almost 3 years
ago -
Call of Duty: Mobile
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0s | hey guys bobby plays here today we had |
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2s | fans submit some of their most burning |
4s | questions about call of duty mobile |
6s | let's go ahead and hop into it |
11s | first question you guys asked was will |
13s | you remove persistence let's see what |
15s | they had to say we're not removing |
16s | persistence just yet but we are making |
19s | some pretty significant changes to it |
20s | very soon for starters while you'll |
22s | still be able to keep your scorestreak |
24s | progression after death you'll now need |
26s | to choose three specific score streaks |
28s | to apply persistence to all score |
31s | streaks will be placed into one of three |
33s | different scoring buckets low medium and |
35s | high |
36s | the uav would be an example of a low |
38s | cost score streak and the chopper gunner |
41s | would be an example of a high cost score |
42s | streak we're also changing persistence |
45s | from being a red category perk to a blue |
48s | category perk |
49s | next up will there ever be more major |
51s | tournaments in cod mobile outside of |
53s | just one per year |
54s | so for right now we're focusing a bit |
56s | more on some one-off tournaments and |
58s | events similar to our battle royale |
60s | world's invitational or throwback |
62s | throwdown from last year to go along |
64s | with of course our world championship |
66s | programming for this year so keep an eye |
68s | out for that stuff it's going to be |
69s | awesome next thing you asked was what |
70s | are some updates and features that cod |
72s | mobile content creators can look forward |
74s | to in the future |
87s | next thing you asked was what's the |
88s | hardest thing about designing a new |
90s | character in cod mobile i think the hard |
92s | part with designing a new operator is |
94s | just |
94s | this character needs to live and have a |
96s | lifespan in the game you need to be able |
98s | to have |
99s | more skins for this character going |
100s | forward we want a strong narrative and |
102s | they have to fit in the broader scope of |
104s | all the operators that we have right so |
106s | we have an existing kind of long time |
109s | fan favorite with um |
112s | gunzo gunzo's got plethora of skins he's |
116s | a he's one of my favorite character |
117s | designs |
118s | and operators in the game super fun to |
120s | work with but we can't have just like a |
122s | multitude of clown type characters right |
124s | so we think about |
126s | how does this character fit into the |
128s | what is their hook what is interesting |
129s | about them in particular we write a |
131s | narrative about them right you think |
133s | about the story and you know who they |
134s | are |
136s | details about their personality |
138s | um what faction are they aligned with |
140s | and how can they fit in with the |
141s | narrative that we're trying to tell can |
143s | we write them into the comic narrative |
145s | that we're trying to tell how can we you |
147s | know tell a story that a grander story |
149s | for this character's evolution for like |
151s | example like templar as far as the |
153s | easiest part about designing |
155s | uh new operators i would say |
157s | there really isn't an easy part about it |
159s | i think the easiest part is once we've |
161s | watched the operator to be honest and |
163s | you can see the fan's reaction to it and |
165s | it's just amazing to see how |
167s | um you know what fans do and and their |
171s | their |
172s | reaction to something that that we spent |
174s | so many times so much time and |
176s | and thought and effort putting put into |
178s | it you know over the span of like eight |
180s | months and we watch this content and |
182s | it's out in the wild we get to see |
184s | everyone's reaction to it and that's |
186s | just that's probably the easiest part of |
188s | the job is just seeing how it how it |
190s | performs and how |
192s | how people react to it the positive |
193s | reactions is great next you guys ask |
196s | what's your favorite operator in the |
198s | game favorite operator in the game i'm |
199s | gonna go with spectre my favorite |
201s | operator is helen park's glam skin |
204s | she's been my favorite operator since |
206s | she came out in black ops cold war and i |
208s | was super excited when we finally added |
209s | her to goddamn i like all of our unique |
212s | to call of duty mobile operators the |
214s | best but my favorite of these has to be |
216s | either my favorite operator is dukedoc |
220s | snoop dizzle reporting for duty |
223s | next up you guys asked what's your |
224s | approach when it comes to balance |
226s | changes for different guns and perks in |
228s | the game and with the new signature |
229s | attachments what's the thought process |
231s | behind adding them and can we look |
232s | forward to more in the future seasons |
235s | when evaluating the strengths of a gun |
237s | we not only look at the peculiarity and |
239s | the graduation but also have more |
241s | detailed data such as |
243s | territories |
244s | kelly ratio at different distances |
247s | to assist us in making |
249s | decisions in all aspects so when doing |
252s | the analysis we will look at the |
254s | performance of the ground in each mode |
256s | which is of course challenge we may |
259s | strengthen some very weak |
261s | points which leads to this can be too |
263s | powerful in search and destroy and |
265s | frontline mode for vr players call of |
267s | duty mobile has really taken their game |
268s | up to stage two over the past year what |
271s | are some big changes that we can look |
273s | forward to in the next year for call of |
274s | duty mobile br |
276s | what we hear the most from our br |
278s | players when we talk to them about what |
279s | they'd like to see |
281s | is more variety in the gameplay that |
282s | takes place on the map |
284s | and so what we're doing is looking to |
286s | pair our new br content with |
289s | uh major holidays or our battle pass |
292s | season themes hi codm dev team i have |
295s | two questions that relate to zombies |
297s | first question is will we get round |
299s | based zombies maps like we had a few |
301s | seasons ago with shino numa and secondly |
303s | would it be possible to add takio's |
305s | voice i know tom kane was forced into an |
307s | early retirement but would he be okay |
309s | with synthesizing his voice for use in |
311s | the game it feels off having dempsey |
313s | richtofen and nikolai but not having |
315s | takeo thanks i know we have a lot of |
318s | hardcore zombies fans out there |
321s | we are looking at bringing the classic |
324s | version of zombies uh back to our game |
326s | the version that's uh currently live in |
328s | the version in china um it's not quite |
330s | as simple as just flipping a switch it |
332s | is a lot more complex than that but it |
333s | is something that we're looking at |
335s | as far as takeo's voice um we don't have |
338s | any plans right now to bring those |
340s | characters back into the game but that |
341s | is a really interesting idea about |
343s | synthesizing his voice |
344s | guns and weapons are always getting |
346s | buffed in nerf how do you guys decide |
348s | how much a weapon needs to get buffed or |
350s | nerfed or even whether it needs to |
351s | happen at all the core goal of our gun |
354s | balance is to have more guns on the |
356s | field |
357s | so you can see that while we continue to |
359s | design new guns we are also continuing |
362s | to pass old ones and the number of |
364s | enhancements are gradually increasing |
367s | we want a player to use their favorite |
369s | weapons without getting frustrated by |
371s | the gaps between guns |
373s | since our goal is to get mortons on the |
375s | field pickerage |
377s | is a key indicator |
379s | greetings dev team my question is what |
381s | are the game's future plans to maintain |
383s | stable competition for call of duty |
385s | mobile with so many new games entering |
388s | the competition this year |
389s | buy and convey my greetings to ghost |
391s | that's a big question |
393s | the mobile shooter market grows bigger |
395s | every year and it's important for us to |
397s | continue to look at what makes our game |
399s | fun and fair |
400s | and i think that means looking at the |
402s | specific needs of our various player |
404s | groups within the game that meaning |
406s | multiplayer battle royale and ranked |
409s | for multiplayer i think that's going to |
411s | look like an increased focus on weapon |
413s | balancing and trying new modes to keep |
415s | the experience fresh |
417s | we were really excited to see the early |
418s | positive reception of ground war and we |
421s | look forward to improving it even more |
423s | in the future |
424s | for battle royale i think that means |
426s | you'll continue to see new and thematic |
435s | that'll be gamepl |
436s | to major holidays so are you guys |
438s | considering plans to optimize the game's |
440s | storage size by maybe adjusting some of |
443s | the file sizes for different characters |
444s | and weapons |
446s | so this is something we are looking to |
448s | add some new features to try to optimize |
450s | uh the content that is on the device to |
452s | try to you know sort of reduce the size |
454s | of the footprint um but the best thing |
456s | that you can do here is to look |
459s | in the download manager um because there |
461s | are lots of tools in there where you can |
463s | down you can delete content that you're |
465s | not using to reduce the amount of space |
469s | that the game is taking up on your phone |
470s | and that's really the best options that |
472s | we have right now for players to take |
473s | advantage of what exactly is your guys |
475s | dev team experience on a day-to-day |
477s | basis how does the dev team come up with |
479s | ideas about the game and then make it |
481s | happen in the game so on a day-to-day |
483s | basis um i usually start off in the |
485s | morning i come in and i look |
487s | at how the game's been performing over |
489s | the last day |
490s | and then you know i also like to spend |
492s | some time during the day going and |
494s | reading comments from players that i see |
497s | online uh you know whether it's like on |
499s | reddit or or reviews to try to get a |
501s | sense of what it is that our players are |
504s | looking for and any issues that they're |
506s | currently having to make sure that we |
507s | get those |
508s | on our roadmap |
510s | and then at the end of the day we |
511s | usually end up having calls with the |
514s | development team uh at timmy in china |
517s | since it'll be the start of their day |
519s | right at the end of our day to make sure |
520s | that we're all in sync about what it is |
522s | we're trying to accomplish further down |
524s | the road when it comes to due season |
526s | generally the team will come up with |
529s | system things first because we're really |
531s | having a strong thing that it can kick |
534s | off when you see them can bring some new |
537s | visual elements like our current reticle |
539s | rate season |
540s | the kv drill is very common for which is |
543s | a little different from what we usually |
545s | do |
546s | and also we extend the theme elements to |
549s | make the gameplay experience to the game |
552s | once we have some solid gaming ideas we |
555s | work from player surveys |
557s | because we like to hear feedback from |
559s | players all over the world |
562s | after we walk to the uh the design |
565s | the engineers will do the magic and make |
567s | it work in the game |
569s | we will have many around all play tests |
572s | with the team make sure everything's |
574s | working make sure the mode is fun enough |
576s | to play and more importantly there are |
578s | no bugs thanks everyone for submitting |
581s | your questions we're excited to see the |
582s | future of cod mobile |