет призывать, как только лимит юнитов будет превышен 150.

    1. Pest Creeper

    image.png.5490194cb5a1595c800ad96ca29a8adc.png

    Text for Copy-Paste:
    1 - 6 м : add a spacebar between
    2 - 4 секунды : add [ы]
    3 - область : replace the [ауру] word.

    2. Parasite Swarm

     image.png.92f55b5ba25886851cfc6d668c304960.png

    Text for Copy-Paste:
    1. подразделением -> юнитом : in the first sentence
    2. Цель не должна превышать требования в 3 сферы и максимум в 150 енергии. : replace the whole red squared sentence with this.
    3. созданияx -> юнитах : right in the next (3rd) sentence after the mentioned above.

    3. Mine
    image.png.2694070782a9d82e479e52d35b1c6af4.png

    — wut?

    4. Winter Witch

    image.png.e805e1041a6813950daeb469beb1c5f7.png

    Freezing Ray: parameter needs a fix -> % 35% секунд.

    5. Bandit Lancer and Bandit Spearmen

    image.png.ae3aff9dd5401aa1d2557775f77c2e55.png

    Bandit Lancer card name needs a change, because they are same. This topic has been brought up half a year ago and was agreed upon already, but the change was not applied.

    Text for Copy-Paste:
    Бандиты-всадники

    5. Ironclad

    image.png.c5781641a4f688a49a567c3832da225a.png

    Delete the comma as it is not needed.

    6. Card upgrade interface

    image.png.393d2328e9299a28df953797378c7f33.png

    Word must start from the capital letter -> Купить

    7. Burrowing Ritual
    138076742_burrowingritualrutext.jpg.1c06290372a2eefd1736083b162173ab.jpg

    Gifted Affinity needs a description correction.
    Text for Copy-Paste:
    1. отрядов -> юнитов
    2. отряд -> юнит
    3. каждую секунду восстанавливать 2% от его максимума здоровья в течение. : replace only the red-underlined.

     

  4. I knew about that bug-issue intuitively, but didn't know neither how to properly reverse engineer it and calculate it, nor how to track it down properly. Moreso didn't pay too much attention to the bug itself as I happened to be just lazy \:p 
    Nonetheless - good work, both of You, on not only testing and figuring the issue out, but also finding a solution as well as testing the solution. The assumption & prediction work done as well, which shows how impactfull this is at least in first rough approximations.

    36 minutes ago, Majora said:

    Just some expectation management here: 

    While we do agree this should be fixed ideally, our testing capacities are insufficient for such a change. As this affects a multitude of cards, we would probably require an entire patch rotation to fine tune this. Prioritizing other things would have more benefits even mid-long term.

    testing capacities...
    ...Analyzing seriously i can say: 
    ...That would require the whole playerbase dedicated on play-testing... just by wild approximations; for a significant time... by which i mean at least a full month of just non-stop testing phase... with weekly surveys from at least 25% of the 'testers', 50% more of short replies and report-expressions, and the last 25% creating additional mass of playerbase even if inert....
    This is only testing and reporting the results, which does NOT imply changes or analysis whatsoever. For such a huge data we'd have to create statistics-survey auto analyzers which would show certain coeffs. and % values on multitude of different things... This is a HUMONGOUS machine.

    Wonder what is the stance of the whole community would be. I do not care for asking player groups separately, but just a total survey. Thus leaving a question only to the Throne: execute the survey? Y/N.

    But we all know that the answer is - No. 
     

    My personal opinion: hell yes. Why - look at other RTS and ask yourself how the hell do they work like that... They all have equal damage in AOE (unless it is a 'Gradient Zone' of Effect, which is not much of a different as it still has no cap or distribution, but is strict to gradient formulas). Majority of games also add some randomness factor to numbers in a straight form of random range like 95-105 dmg and also some different implications like "real" numbers with a floating point for damage reductions and such... Maybe 30+ years of game industry knows something???

    Design-wise: I have barely any idea what was the implication behind the design of this damage cap. Perhaps they wanted to make damage resulting outputs more random instead of fixed and square as in.... well... card game du'h. Creating spreading of the damage across the border and multitude of things creating less rounded numerics, spiced up with different melee attack animations of units dealing different damage. But since ranged attacks deal fixed damage and you cannot tie it logically to shooting harder xD So they made this weird damage distribution to all of the targets in the AOE, but it caps out... Why it is not a gradient... who the F knows...

  5. NAME: "First Monument" achievements do not work.
    DESCRIPTION: The following achievements "Going in Cold", "Lighting the Spark", "Nurturing the soil", "Beginning the Ritual" do not work at all, whether you win/lose play cPvE or rPvE (PvP case was not tested). Assume they got broken after the patch, since the "Nurturing the soil" was done once and it was before the 18.12.2021 patch release.

    REPRODUCIBILITY: Permanent at least on my account, no data from other users.

    SCREENSHOT/VIDEO: screenshot under spoiler of the achievement list, (just for convenience) + Replay of a 100% legit match in the attachments

    21.12.2021_Siege of Hope _ shadow orb achievement.pmv

    Spoiler

    image.thumb.png.21220bc0b484b2d3b22e1e531cf6eafc.png

     

    LOG: _log_proxy_latest.log attached. For the log: Approximate timecode of the start 22:56:00.980 - of the end of the match (Seige of Hope) is 23:18:54

    ADDITIONAL INFORMATION: _log_proxy_4.log this log is from 14.12.2021 date. Is to compare the before patch state of the noted achievement that i had described and see how did the progress on one of these worked. Maybe will give some hit.

  6. All Charge abilities - show all the relevant numbers: the colldown in seconds, and total damage done to the target. Affected Cards: Strikers, Enforcer, Giant Slayer (iirc that's all).

    Healing Well - doesn't state that it has 0 initial healing pool, neither does it state at which rate it refills.
    Hammerfall - doesn't it state at which rate it refills the Shield/Healing Pool. Max Capacity is stated only for (Green) affinity.

  7. Yo,

    Really looking forward to the team growth and balancing being one of its direction. Fortunately this will get way more unified through time under lead of a developer rather than just community.

    I rather agreeing with Rankerz here. Be Prepared. Although You have had an experience in this field, and You as well already have a some of the firsthand experience with this project too (and its balancing in particular). Nonetheless be prepared to experience not the most welcoming and easy time, as most of the people, who are interested in the gameplay balance aren't so easy to come in terms with. One of the most interesting parts of dev-side: you get to know why some things are done the way they are, and balance changes in the games are not different in this regard.
    As they say here "Сколько лиц - столько мнений" = "As many faces - as many opinions".

    However, I am still positive about not only the leadership, but the additional developer-team member, because after all it will also objectively benefit the project. Whatever the opinion there may be on Your leadership and the direction of the balancing You shall decide on.

    I shall be waiting for your first deciding topic, so I could contribute to.
    Oh and btw, i have a question @Zyna i suppose translations for the cards and their changes will be handled through @ImaginaryNumb3r:thinking:

    Either way, Congratulations and Good Luck!
    Cheers from Chimaka.

  8. Description: Grove Spirit ability performs incorrectly ingame compared to the description. It is said to heal 5500 in total and 1100 per second, but when the ability is activated you can notice that on the yellow bar there is a missing part of its Healing pool (500 actually) and heals only 5000 in total. It just works like that. Whether activated for the first time of second or whatever else.

    Reproducibility: Permanent.

    Solution: Adjust Card actual numbers to perform according to the card's description. So from 5000 up to 5500 (who cares, we will change numbers anyway ecks dee).

    Video: purely to waste 9 seconds of your life on questionable entertainment. :troll:

     

    Spoiler

     

     

     

    Ladadoos and undead4ever like this
  9. Confirmed this as partially Resolved on the test server.
    Question is how exactly its behavior should work. Currently both debuff auras [+35%] and [+75%] seem to work, but here's how it seems to behave in synthetic Forge tests:
    First [+35%] aura activates, then stays up for a relatively short time, like 3-4 seconds. Does not get changed to [+75%], though only really seldom changes from [+35%] to [+75%] immediately after (i can be just blind). 
    Second [+75%] aura activates only after about 2 seconds as First one depletted, BUT [+35%] reapplies too at the same time, so now the enemy units in the area are under both auras [+35%] and [+75%]. While so, [+35%] aura deplets yet again quite fast, but the [+75%] stays for way longer compared to [+35%]. Then the [+75%] deplets and either sometimes gets reapplied again after about a second or the cycle restarts from the [+35%].

    That being said under both debuff auras [+35%] and [+75%] units get damaged twice, which resolves in a huge short time burst, which actually sometimes outperforms the Batariel (:fireorb:), but mainly against XL units. Against regular (and irregular too) camp formations they perform basically on par. The difference is no more than a couple of seconds, which could be caused by randomness of behaviour on battlefield.

    Ideally [+35%] should get applied, then changed to [+75%] without overlapping each other and without gaps between the stages, when there is no Aura at all. Also [+35%] shouldn't get reapplied WITH [+75%], when the cycle repeats after [+75%] falls off.

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