over 2 years ago - Eternal Return - Direct link

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0s [Music]
11s bye
17s um
19s [Music]
41s [Music]
52s so
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99s [Music]
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177s [Music]
227s ah
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258s [Music]
279s [Music]
311s season seven dip stream i am your
314s special host and no longer gm and soon
318s to be army boy windy i'm gonna be
320s hosting the dev stream for today and we
322s are joined by our favorite wolf and
325s director for eternal return wolf one
328s uh hello everyone i'm ufon from the care
332s dev stream
333s and it's earth's domain director for
336s eternal return
337s this is the second time i'm meeting our
339s players around the world from the
342s uh from the english speaking communities
344s and i definitely thanks everyone for
346s making the time to come see our
348s devstream
350s thank you for joining our dev stream
351s today will fun and without further ado
353s we'll go straight into the dev stream
355s let's go
356s let's go
359s okay let's start today's step stream
363s today's step stream will start with a
365s recap of season six then we're gonna
367s move on to season seven features take a
369s look at some of our upcoming stuff for
371s future seasons for season eight and
372s season nine and we'll go with battle pet
375s we'll go with the battle pass new
376s characters and new skins and end with a
378s q a
380s okay so before we jump into the season
383s six overview i think there's something
385s that needs to be addressed and we want
386s to give an update about it's about the
388s sa server and wolf one will provide a
391s short statement about our current
393s situation about the sa server
395s okay uh
397s we want to first deeply apologize for
400s the sudden announcement the original
402s reason behind the closure was that
406s in the current essay server it's almost
408s impossible for new player to get games
411s the retention rate for new players were
414s plummeting and we believe that they
416s would have a somewhat better experience
419s queuing on the na separate despite the
422s harsh pain
424s however
425s it is definitely our mistake that we do
428s not listen to the important and precious
431s feedback from our community first
433s we really appreciate and thanks the sa
436s community for sticking with us and
439s enjoying it eternally despite our
441s unfortunate
442s circumstance and lackluster support from
446s us
447s as long as there are still people in sa
450s who wish to enjoy and want to play
452s internal return we will revoke our
455s decision to close the server and
457s continue to support
459s the sa server
462s currently in our situation it is hard
465s for us to prepare marketing overseas due
468s to our internal restraints at this
471s moment
472s once we move into official
474s release however we will use
477s that boost to try and
479s sparkle footing in the region again
483s we hope that
485s this misguided decision from us haven't
488s damaged our connection with our players
490s and we'll try and do better next time
494s thank you for sticking with us and we
496s hope you continue to enjoy eternal
498s return
500s yes as wolf once said uh due to our
503s feedback we are really sorry that we
505s weren't able to hear the feedback before
507s we made this decision and we would like
509s to freely revoke or revoke our decision
512s upon closing the essay server and we
514s want to continue to support the sa
517s server we're really sorry we're like all
519s dismissed miscommunication between us
522s and our community and we hope that we
524s continue everyone continues to enjoy
526s internal return thank you so much
529s okay without with that being said we
532s will now jump back into our season six
535s overview
537s okay first we had our summer themed er
540s pass this year pass was actually one of
542s our most popular ones
544s with our cool skins including sue rio
547s and leon
549s and our most lovable season pack skin
551s nikki
552s the transfer console and drone system
554s along with the mutants was also one of
556s the major features implemented in the
558s season we do think that the system has
560s brought a lot of improvements to lumia
562s island and and has helped us address a
564s lot of
566s a lot of like issues currently in
567s internal return
571s the e-bad and esd removal was also a big
574s and really needed change although there
576s were some big issues like regarding
578s balance and all that stuff when it was
580s first removed we do believe that with
582s the removal
583s of ebatt and esd we we also removed a
586s lot of problematic builds and issues
588s with the game as well there's also
590s another planned overhaul regarding
591s damaged stats in season seven so you can
593s look forward to that when we talk about
595s it on the season seven side
599s the rarity overhaul for legendary items
601s was also a big one and we believe that
603s this was actually really well received
605s in terms of it being easier to
606s understand and honestly this should have
608s been a change that we should have done
609s earlier and although there are still
611s some value issues regarding meteorite
613s and blood sample items we'll be able to
616s talk more about that in our upcoming
617s season 8 part
621s there are also the changes to footsteps
624s and go stepping as well
627s and the changes were defined in
628s restricted area display and t-mode
630s restricted areas also helped a lot of us
633s for the like it improved a lot of the
636s issues that were present in the final
637s restricted areas and although it's not
639s the most visible change we do believe
641s that this made a big impact as well
645s we also had the big release of cobalt
647s protocol and since there's a lot to talk
649s about protocol we'll go throughout we'll
652s go throughout the stream talking about
654s cobalt protocol overall
658s okay now this one was kind of big and
662s there were some big changes to the saved
664s plan system and honestly it was a really
667s bumpy one we got the we got a lot of
669s criticism which was all deserved and we
672s totally messed up on this one we'll be
674s going over more of this later today too
676s along with more improvements and fixes
679s that we have prepared for the system
683s here's a full overview of all of our
685s patches that we did throughout the
686s season we come a long way and we still
689s have lots to go
692s okay let's talk about cobalt protocol
696s for for the first time with the crowbar
698s protocol it was a really good one we had
700s a lot of players we had almost a
703s combination of twenty thousand uh yeah
705s twenty thousand
706s simultaneous users across all platforms
709s and there was a lot of positive feedback
711s too
712s due to all of this positive feedback we
714s were really happy about it internally
715s too since it was almost our first season
718s in which we actually showed a lot of
720s growth
721s however as the months came to an end
723s then things became a lot more different
726s yes we thought we were going to the moon
728s but
729s yeah
730s one of our first oversights was
732s releasing cobalt protocol too early
734s opening it during our second patch of
736s the season was really a bad decision on
738s our part
739s because
740s at the start of our season it was going
742s really well on the lumia island site
744s part two because of the well-received
746s season pass along with the new remote
748s drone and console systems really
750s improving it
751s really improving lumia island however
753s after cobalt release uh well like stuff
756s really took a turn because like cobalt
758s stole most of the spotlight and most of
761s our internal attention as well
763s after time passed cobalt protocol
765s gradually decreased but that was also
767s with the warmer reception of our lumia
769s island changes too
771s we really regret the decision and wonder
773s if releasing cobalt in the middle of the
775s season would have been better since a
776s lot of the new a lot of the players
778s would have gotten much more used to the
780s new changes and we would that we would
782s also have been able to address a lot of
784s the present issues that were in that
787s were happening in lumia island
792s another mistake was something that
794s actually happened after the decline of
796s cobalt as fast as our climb was the
799s decline also came quicker than expected
801s this was really sudden and caused a lot
804s of panic internally as well during this
806s time we honestly should have planned our
808s next move more carefully but we think we
810s chose the wrong move of just let's work
813s more let's put in stuff more that will
815s help
816s at the time of the decline a lot of the
817s dev team was focused on preparation for
819s the next season but since we were
821s getting more pressured about season six
823s we started to squeeze in more and more
824s changes
825s the safe plan revamp along with the
828s cobalt mystery supplies were all part of
830s these rushed updates which ended up
832s becoming quantity over quality and
835s i guess it all became kind of lackluster
838s oh mouse cursor
842s okay
842s now
843s i think this is some this is a question
845s that a lot of community is asking a lot
848s so what is our current situation on
851s cobalt protocol uh this is kind of a
853s hard question for us as well so if you
856s look at most of the stats regarding
858s cobalt protocol currently cobalt
860s protocol is our most played mode in
863s terms of hours played but has a slightly
865s low
866s lower dau daily average user count than
868s lumia solos however the average play
871s time for one player per day is actually
872s the longest amongst all of the modes
875s this may even
876s this may bring up the question of if
878s it's the longest played mode can it
880s really be considered a light mode
882s but
883s if you look at the other stats as well
885s uh squad normals also has a higher play
887s time per one person per day so it's
890s really hard to answer that question
891s because it seems like more team mode
893s oriented modes do have a longer play
896s time in general
898s the percentage of pre-made teams is also
901s very an interesting stat regarding this
903s team modes usually have a very high
905s percentage of pre-made teams duo is
907s having a whopping 94
911s of pre-made teams while squads also are
913s around 80 percent cobalt however has a
917s 47 percentage of solo players
919s and only with uh 17 being a whole per
922s over four-person pre-made team which is
925s really different from the other team
927s modes
928s something other interesting is the mmr
932s spikes that happen in the playerbase of
934s cobalt the playerbase usually shows
936s spikes in cobalt at under 600 normal mmr
940s mostly in the beginner's side around
941s 1400 to 20
943s 20
944s 2000 mmr which is mostly intermediate
947s players and uh like players above 3200
950s mmr which are mostly experienced players
952s which gives us a speculation that most
954s of the players playing cobalt are either
956s beginners players who want to improve
958s their character pool maybe intermediate
960s players or players who just like playing
962s cobalt
967s overall cobalt has the highest
970s percentage of the player base coming at
972s around 30 percent as a singular mode
974s however comparing this to lumia island
976s it's basically three against seven
978s because there's only one mode for cobalt
982s the screaming canyons from the other
983s game currently has also the same
985s percentage of players so basically we do
988s feel like
989s uh cross-checking uh cobol protocol is
992s as a place where we want it
994s uh it currently is a secondary mode that
997s can be played along lumia island rather
999s than it being the main mode of eternal
1001s return
1006s so i guess this brings the question of
1008s then like if it's a light mode and not
1010s our main mode why did we update it so
1012s much if it's not our main mode
1014s i can i guess we can say that this is
1016s the result of the pressure that we
1017s talked about earlier
1019s since our numbers were really falling we
1021s tried to include new concepts to help
1023s with replayability which will be one of
1025s our main topics for today
1027s after putting mechanics such as the
1029s shredder and new infusions our cobol
1032s numbers actually increased a lot mystery
1034s supply is also helping out a decent
1035s amount as well
1037s the issue of a light mode but like the
1039s issue of a light mode is that it only
1041s takes so much
1043s until the game becomes stale and loses
1045s its
1046s replayability
1048s the reason behind cobalt's decline may
1050s not just lie in this somewhat unfinished
1052s launch but also in its content resulting
1054s in
1055s but also in its content kind of lacking
1057s resulting in decreasing replayability
1060s what is this palm f
1062s more more spam in chat
1066s for for cobalt's position inside er it's
1069s still being a talking point internally
1071s as well if you only take cobalt into
1073s consideration it definitely needs new
1075s mechanics but as a subsidiary mode for
1078s lumia island new gimmicks that don't
1080s mesh well with lumia would result in
1083s more disparity
1084s not pre-recorded it's not pre-recorded i
1086s can meow meow
1089s this is why stuff like bareness were
1090s removed even if it had good statistics
1093s for player for players playing around it
1095s although there were a lot of updates
1097s regarding cobalt in season six you see
1099s there already being mechanics that were
1100s being developed that weren't able to
1103s make it into
1104s its initial release
1106s uh season seven updates for cobalt will
1108s mostly be mode adjustments
1111s uh for new features for cobalt uh uh now
1115s in the future new features for cobalt
1116s will be introduced in a mid season big
1119s update where after most of our new
1121s features were where after most of our
1123s new features for lumia island has
1125s stabilized
1127s a bit of the rng will also be adjusted
1129s over the season to prevent issues such
1131s as getting like seven deadly rays
1134s as far as in a row and i guess you can
1136s expect more of this info when we talk
1138s more about season seven
1142s okay
1144s and also here's a sneak peek at our new
1146s loading screen for cobalt protocol we
1147s got the drones and we got our dro
1149s condition gamma
1153s okay
1154s here's our favorite topic for today
1156s let's talk about balance
1159s okay so
1161s balance is still a very hard part for us
1164s due to a lot of variables coming into
1166s play
1167s a player in lower tiers can be confused
1169s about their character being nerfed for
1170s high level play and vibrate and that's
1173s also the case for vice versa for players
1175s in higher tiers
1176s although we're always thinking about
1178s better ways to work on balance it's
1180s always not an easy task
1182s we're currently already trying to get a
1183s lot of input from the feedback that
1185s we're collecting over all of the servers
1187s along with the help from my diverse
1188s teams spreading across tiers from lower
1191s tiers to immortal players
1193s but in the end it just seems like
1195s there's no definite answer to the
1197s ultimate question
1200s okay so
1202s here's a question how often have you
1204s guys caught yourself arguing with
1205s another player about character balance
1208s or tear the reason we're bringing this
1210s up is because it shows it's to show that
1212s like there's no real human way of
1214s interpreting or like understanding the
1217s meta and character strength like the
1219s definition and list of op characters are
1222s not always going to be parallel with
1224s someone else's
1225s and so this is why as you guys know as
1228s we said in previous step streams we
1230s reference numbers and statistics for
1232s potential bumps and nerves
1235s and we
1236s okay that's kind of okay too much
1240s we also do realize that statistics are
1242s not perfect but they do actually help us
1245s make decisions
1246s for example tia went through a span of
1248s the season fairly under the radar but
1250s like we were able to recognize our power
1252s with great pilots
1254s uh performing really well so we decided
1256s to adjust our bet
1257s the severity of changes is also another
1259s different
1260s another difficult aspect which we also
1262s talked about last stream because when
1265s while watching your least favorite
1266s character getting heavily nerfed it may
1268s be a great feeling but we also want to
1270s avoid moving characters into an
1273s unplayable state
1274s doing so will sometimes lead to only
1276s further problems down the road and we
1278s want to be sure that we always work
1280s towards the right direction even though
1282s it's a bit slow
1284s we've always made similar mistakes
1286s previously and we will try our best we
1289s are trying our best and we will try our
1291s best to avoid chaotic balancing
1293s situations
1294s by you know like severely changing a
1296s character in one patch
1299s okay so now we'll talk more about our
1303s balance standards and stats we did show
1306s a form last time too
1308s so a lot of our core balance standards
1310s were explained last patch and the
1312s general idea still stands
1315s there are also some tweaks and new
1316s additions being added also which we'll
1318s also be talking about next slide
1320s with the increased number of characters
1322s we've actually gotten a lot more
1323s stricter with our pick rate related
1325s stats here
1326s which is seen in our main standards
1329s if the character beats any of the most
1332s nerf categories they're usually most
1334s likely nerfed
1335s characters on the nerf or on watch
1337s category can also be subject to a nerf
1339s and this will be like decided
1342s decided with you know like further
1344s investigation
1346s so mostly these standards are what
1347s usually help us with getting our batch
1349s of nerves
1352s due to most of these standards being
1353s based on top tiers we also filter out
1355s data based on specific needs which can
1358s be seen here with most of our
1360s mode of our filters these filters check
1363s places in which there are abnormalities
1365s that might need to be addressed
1367s so for example for the stomping for
1369s stomping in lower tiers we're currently
1371s checking the pick rate and average kill
1374s rate for gold or lower
1376s team modes usually use the same sanders
1378s as the ones we use the main
1380s as we use for the main standard which is
1382s used to decide mode adjustments
1386s uh
1386s yeah and we're also trying to implement
1388s a new new filters like our
1391s i think a lot of the players wanted this
1393s uh there's also the server filters where
1395s we'll be able to
1396s get more info about na and eu and sa as
1400s well
1401s so like we will be able to react more
1403s to like specific server needs and their
1406s methods in general we also have a new
1408s addition of ours we also have a new
1411s edition of statistics managers
1412s internally as well so we hope that they
1415s will be a great help in aiding us in
1417s this
1418s in this particular part
1420s uh tournament filters are also
1423s are also still being considered but it's
1425s also but it's currently hard due to do
1427s the insufficient amount of samples that
1429s we currently have for tournaments right
1431s now
1433s since we talked a bit about nurbs uh for
1436s buffs most of the targets are usually
1438s selected most of the targets selected
1440s for the buffs are mostly the ones that
1442s do not show up on our main nurbs
1444s standards so if it's not
1447s shown here mostly let's say
1450s it's not shown on any of these standards
1452s they may be subject to a buff but
1454s usually if a character exceeds a pick
1456s rate of around 2.7 percent it's kind of
1460s hard for them to receive bumps
1462s regardless buffs are usually more
1464s complex due to filtering because we use
1466s all of these filters and like for
1468s example a character could be weak in the
1470s top 1000 but like
1473s they could be filtered on any of the
1474s other filters as well so like if they
1477s are selected here it makes them really
1479s hard to become buffed
1485s and i guess this is another another
1488s question that you can ask it is true
1490s that we can't know everything but by
1492s looking at just these main standards so
1496s when we nerfed more of the abnormalities
1498s based on stats it's it usually caused a
1500s lot of problems as well last time when
1502s we nerfed a lot of the abnormalities
1504s like when we did just based on stats the
1507s meta formed into a place where there
1509s would be like uh characters with an
1511s average pick rate about three percent
1513s but most of these characters were tanks
1515s so
1516s this formed another kind of tank meta
1518s which causes to like buff a lot of the
1520s other characters or nerve nerve hp
1522s resent also
1524s so usually when so to solve issues like
1527s this and not make the same mistakes that
1529s we did we're actually trying to go into
1531s more detail regarding our stats
1534s uh some of these stats here are stats
1536s that we're kind of experimenting with
1538s and because they're more detailed
1541s detailed in nature and they can actually
1542s give us more info about how the game
1544s plays out
1546s for example the k presents that here can
1548s be an inter
1550s it can be an indicator of a character's
1551s ability to solo kill well the average k
1554s plus or the 3k plus percent
1557s uh
1558s yeah the 3k
1559s plus percent stats can also show how
1561s much a character can snowball
1563s others that's like ko percent can also
1566s show how often does this character gain
1568s status in the game let's see like when
1570s they gain at least more objective it can
1572s actually show how often does this
1574s character can gain enough status to like
1576s stay in the game well the k plus 0
1578s percent can be indicators of a character
1581s snowballing off of objected control so
1583s we can know
1584s how a character actually
1586s uh can you like snowball and we can know
1589s more about their game plan
1592s these stats are really these stats are
1594s integrated with our other original
1596s standards because
1598s these stats won't really be like the
1599s core reason for a nerf or above but they
1602s can be indicators of which part of the
1604s character we want to buff or nerf if
1606s they're targeted for an adjustment based
1608s on our original standards
1611s uh but the issue is that for sets like
1614s these like it usually takes a few months
1617s until we know that we can fully
1618s implement them into the system so there
1621s so most of these stats are still being
1622s tested out
1624s and we're not really sure how much of
1626s these stats that we can use in future
1628s balance updates the recent 0.64 patch
1631s was the first kind of patch that we
1633s tested out these stats
1635s and we'll see how this goes and
1638s we'll try and improve on what stats we
1641s need to look for better patches in the
1642s future
1646s okay
1647s now also besides that there's also the
1649s upcoming affinity change that will be
1651s introduced later in the depth stream and
1653s that's also something we're hoping on to
1655s improve a lot of the core balance issues
1657s with the game so we'll also be talking
1659s more about that in the future
1663s okay guys chat needs to be related we're
1666s talking about balance it's very
1667s important you can all call me after the
1669s stream
1672s okay so closing it out finding a perfect
1675s balance in the pvp game is
1678s it's really hard and maybe even
1680s impossible despite it being a very
1681s important and sensitive part of the game
1684s still we also try to continue to find
1686s ways to provide the best way possible
1688s for us to pursue that goal
1691s however balance is a is a major part of
1694s our issues but that isn't the only part
1696s of our issues because
1698s and all in all even though a game is
1700s balanced or not the game has to be fun
1702s and
1703s if we want to bring this fun factor it
1706s it brings us to our next topic of
1708s replayability
1712s okay so our next brick topic will be
1714s about replayability
1716s so what is replayability replayability
1719s or replay value is how much you enjoy
1722s playing that game after you played a lot
1724s of time so and this is actually a really
1726s big part in a lot of these games
1729s let's say you played one game over 1 000
1732s hours
1733s is the game still fun at this point
1735s after playing it with 1000 hours and for
1738s the devs we have to think
1739s how can we provide more fun to these
1741s players and these questions sometimes
1743s become a really big headache for us
1746s uh mostly when you play when you first
1748s play eternal return your
1750s your eternal return when really it
1753s actually feels really really good i can
1755s say that most players here can actually
1757s remember their first win
1758s however
1760s about one thousand one thousand hours
1761s are after like the sensation
1764s it wears off and although winning still
1767s feels good it really doesn't feel that
1769s good as it was before and like getting
1773s second place like at first like this was
1775s an accomplishment but like now getting
1777s second place is just something that
1779s makes you feel bad and like you get mad
1781s about it and
1783s it's no longer something that really
1785s makes you happy and also killing a test
1788s subject really feels different too like
1790s your first kill may have been super
1791s satisfying and like
1793s you like you remember this and you you
1795s feel like you dominated the other player
1797s but like after a thousand hours you just
1799s feel like it's part of the game it's
1800s part of your plan it's no longer a
1803s a high point for your game so
1806s replayability really plays a big factor
1808s in these kind of games
1812s yeah so now we go to the
1815s issue of there is no infinite content
1818s the remote drone and console system was
1820s actually really well was real really
1822s well received that as we said early on
1824s but like even pushing the cobalt stuff
1827s aside
1828s as we approach the end of the season it
1830s really feel like
1832s like nothing has changed at all like
1833s it's always been there and it doesn't
1836s feel new anymore and also cobalt
1838s protocol falls into the same category as
1841s well when it first came out the
1842s reception was really good people say
1844s that like they played cobalt protocol
1846s for hours and they really enjoyed it but
1850s you know as time goes on the feeling
1851s fades out and
1854s in like lumia island being more deeper
1857s in gameplay and has better replay value
1861s people tend to move on to lumia island
1863s more while cobalt
1864s which was always going to be a light
1866s mode lacks the value the repay value
1869s behind it and so i guess what comes next
1872s will always be the ultimate question for
1874s eternal return
1879s so i guess this is why usually pvp games
1882s usually choose the season model players
1884s initially enjoy the game a lot so this
1886s is their amount of fun they're having
1888s playing playing the game so like they
1889s have these insane fun but that fades
1892s away after
1893s after playing and now we get to the part
1896s where there's the season patch and the
1898s season patch is good there's some
1899s improvements your fun goes up slightly
1901s then it begins to fall again
1903s then you go to another season patch like
1905s ah the season patch is good but it's not
1907s that good so it falls down again then
1909s there's the hype patch which brings you
1911s to like oh this is so good this season's
1913s so good so your fun goes up again but
1916s then yes it goes back to
1920s patch bad season
1922s no no okay
1924s yeah it goes to a bad passion fast
1925s season so
1926s it's really hard to keep this balance
1930s okay so
1931s so like
1932s also like taking into consideration of
1934s the genre the genre being a chord review
1936s action game also creates a lot of
1938s variables in an fps game you can meet
1940s the same character in the same building
1942s for over a hundred times but you will
1944s still feel different because there's a
1946s lot of there's a lot of situation and
1948s close call decisions that can be made
1950s like in an fps environment however uh
1953s even though cordobu has these kind of
1955s stuffs
1956s uh they do eventually take stuff like
1958s skill kits buildups equipment
1961s differences into consideration and these
1963s kinds of stuff leads into this into the
1966s discussions of unfair matchups and other
1969s issues
1970s so let's say you can die to luke five
1972s times in a row and you start to be
1974s annoyed about this kind of situation
1975s like it no longer feels new it always
1978s feels like you're dying to luke and it
1980s begins to wear you out
1981s so i get so this is why the amount of
1984s characters is actually really important
1985s to us because like if there's a lot of
1987s characters it would also mean that there
1989s would be more diverse situations and
1991s matchups
1992s so
1993s but like since we already made the
1994s mistakes of making too many too many
1996s characters in a short time period we'll
1999s always keep that in mind and see how we
2001s can improve how we can improve the
2002s roster without overdoing it
2010s so
2011s taking replay value again
2014s one of the reasons that eternal return
2015s was able to stay around this long is
2018s first because of the wonderful community
2020s you guys you guys are the most
2023s important reason that we are here a long
2025s time but the another reason that we were
2027s here for a long time was the mostly the
2030s crafting mechanic the crafting mechanic
2032s is a really
2034s is a really key part of our our game so
2038s when you when in the game when you
2040s usually do combat after combat mostly in
2042s cobalt protocol the replay value falls
2045s very quickly but with the crafting
2047s mechanic it opens a lot of variables of
2050s where to go which build to try out uh
2053s the the early hours of like exploring
2055s this crafting mechanic alone brings
2057s hours and hours of new content because
2061s and you can really try new things and it
2063s will be enjoyable for hundreds of hours
2065s however even though crafting is good it
2067s can't be fun forever
2071s so crafting is definitely not our holy
2073s grail to address all of these gay all of
2076s our issues regarding replay value the
2078s crafting system was originally
2080s originated from like a single player
2082s game style from like survival oriented
2084s games
2085s yeah it can be fun
2087s for a while but
2089s eventually that comes to a halt too
2092s but and the difference between
2093s single-player games and us is for
2095s single-player games you can seem that
2097s you can say that like damn that that
2099s game was really good i i've enjoyed it
2102s for hundreds of hours now i'm just gonna
2103s wait for the sequel but since er is a
2106s pvp originated game it means that like
2109s this is an issue that can't be solved
2111s with
2111s uh future sequels or all that stuff this
2114s is an issue that must be solved right
2116s now
2117s or we can always push out eternal return
2119s too
2122s okay
2123s so
2124s in the end we believe the replay value
2126s needs to come from the player vs player
2129s experience mainly
2131s combat but as we said before repeated
2134s combat is also something that never
2136s lasts long
2137s and we can say this right now this is
2139s why cobalt protocol will probably never
2141s be our main mode you hear you heard it
2144s here first
2145s and then in the moba combat has to uh in
2148s a like a moba kind genre like this
2151s combat has to constantly shift and vote
2154s how the fight works out to what they are
2156s fighting for we need combat but it's not
2159s it should not be just combat it needs to
2162s be diverse and the fight must always be
2164s different than the last one
2168s so our current mission is
2171s it can be done uh it can be
2174s shortened to these four these four words
2176s it's less crafting more fights but the
2179s left's crafting stuff means that in the
2182s sense of not reducing crafting but in
2185s more of the sense of making it easier
2187s and accessible while more fights will
2190s mean in the sense of creating more
2192s diverse situations which players can
2194s enjoy fighting in
2198s and this is actually not that different
2199s from what we said in our previous
2201s streams is that in the sense that we
2203s wanted to shake up more of our current
2205s flow of lumia island with reducing
2208s looting because we as you as you know we
2210s included a lot of materials in most of
2213s the areas or automated the process for
2215s some and we believe that this is all a
2217s part of reduced loading in general and
2221s we've also
2222s included new objectives and
2225s and we also try to like change how the
2228s combat works to provide potential
2229s outcomes as well
2234s so looking back at our updates this was
2236s all almost always the case for the less
2240s the less crafting part we added stuff
2242s like auto loading we added the speed
2244s gates we added the the start the
2247s movement speed buff at the start we
2249s added the bigger boxes and i guess we
2252s can say that the remote drones are also
2254s part that reduces looting as a whole
2258s for the for the diversifying fight stuff
2260s we put in the temporary restricted areas
2263s in season two
2264s and we also put in stuff like the alpha
2266s and omega we put in arguments
2269s auto revives uh mutants and much more
2272s coming in future seasons as well
2274s so this was always a recurring factor
2276s for internal return and we're actually
2278s really excited to
2280s show more on how we continue to plan to
2284s how we how to plan
2285s we plan to continue this mission in our
2288s next season
2290s so that brings us to our part two which
2292s is our season seven features which i
2294s guess everyone is really excited about
2298s so
2299s first here we can see our mystery chart
2302s for our features being prepared for
2304s season seven
2305s our first main feature will be the
2307s escape mechanic
2310s so currently objective control and
2312s skirmishes are ideas that we wanted to
2315s push for quite some while and our
2318s objectives do have some distinctions and
2320s points so let's say tree of life usually
2322s requires a fast plan to make it to the
2324s objective in time while also having
2327s enough stats to
2329s engage in combat while meteorite is more
2332s lenient regarding time concerns but it
2334s could have more variables in combat with
2336s more diverse characters showing up or or
2339s the amount of characters showing up
2341s alpha omega also have their distinct
2343s variables while wikline has the unique
2345s mechanic of traversing the map and the
2348s player needing to follow recline
2350s recline
2351s uh but still even though with all of
2354s these variables in the bigger sense
2356s these objectives are kind of the same in
2359s being almost a complex game of musical
2362s chairs of everyone circling the
2364s objective until someone makes their move
2366s and when they make their move you can
2368s third party
2369s so we want to put in a more diverse
2372s twist in objective fighting in the sense
2375s of a separate phase this is why we bring
2378s in the escape mechanic which will
2380s otherwise be be a phase where you
2382s actually avoid combat
2385s okay so let's say this is a rough draft
2388s of our current lumia island how lumia
2391s island plays out this is a rough graph
2393s of how our how a game of lumia island
2396s works we start with 18 people or 15
2399s start and it usually results in four
2401s early deaths as we reach day two
2404s and as we reach day three usually around
2406s eight people are left and by this point
2409s and by this point in the game you'll
2411s probably know how the game will work out
2413s uh the top the top two or three people
2416s will the top two or three players will
2417s fight for the victory royale or the
2419s others will start to realize they're
2421s probably not going to win under normal
2423s circumstances
2425s uh the picture here says three to four
2427s kills but just imagine that these are
2428s the most strongest players so what do
2431s these players do then do they just give
2433s up uh well this is the time where
2436s players prepare for a third party and as
2439s we reach this final area third partying
2442s this is where most of the
2445s the not the not feeling good third
2446s parties and sometimes are never alone
2449s teaming happens
2452s and okay so let's look at it for a more
2455s broader sense
2456s some characters are able to hit their
2458s power spike through special materials
2461s like force cores or blood samples but
2464s i guess most of the cast will have to
2465s use the
2467s keep up kill mutants game credits and
2469s third party as their most optimal play
2472s after all it is the most logical way to
2474s gain points however that doesn't mean
2477s that the strong players aren't also
2479s third partying so basically it just
2481s becomes a party after partying and
2484s that's kind of not always the most fun
2487s experience of eternal return
2489s and due to disturbed partying another
2492s way that comes up to gain points is here
2494s to pick a more
2496s uh defensive plan
2498s the plan now becomes don't play the win
2500s play to survive and find more
2503s opportunities to third party
2505s so this is why tank builds become
2507s popular as we reach the end of the
2508s season because this is this kind of
2511s becomes of a more safer and easier way
2514s to gain lp
2516s so to stop plays like this this is where
2519s we bring in the escape mechanic
2523s and
2524s where we bring in the escape mechanic
2527s if players are able to escape they do
2529s not lose any points
2532s and so basically it's fixed to not fall
2534s below zero so if you feel like the
2536s chances of winning is dwindling you can
2538s choose to escape instead of relying on
2540s third party
2542s the
2543s issue of tank meda the issue of tank
2545s metas is that when tyrants start start
2547s to swarm the meta everyone results in
2549s following the meta so and when your
2552s lobby is full of defensive builds
2553s sometimes it becomes
2555s the best the best option sometimes
2557s becomes to just follow the flow
2560s however with the escape mechanic it will
2562s result in less players with defensive
2563s builds in the lobby so we believe that
2566s the game state may change
2568s we'll go into more detail about this
2571s so
2572s the biggest question becomes so okay so
2574s you talked all about this about the
2576s escape mechanics so how does this work
2578s so moving into more details about
2581s escape will introduce how you can
2583s actually escape
2584s so to prepare for escaping you will need
2587s two items the first one being
2589s regeneration cups and the second one
2591s being the system shutdown codes the
2593s regeneration cups drop randomly through
2595s wolves bearers or you can obtain them
2597s through supply drops with rare with rare
2599s or higher rarity
2601s these also drop on top of the original
2603s item table so
2605s this will not uh
2607s bother you of any uh farming or looting
2610s and you can always get rid of them if
2612s you really don't need them if you're
2613s ahead or all that stuff
2615s after getting the regeneration cuff you
2617s can then purchase the access code the
2619s system shutdown code from the remote
2621s console although it does say purchasing
2624s i guess you can say that this is more of
2626s a hacking the console to get the access
2629s codes kind of stuff if you put into
2631s warranty perspective
2634s after you have both items you can then
2636s craft a rootkit which allows you to
2638s hyperloop to a secluded location near
2640s dock and once you move to this location
2643s you will no longer be able to move back
2645s to lumia island
2648s inside the secluded area there's an old
2651s dock with a high-tech submarine if
2653s you're the only tough subject that
2654s arrived here for a certain amount of
2656s time you can escape on your own without
2658s meeting anyone else but the catch is
2661s that up to two people can arrive to this
2663s area and then after that the researchers
2665s will block up any more access to the
2667s area
2669s so
2670s now it comes on when there's two people
2672s in the area now in this situation they
2675s can make a decision they can either
2677s write the submarine together
2679s and make it out or they can basically
2681s fight it out as well
2682s and we put a lot of thought into this
2685s but like currently if one person doesn't
2687s want to take the fight both players will
2689s escape at this time the players will
2692s arrive in these green areas here and
2694s both doors can only be opened from the
2696s inside
2697s so basically both
2698s both players need to consent if they
2700s want to fight it over fight over the
2703s submarine and looking at the reception
2706s it is kind of mixed about the mechanic
2708s being mutually
2709s being a mutually agreement but we'll
2711s still keep an eye on it and see how it
2713s goes and maybe we'll tweak it out if it
2715s doesn't work as intended
2717s anything can change
2719s so we'll keep an eye on it and we'll see
2721s how it goes
2724s escaping is also a bit different than
2725s team modes in the sense where when a
2727s team mode when a teammate dies after day
2730s three you can get a guaranteed
2732s regeneration cuff from your teammates
2734s corpse
2735s so
2736s even with the auto revives teams would
2738s have to wait until the end of the game
2740s if one of your teammates dies after day
2743s three and usually this results in your
2746s remaining teammates riding around the
2747s map and honestly this
2751s isn't the greatest experience you can
2753s have in eternal return
2754s and you would rather move on to the next
2757s game rather than waiting
2759s with the new escape mechanic you can
2761s choose to escape with only with only
2763s obtaining the system access code from
2765s remote consoles since it is much more
2767s easier to get the regeneration cuff off
2769s of your teammates
2770s and
2771s also when you move into the secret area
2773s your teammate also also auto revives so
2777s your whole team can escape
2779s however currently in team modes only one
2782s team can escape per lobby because
2785s for lore the submarine ain't big enough
2787s for two teams but it's also kind of
2789s weird from a gaming perspective when two
2791s out of six teams escape from the whole
2793s lobby
2794s so we'll keep an eye on these numbers as
2797s well and we'll see how it goes
2801s here's a more detailed look about our
2803s escape submarine
2804s and for more lure on what happens after
2807s the test subject escapes i think someone
2809s mentioned that how does this like how
2812s does this connect with our lore and
2814s maybe we hope and we really hope to
2816s introduce more of that info as we launch
2818s more of our world building overhaul in
2820s the future which we will
2822s we will also talk more about as we
2824s approach the end of the depth stream
2827s when you ride the submarine you also get
2828s a cool cut scene which i think most of
2830s you have already seen and that one can
2832s be seen
2834s here
2836s okay
2838s yes here
2850s okay
2851s never mind this is the situation in
2854s which like when vote when both players
2856s consent as you can see they can both
2858s open the doors that are here and they
2861s can choose to fight it out and get
2864s and maybe get an extra kill before they
2865s escape which will actually result in
2867s more more points as well so you would
2870s gain an extra boost for escaping too and
2872s here we have aiden escaping
2882s and there it is
2885s i guess we would have to wish better
2887s luck for galazor next time
2890s so there it is this is how this is
2892s basically an example of how the escape
2894s mechanic will play out
2896s and okay let's move on
2899s so
2900s so i think we've showed a lot of our how
2903s our
2904s our escape mechanic will go so we'll
2906s move on to our next big uh that's kind
2909s of the big uh
2911s stuff coming for season seven
2913s with season seven there's also gonna be
2915s new augments
2918s uh augments are a big part of the game
2920s but it sometimes feel it feels very
2922s stale because everyone kind of runs the
2924s same augments but we feel it may be
2928s because there still aren't a lot of
2930s options to take
2931s a lot of them are also locked behind
2933s mechanics such as using your ultimate or
2935s weapon skills so
2937s so they're really awkward to use for
2939s some characters and some of them are
2941s just awkward in terms of power level
2943s just in general
2945s well the design of these augments aren't
2947s perfect
2948s as we said we also believe that the
2950s limited amount of augments in general is
2953s lacking at the moment our legendary
2956s counterpart has 17 main main augments
2960s runes compared to our current 10 and
2963s they also have over three times more
2965s sub-augments than ours
2967s so this
2968s this eventually leads into less
2970s complexity for our system and leads to
2972s the same builds
2974s however uh adding more augments
2976s mid-season is always a ris is always
2978s risky due to balancing issues so we'll
2980s take this pre-season to introduce a lot
2983s right now
2985s okay so we'll first go into the havoc
2988s have a category for havoc we will have
2990s the new adrenaline core augment so
2993s adrenaline will increase your attack
2995s speed for each of your basic attacks
2997s which will stack up to seven times and
3000s the idea of this argument about having
3003s to set up your attacks is kind of the
3005s same with realty infliction because
3007s reality inflation also
3009s needs you to like hit three of your
3011s attacks but i guess royalty is more of a
3014s bursty type choice for weaving your
3016s skills quickly well well this one is
3019s more of a
3019s [Music]
3021s choice for attack speed characters who
3022s want to put in consistent damage
3024s throughout their fights
3027s besides adrenaline frenzy is also going
3029s to have a reduced duration for a more
3031s burst kind of
3034s new burst kind of feeling
3036s maybe similar to
3037s double trouble in cobalt
3041s and i think this is everyone's favorite
3043s category and we're moving into
3045s fortification now fortification is
3047s getting three new augments the first one
3050s being heavy knee pads this one will
3052s provide a passive shield that you'll
3054s have outside of combat and when it's
3057s broken in combat you gain a short immune
3059s to crowd control buff and a small
3061s movement speed buff
3063s this may actually serve as a very good
3065s initiation tool if you have enough max
3068s hp for a significant shield
3071s uh now we'll talk about everyone's
3073s favorite argument diamond shard uh
3075s diamond shard was
3077s originally a
3079s six tool augment which gave defense
3081s damage cc everything you ever need but
3084s we're planning to decrease the defensive
3087s capabilities
3090s decreases defense capability
3092s capabilities while also moving its slow
3094s stat into our newest augment bitter
3096s retribution uh diamond shard will
3099s continue to give a significant defensive
3102s boost
3102s while bitter retribution will probably
3105s be a more cc oriented augment for
3107s approaching your opponent so we're
3108s getting a new diamond shard and
3110s basically a new
3112s better retribution that will make up for
3113s the lost dc
3117s oh and i guess these are also one of
3119s your favorite arguments uh ironclad and
3122s ocw oblivion can wait is not getting
3125s changes but currently ocw is actually
3128s being considered for a remake due to it
3130s due to its original design not really
3132s being fitting for a core augment so
3135s we'll see how ocw goes and you can maybe
3138s expect something to change
3141s down the line
3142s can we use guardian of light instead of
3144s heavy knee pads
3146s we'll see we'll see
3148s these names are not always set so we'll
3150s see
3151s our new sub-augment dynam dash is
3155s also being added and it's actually going
3156s to be an argument for more of our
3158s beginners uh this augment auto uses
3161s strings or food if your hp and sp falls
3164s below a certain threshold uh this is def
3167s uh but like even though if you use
3169s drinks and fruit it's definitely not the
3171s ones that are part of your build so it
3173s won't you know like damage like your
3176s your save plant or anything and it also
3178s gives a small stat buff so
3181s while intermediate players use like
3183s their food and drinks immediately when
3185s entering a fight
3186s sometimes people forget to use high
3188s quality food and most of the beginners
3191s kind of forget using their food so they
3193s may be really it's it's kind of it's not
3196s that hard but it's also kind of
3198s a mechanic that players need to get used
3200s to
3201s to like do it
3203s like to get used to it so with this
3205s augment we believe that it will actually
3207s help more of our beginner players to
3209s become more used to this food and drink
3212s food and drink mechanic while also
3214s giving a small booster stats as well
3215s that will help them in combat
3218s yes so it will basically be the training
3220s wheels augment
3221s for eternal return
3226s okay
3227s lastly is our support arguments our new
3231s new core augment sentinel will provide a
3234s shield to you to you and your allies
3236s when hitting an enemy with one of your
3238s skills
3239s we actually hope that this augment will
3241s encourage players to play more utility
3243s tanks or tank supports and also
3245s characters that are not designed to be
3247s supports can
3248s try and help out their team by providing
3250s shields as well to your team
3252s but we do feel like a lot of the main
3255s support kind of characters will continue
3257s to use
3259s a healing factor
3261s our popular augment healing factor which
3264s is also one of your favorite arguments
3265s will have its skill amp ratio removed
3268s and will be more of a healing oriented
3271s augment now
3274s the second core argument to run it back
3276s provides a movement speed boast towards
3278s characters and damage reduction when
3280s killing in a wild animal or test
3282s subjects this could actually create
3284s strategies involving melee characters
3286s killing wild animals to gain a quick
3287s boost to approach your enemies or maybe
3289s go on a killing spree in team fights the
3293s this one was actually
3295s a big augment in debate which was penny
3297s pincher which gives a 15 credit discount
3300s for your first purchase
3302s and it will give a it will continue to
3304s give a decreased discount each time you
3307s use the console this could open
3309s additional strategies to open
3312s this could open additional early
3314s strategies to get materials like metro
3317s instead of going for a fight instead of
3319s going to fight objectives although i did
3321s say 15 these numbers could also change
3324s at the point of release so this is think
3326s of it as an example for now but we do
3328s want to use this augment to maybe open
3331s up new early strategies
3333s so that player that players can take
3336s okay
3339s yeah transfer consoles i'm sorry if i
3342s said that wrong
3344s okay so i think that brings the end of
3346s our augment introduction and i guess
3349s that puts our total augment count at 34.
3352s we now have 15 core arguments and 19 sub
3356s augments well
3358s well we are still far away from the over
3361s 60 roster of the other game we think
3364s that the with the addition of these new
3366s augments they will try and open up new
3368s diverse plays and maybe open up more
3371s opportunities to take different augments
3373s for certain characters and we also as we
3376s said before we plan to have additional
3378s arguments every season probably every
3380s season
3385s okay moving on to our next feature for
3388s season seven uh as we said we want to
3391s make crafting and farming more
3392s accessible and we hopefully plan to do
3395s this through the completion of our saved
3398s plans
3399s our newly revamped saved plan system
3402s rather than changing how the crafting's
3404s the crafting system works in general
3406s we're planning to give a lot more aid to
3408s players in the crafting process this is
3411s not only for new players but also for
3413s inter
3414s intermediate players too because usually
3416s it's hard for although intermediate
3418s players are
3420s like they get used to the game it's
3422s still hard for them to pick up other
3424s characters due to different builds and
3426s we believe that these improvements can
3427s definitely help in that part
3432s okay before we do start on the part two
3435s first day plans rework we want to again
3438s apologize for the bumpy start of the
3441s safe plan revamp
3443s uh similar to the reload mechanic that
3445s we made a mistake last time we should
3447s have been more careful in implementing
3449s systems like this mid-season
3452s most of the issues caused by part one
3455s was because of our
3457s two-part release which was originally
3459s speculated to be okay when it was on
3462s paper
3463s but
3464s with twisted timelines as you know
3466s pipelines change and stuff stuff gets
3468s pushed back
3469s uh stuff gets pushed back this resulted
3472s in a bad decision
3473s and
3474s stuff got entangled in bugs so we're
3478s really sorry for what happened and
3480s you know like
3482s if you want to give more excuses about
3484s why we made this decision uh one of the
3487s reasons why we rushed to shipping up
3489s this system is when we first started the
3491s system there was a lot of rush of new
3493s players and the new players gave a lot
3495s of feedback saying that
3497s uh it was really difficult to set the
3499s right augments so
3501s and since this coupled this kind of
3503s coupled with our decline of our player
3505s base mid-season i guess the panic ensued
3508s like the panic extended to like parts of
3511s this as well so we tried to push out the
3513s system as fast as we could to like help
3516s with these feedback but you know it's
3518s another big mistake we made and yeah we
3521s definitely shouldn't have done that
3523s and there also has been a lot of
3525s feedback about why didn't we roll back
3528s the system but this was also kind of a
3530s roll back for us it was kind of a
3533s roadblock for us because
3534s uh some features like the bareness
3537s mystery supply system like
3540s features like this
3541s uh we're really we're able to turn it on
3544s and off very easily
3546s so like some features we can roll it
3549s back but the save plan system however
3551s was like it was implemented with a lot
3553s of connections with other core parts of
3556s the code so
3558s yeah it was really like it was really
3561s hard to pinpoint like
3564s like what to bring out and like roll
3567s back each we would have to like roll
3568s back each feature and that that would
3571s maybe create like other situations that
3573s we didn't thought of so
3575s again we chose to try and fix the issue
3578s asap rather than a rollback
3582s the following patches to try and fix it
3585s yeah we uh again we're really
3588s we really feel bad that we wrote it out
3590s in in this situation and we and it also
3593s really felt bad that we weren't able to
3595s roll it back and it caused a lot of
3598s caught up issues like end of the season
3600s and
3601s yeah or i guess there's really not else
3604s to say that
3606s except for the fact that we can say
3608s we're sorry and we'll try and fix it
3609s asap
3614s okay so
3615s what did we want to do with the uh say
3618s plan system as a whole so the whole
3620s point of the
3622s save plan rework was that we wanted to
3624s automate i actually wanted to automate
3626s part of the root system and include
3628s augments remote drones upgrades and
3631s basically make it more accessible to
3633s players and
3635s the next slides will improve more will
3637s include more of our upcoming
3639s improvements and i do want to apologize
3641s that most of these slides are in korean
3643s but like this is due to them like mostly
3645s being under work so they're not actually
3647s in game but photoshopped so there's not
3649s an english version yet so we're sorry
3651s but please understand
3653s oh this one's in english so first we're
3656s there's gonna be a new slot for items
3658s that could be that is needed to be
3659s called through remote drones
3663s and this one was actually a feature that
3665s was asked for a long time uh upgrades
3668s can now be preset into your plan
3670s so by pressing b and opening the craft
3673s ui
3674s the upgrades that have been originally
3676s set in your save plan will be displayed
3678s so you'll be able to choose what items
3681s you you want to take and this is also
3683s going to be
3684s future improved so that uh there could
3687s be like preset plans here and it could
3689s be easily loaded into your craft tab in
3692s game and i'll actually show you an
3694s example in future slides
3697s and there's also going to be a better
3699s better indicator of items that you can
3702s only obtain in that area so it's going
3705s to have an extra yellow border around it
3707s so it's going to be much more clear for
3709s players to notice and this will also be
3711s displayed in your save plan ui in the
3713s lobby as well so you can see the plan
3715s and plan ahead on which items you'll
3717s have to take
3719s yeah which items you most certainly have
3721s to take in that certain area
3726s okay
3727s yeah and there's also going to be extra
3729s slots including excluding the original
3731s stats which could be used for food and
3733s drinks mostly there's even this cool
3735s food and drink icon
3740s okay so as we said this is our current
3743s plan for uh presets for add-ons uh
3746s basically uh you can open your craft tab
3749s using b and by pressing p it will
3752s automatically
3753s load one of your upgrade tabs here so it
3756s will become really easier to load in
3758s your
3759s your upgrades but currently it looks
3761s like this
3762s this feature especially
3765s will probably take around a month so it
3768s could take a bit there's also our cool
3771s little preview of a new item so we'll
3774s see we'll see
3779s another added update is that you can
3781s mark your favorite characters on the
3783s save plan screen in order to find them
3784s more quickly
3786s our character roster has actually gone a
3788s lot bigger so it's kind of hard to find
3790s your character now but we think that
3792s this this is a small improvement but it
3794s will definitely help
3798s okay so
3801s and more about the goal and like the
3803s whole purpose of this new save plan
3804s system is that we want to provide plan
3807s builders with a powerful tool to utilize
3810s with this new system they'll be able to
3812s utilize different features and like
3814s directly from our system rather than
3817s rather than the need to write them down
3819s write them down on the description and
3822s also players would also be able to open
3823s the safe plan understand what they need
3826s as soon as they see the screen
3828s and they will be able to jump into lumia
3830s island without
3831s reading
3832s or
3833s like learning the stuff inside the text
3839s okay next up is affinity uh i think i
3844s mentioned affinity when we talked about
3845s balance because this is going to be a
3847s big uh a combat stats shakeup so it'll
3850s probably affect a lot of a lot of stuff
3853s uh stuff and issues that are currently
3855s in internal return
3857s so
3857s what is affinity so
3861s okay guys
3862s uh i do wanna say that we are gonna talk
3864s about optimization in a few so you can
3867s wait and i we will go
3871s okay so what is affinity uh to put it
3874s simply it's the strength it's the stat
3876s which strengthens skills such as it's
3878s basically works as the magical power or
3881s ability power for larger games and this
3884s like in lord in eternal return this will
3887s be the
3888s uh how test subjects are able to control
3890s strange powers around them bringing them
3892s to their will it sounds like bf
3894s but like you know like it's the same uh
3897s it may be the same thing
3899s okay so
3901s more in the more game side affinity will
3903s be completely replacing the skill
3905s amplification
3907s stat honestly this may seem like a very
3910s sudden change and could be a head
3912s scratcher because it raises the question
3914s of like was skill amp really that big of
3916s a problem compared to
3917s esd or ebad so we'll give a more
3920s detailed explanation about both affinity
3923s and about scale amp and how it worked
3925s and how it impacted the meta
3929s okay the
3930s first advantage of having affinity is
3932s that is that it is more intuitive so to
3936s explain this more we'll talk about some
3938s math
3939s so let's go
3940s so originally when we worked with skill
3943s amp if a skill has 50 base damage with
3945s 50 damage from attack power ratios it
3948s will gain an additional 50 extra damage
3950s if you have 50 skill amp so even though
3953s the skill does not have skill amp ratios
3955s it will still be buffed it will still
3957s get a boost from skill amplification
3959s amplification which is kind of not
3962s intuitive but that's how it worked
3965s also with with skills that had both the
3968s base damage and skill amplification
3969s ratios uh this is what happened so you
3972s have your base damage you get the damage
3974s from skill amplification ratios but then
3976s you additionally get another
3978s amplification from skill amp as well so
3980s basically uh once that
3983s uh boosted your
3985s skill by two times so i know it's mad
3987s it's kind of hard but you know like
3990s follow with me so like with one stat it
3993s will be buffing the
3995s same skill two times so
3997s so it becomes like much more efficient
3999s here but with affinity it's but yeah i'm
4002s sorry
4003s i'm sorry
4005s okay so with the infinity it's going to
4007s be much more intuitive in the sense that
4008s like it's going to be a separate ratio
4010s and it will be
4012s you will get to know
4014s i'm sorry
4016s okay affinity on the other hand is like
4018s much simpler in the sense that it's a
4019s separate ratio so let's say a skill has
4021s 0.5 affinity ratio so if you have 100
4024s affinity you will gain 50 damage that's
4026s it like there's no extra multiplication
4029s let's like scale amplification it's not
4031s complex and it's much more easier to
4033s understand
4035s so
4040s oh oh yeah yeah it's plus plus plus yeah
4043s so you get the idea there's the base
4044s damage you can also get the attack power
4046s ratio and you get the ratio from
4048s affinity
4049s if if the skill has affinity ratios
4052s so it's more it's much more intuitive
4055s and but like that's not the only thing
4057s that's becoming better
4061s okay so i think uh decline there's uh
4065s usually in balance patches there's
4066s sometimes kind of confusion of why skill
4068s amplification is nerfed instead of
4070s defensive stats when it comes to tanks
4073s the reason is behind
4074s some of some of these stats are not that
4076s different
4077s let's say
4078s you're a tank character usually 10
4080s characters have high base power skills
4083s with low stat ratios while damage
4085s dealers have a low base power skills
4087s with high stack ratios
4089s the issue with skill amplification that
4091s is that it boosts skills regardless so
4093s what happened is that if the skill has
4096s high base damage
4097s high base damage mostly skills for
4099s things it still gets a huge boost from
4101s the skill amplification stat
4103s so this means that they will get a
4105s sizable sizable damage boost with only
4107s small amounts of skill amplification
4109s mixed into their build
4111s this is however also an issue for damage
4114s dealers too because
4116s things are benefiting more from this
4118s kind of skill amplification but damage
4120s dealers actually can't really benefit
4122s from this because since stacking scale
4124s amp doesn't really give that like
4126s stacking actually stacking scale
4128s amplification doesn't give that much of
4130s a boost if skill amplification did give
4132s a big boost for stacking this will
4134s become an issue because then things
4136s would just dominate the meta in total so
4139s basically we usually put a threshold on
4142s these skill amplification items
4145s so it comes to the point where damage
4147s dealers would have to mix in tank items
4150s to get the most efficiency out of
4153s their whole item items that stuff so
4156s i get i know that this is really
4159s uh
4159s i guess this this can be really complex
4162s and it can be really a hedge scratcher
4164s so this is one of the reasons why we're
4166s getting rid of this as a whole
4172s okay
4175s yeah and also since uh attack power is
4177s also present in a lot of skills most
4179s characters will need to mix in both
4181s skill amp and attack power to like gain
4184s uh
4184s amount of damage from stats and this
4187s will sometimes
4188s result in awkward moments where skill
4190s casters would have eye attack power and
4192s they would have to auto attack to like
4193s gain the most out of it which is really
4196s weird for a character
4197s so with the inclusion of affinity it's
4200s gonna be okay so forget all about this
4203s stuff of skill amplification just know
4204s that it's it was not very intuitive and
4207s it boosted stuff that they shouldn't
4208s have boosted so with the affinity stat
4211s uh damage dealers were able to stack
4213s more of it and get get better value out
4215s of it than tanks due to their high
4217s ratios while we will also be able to
4219s remove our internal threshold for its
4221s power level so it can also be higher
4223s than scale amplification
4225s so all in all this will mean that
4227s affinity so with affinity damage dealers
4230s would be able to take more damage
4232s related items rather than mixing in tank
4234s items well tanks would be like tanks
4237s would be less efficient going damaged
4239s items so they will have to opt into
4241s going other items
4243s so there will there will no longer be
4245s stuff like uh let's say
4248s so there will be
4249s like the situation in which uh both
4251s damage dealers and tanks would go the
4254s same kind of items will it will mostly
4256s decrease and
4259s uh yeah yeah so
4261s i'm sorry
4264s yeah
4266s yeah so yeah
4267s i'm sorry i'm sorry
4271s okay so all in all we believe like this
4274s this explanation sounds really weird and
4276s it sounds really complex but i do want
4278s to say that affinity will become we will
4280s make uh
4282s okay let's just result it affinity will
4285s make
4285s ratios more intuitive and will also get
4288s rid of some of the abnormal bills in
4290s which tanks would go damage items and
4292s damage dealers would go tank items so it
4294s becomes much more easier for the
4296s community and us looking into the
4298s situation okay i'm sorry we'll probably
4301s explain more about this as we move on in
4303s our future updates and we'll try and
4305s make it more intuitive for you guys also
4311s okay so talking more about uh scale
4314s amplifications issues is that the skill
4317s amplification boosts the power of a the
4320s base power of a skill which means that a
4322s maxed out skill will benefit greatly
4323s from skill amplification this usually
4325s happens in a lot of early fights in
4327s lubia island or at the start of cobalt
4329s where most characters would have one
4331s maxed out skill with one point in their
4333s out since skill amplification would
4336s boost the base power of this mass scale
4338s significantly
4341s than the other skills it would result in
4343s skills like slsq or isq hitting like a
4346s truck while the other skills are
4348s somewhat mild so like the power level
4350s isn't that well
4351s it's not real you know like balance
4353s between the other skills but with
4355s affinity damage will be able to be more
4357s spread out through the skills so it
4359s would matter more for
4361s uh let's say it would matter more for
4363s hitting more of your skills rather than
4366s hitting one skill that deals a lot of
4368s damage so it's better for players that
4370s uh
4371s they miss their skills and not do any of
4373s their damage or like players that will
4376s have to mix in their skills
4378s so with this change we believe that it
4380s will make
4381s early fight early fights very different
4383s than what it was before and overall it
4385s will also become so much better because
4387s like one skill won't do all the damage
4390s that the character has
4395s okay so
4396s we'll give you some examples of new
4398s tooltips with affinity so the beige the
4402s beige beige light color here will depict
4404s the attack power while the light purple
4406s stat will he here will be about affinity
4410s some skill
4411s amplification skills will mostly have
4412s their ratios being changed to affinity
4414s while some skills will actually get new
4416s ratios for infinity as well
4418s so looking at this it will be much more
4420s easier to to tell how much
4423s damage you're going to get rather than
4424s saying scale amplification plus 20
4426s percent uh you can't really tell how
4428s much damage you're going to get from
4429s this but
4430s since it says affinity here right now
4432s let's say you have 0.5 infinity ratio
4434s you're going to get
4436s around 27 uh a power so it's much more
4439s intuitive in that sense
4444s okay so
4446s let's talk more about how affinity will
4448s impact eternal return as a whole so
4450s since there will be a total overhaul of
4453s scale amplification the amount of
4454s changes will be actually pretty huge so
4458s mostly 30 percent about the items will
4459s be tweaked along with about 90 percent
4462s of character skills being added affinity
4464s ratios or being changed to affinity
4467s ratios also about 10 of these skills
4470s will be adjusted to match more
4473s with affinity as well so this will
4475s actually
4476s bring a lot of differences to return
4479s return and how it works out
4481s and also other
4483s other stuff that will happen is that
4485s cellular damage which was created to
4487s create a distinction between which
4489s skills would be affected by skill amp or
4491s not will also be disappearing since
4493s scale amplification is no longer the
4495s case and since the oer damage was also
4497s kind of complex and people weren't
4499s really understanding that
4501s very well also it would be also very
4503s easy
4504s very easier to understand these kind of
4506s damage calculations too
4509s also a few item skills will also be
4511s having new ratios for affinity so you
4513s can be looking out for that as well
4516s so overall with this overall so overall
4519s with this overhaul we plan to make our
4521s stats more intuitive and remove a lot of
4523s our lingering problems in eternal return
4525s but since this is a big change in both
4528s balance and structure we'll try our
4530s hardest to make it a smooth
4533s smooth change as possible without having
4536s very big drastic balance issues
4541s also there are some issues with some
4544s skills having both attack power ratios
4546s and affinity ratios so try and balance
4548s these out for now
4550s we haven't tweaked the we haven't
4552s tweaked these immediately because we
4554s were kind of worried about this you know
4557s like ruining a lot of the current builds
4559s or us running into unexpected issues but
4562s we do plan to make it more simpler by
4564s removing one of the ratios for each part
4566s of the skill through additional balance
4568s patches
4569s okay so ending up affinity i am really
4572s sorry that i wasn't able to
4575s explain this well and i hope that with
4577s our future updates and
4579s explanations will be able to make this a
4581s smooth overhaul in general
4586s thank you for everyone having an
4588s affinity for me
4589s okay and also since there are a lot of
4591s tool tips that were changed please let
4593s us know if any of the tooltips still
4595s have
4596s issues or stuff that wasn't changed and
4598s we'll try and fix them immediately
4602s okay
4603s i think we talked most about the main
4605s features that will be featured in season
4607s 7 and we'll move on more of the other
4609s features
4610s which will be including the skill delay
4613s tweaks mmr improvements crafting mastery
4616s tweaks and
4617s like item movement speed changes and
4619s more
4625s okay so casting delays are this one's
4627s kind of long so for casting delays uh
4630s let's just say a lot of casting delays
4632s and projectile speeds will be tweaked
4634s so around 40 skills including sylvia e
4637s and zahiri will have their casting delay
4639s increased but it will also have faster
4642s projectile speed
4643s with this change what this will change
4645s is that players would have more
4646s opportunities to size step at the
4648s ability when it's being cast at really
4650s close range
4651s uh well the projectile would also
4654s reaches target at the distance in a
4655s relatively same duration
4658s if you see the example gives here camilo
4660s uh
4661s compared to previously camilo will have
4663s a small window of around 0.25 seconds to
4667s try inside sub-zero's e being cast at
4670s like almost these close combat ranges
4672s while we can see the alex projectile
4674s speed here
4676s reaching the
4677s reaching its target almost the same
4679s duration even though it has a extra 0.25
4683s second delay
4684s so
4685s what this will change is that
4687s it will help with productiles that are
4689s seemingly undodgeable at close range but
4691s we also think that this will
4694s uh make it harder to void projectiles if
4697s they're in a more ranged sense since the
4699s projectile will be shown a bit later
4701s than previously but they will still be
4703s the same speed
4704s and it will still hit the target
4706s regardlessly up to speed
4709s okay yeah so basically we want to make
4711s skills more rewarding to hit while we
4713s also want to reward more for dodging as
4716s well
4718s the
4719s league of legends also has like a base
4721s delay of 0.5 seconds for each of their
4723s skills so i guess we want to try and
4726s match this delay
4727s to to make it feel more smoother and
4730s more i guess more fair for our players
4733s currently in eternal return
4738s okay for post delays or after delays uh
4741s around 100 skills with after after
4744s delays
4746s i'm sorry okay our legendary counterpart
4749s not
4751s not the league okay
4753s okay for after delays around 100 skills
4756s or after after delay is removed
4759s okay i said removal but it's more in the
4762s sense of like this delays can now be
4763s cancelled so sometimes it may be weird
4766s for character animations uh when we
4769s suddenly like make these delays to be
4771s cancelled but we'll try and use this
4773s feature called blending to make as
4774s natural as possible so to give an
4777s example of this change
4780s let's see if you see in the example gif
4782s on the left you can see a ayah barely
4784s getting hit by fiora's q while kastner q
4788s which has around a 0.13 seconds of after
4791s delay but with the new change ayah can
4794s now cancel her delay more more quickly
4796s so she will be able to evade skills more
4799s skillfully due to this change
4802s so it will give the players more
4804s opportunities to use their skills to
4807s more skillfully evade other other
4809s characters abilities
4811s uh while caster while casting delays are
4814s more natural in the sense that they're
4816s part of the casting after delays may
4818s feel more clunky and it may feel like
4821s they're hindering reactiveness we hope
4823s that these changes in both casting and
4825s after delay will make skill casting more
4827s smoother in general and we did try and
4830s check every single skill that we are
4832s changing but since you guys are the ones
4834s who know mo who know most about our
4836s characters and love the characters the
4839s most please let us know if these changes
4841s affected anything very weirdly or
4843s negatively and we'll look into it and
4845s see what we can do
4851s okay moving into uh more mmr
4853s improvements now it says rework but i
4856s would say more mmr improvements so
4858s usually in ranked games the most
4860s important part of the game is to gain lp
4862s to boost your rank and players usually
4864s choose the most optimal way in doing so
4867s although we did talk more about
4869s alleviating this through like the the
4871s escape system affinity because like
4873s these things will probably change the
4874s meta
4875s uh the core issue of lp is also
4877s something we do want to look into so
4880s giving more insight of what our mmr
4882s looks like it's usually divided into two
4884s ratings one being dual rating which is
4886s which calculates the amount of kills
4888s and match rating that usually calculates
4891s the placement
4892s placement scores
4894s uh currently for a dual rating when a
4896s kills b the difference between a and b
4898s is calculated so that that's the amount
4900s that is taken into consideration when an
4903s lp is calculated but we think we'll
4905s probably we are planning to change it so
4907s that uh this
4909s this is no longer the case and
4912s the average mmr of the lobby is used
4914s instead
4915s uh although this may make it easier to
4918s understand how much lp you can gain from
4920s one kill by just looking at the lobby
4923s there could be some situations where a
4925s player could be assigned into a high
4927s average lobby get rolled by a higher
4928s learning player and lose tons of points
4930s too
4931s so due to these issues we are
4934s putting some more thought into these
4935s kind of
4936s changes
4938s and we will look into like possible more
4941s possible approaches as we move on
4942s towards it
4944s but
4945s for more immediate changes we'll be
4947s definitely decreasing placement points
4949s in general
4951s the issue is that one of the main
4953s reasons why i think made us become so
4955s prevalent is beca and discourage more
4957s aggressive plays is because they're like
4960s these placement points give enough
4961s points for them to progress so
4964s and these cause these kind of issues
4967s so in season seven placement points are
4969s getting a hit well in season eight we
4971s will probably be able to shake more of
4973s this internal issues with other features
4976s and more improvements
4982s okay our next topic is decreasing
4984s crafting mastery for crafting multiple
4985s items of the same category although it
4988s can be classified as some of the skill
4991s this part wasn't really considered as
4993s the most fun way to play eternal return
4996s yeah basically the shoe factory the shoe
4999s factory tactic uh crafting multiple
5001s equipment of the same category will now
5003s provide decreased mastery for example if
5006s you already crafted a leg item your next
5008s craft even if it's a different item in
5010s the same category it will only give 70
5012s of the mastery these numbers are still
5015s under decision and they may be changed
5018s and an additional craft will give you
5020s around forty nine percent and the next
5022s thirty percent thirty four percent and
5024s so on
5025s uh crafting items outside the category
5027s will still give you the original amount
5029s of mastery so crafting the same amount
5031s of items will give you decreased but the
5033s new arm item will give you the same
5035s amount of mastery
5036s uh as i said the 79 percent is still a
5039s placeholder for now as seen in the as in
5042s the image so we'll see how we can we can
5045s tweak it to its best but currently our
5047s plan is to discourage this plan this
5049s kind of playstyle
5052s however since this means that there is
5054s free time that you would have used to
5056s craft these items in the mid to late
5058s game we do expect a new strategies being
5060s popped up for players to use this i
5063s to use this time to make more diverse
5065s strategies
5069s okay so luck movement speed rework so
5072s legs leg items are also getting
5074s adjustments so they basically provide
5076s all
5077s of the same amount of movement speed so
5080s uh in general all epic leg items will
5082s provide a movement speed of 0.27
5085s legendary items will have more movement
5087s speed but this will at least this will
5089s help with movement speed differences in
5091s the in the first crap stage
5093s with this change we believe that
5094s characters will now be able to choose a
5096s more viral
5097s variety of leg equipment rather than
5099s bumping their heads on which item has
5101s more movement speed and they will have
5103s to resort to that in general
5106s this will allow for more diverse routes
5108s and also unfair chases caused by
5110s movement speed differences may decrease
5112s in the process as well
5114s with these changes other stats
5116s will also probably be adjusted based on
5119s this change
5123s okay so these are more improvements and
5126s starting with the character info
5128s improvements this one was also a feature
5130s that was requested for quite a while and
5133s a lot of the character info section will
5134s be improved to now provide a lot of new
5137s a lot of valuable information you can
5139s now check the amount the actual amount
5140s of damage the amount that you gain from
5143s weapon mastery bonuses and more and also
5145s hovering over stats like omni siphon or
5148s the new affinity stat will also show
5150s what the stat stat is and what they do
5152s so it'll be much more easier to learn
5154s these mechanics
5155s it yeah it'll be much more easier to
5157s learn these mechanics in general and you
5159s won't have to resort uh looking up the
5162s wiki for e to know which is which
5165s uh these are still in the works and
5167s we'll probably release them uh
5169s probably mid-season during season seven
5173s and this was something that was promised
5175s for a long time and we're really sorry
5176s that we were so late on this one but we
5178s hope to deliver it by this season
5180s finally
5184s uh game two game two tips in game will
5186s also become a lot prettier uh players
5188s can now ch can now choose to see a more
5191s simplified or advanced tooltip version
5193s of their skills which was actually
5194s pretty requested and items will also be
5196s very prettier with cool colors in
5198s general and they will be also be divided
5201s into
5202s to be more cleaner in general as well
5206s also you can also check the performance
5208s of your augments you know how much
5209s damage it dealt how much times you use
5211s the augment so we will probably
5213s tell you how much you're actually
5215s utilizing the augment and maybe give you
5217s more information about what arguments
5218s you should actually use on this
5220s particular character
5222s and as i'm said i'm sorry these are in
5224s korean these are mostly these are mostly
5226s still in the works so we're really sorry
5229s that we weren't able to provide an
5230s english screenshot
5236s okay the next improvement that we're
5239s going to talk about is the base attack
5241s speed or minimum attack speed uh
5243s regarding base attack speed we first got
5245s to talk about the base attack speed per
5247s weapon
5248s the difference between these weapons are
5250s actually quite big
5252s since the attack speed gained from items
5253s is multiplied with the base attack speed
5256s it really plays a key role in your auto
5258s attack dps
5260s some weapons increase your attack speed
5261s too much to the point the kiting is no
5263s longer efficient and you would have to
5265s resort to uh you know like attack ground
5269s on the other hand summer burns are have
5271s too slow attack speed to the point that
5273s they actually don't feel reactive
5275s so for now we're we'll be setting a
5277s minimum attack speed of 0.625
5282s which means that we're not we will not
5283s be increasing the attack speed of each
5285s weapon but will rather be setting a
5287s certain threshold for each weapon so
5290s that your attack speed does not go below
5292s for that so for example with a slow
5294s attack speed weapon like axe weapons the
5297s x weapon's attack speed will start at
5299s 0.625 at the threshold but will not gain
5302s extra attack speed until you gain enough
5304s attack speed to go over 0.625
5308s for this one rather than doing a
5310s complete overhaul at the start of the
5312s season we'll start little by little with
5313s balance patches
5315s and we'll also likely go with more
5317s attack speed adjustments for buffing or
5319s nerfing weapon types that have a really
5321s fast attack speeds or really slow attack
5324s speed
5331s okay moving on to more map changes
5333s here's some environmental and visual
5335s changes for visual changes there aren't
5338s really a lot because a lot since a lot
5340s of the improvement stuff was implemented
5342s with our last season and the art team
5345s was worked really hard on developing the
5347s new visuals and environment for cobalt
5349s protocol too
5351s and
5352s usually this kind of visual work is
5354s actually one of the most hardest part of
5356s game development and usually maps like
5358s this take almost up to a year in some
5361s games as well so like we'll have these
5363s small improvements for this season but
5365s the i believe that these changes will
5367s actually be pretty big so the first
5370s change the first actual environmental
5372s change we will have is the tree of life
5374s being moved from hotel to temple
5377s so hotel tree was usually a very big
5379s problem
5381s because due to the
5382s the speed gates being really close to
5384s the tree
5385s so with the tr so we believe that this
5387s will actually
5391s it's
5394s aren't we moving the hotel tree
5398s yeah the hotel to temple yes yes it is
5401s the hotel tree to temple
5405s yeah so that will also be probably
5407s helping more
5413s oh i'm sorry yeah that will be also be
5415s helping more of the
5416s unintuitive plays that happen around the
5418s speedgates also with the tree of life
5421s changes meteorites will no longer spawn
5423s in temple so that's also something you
5424s need to keep an eye on
5426s on a side note temple is also getting
5428s these cool visual changes when used
5430s sensors so that will also be going well
5433s with around with the surroundings
5435s uh the building inside dock is also
5437s getting an extra door so characters with
5439s no wall jumping skills could more easily
5441s traverse this area because this wall was
5443s actually really hard to get around so we
5445s believe that this will help with
5448s traversing the area too for
5450s for characters with not a lot of
5452s movements movement related skills
5455s door gaming
5459s there's also going to be some
5460s improvements for team modes as well wild
5462s animals which were always an issue
5464s because all of your teammates would have
5466s to hit a particular animal in order to
5468s get the exp from it wasn't the really
5471s most intuitive play
5473s so from now on wild animals will now
5475s give exp to all team members and a
5477s certain radius upon dying so that's
5479s actually a pretty sweet change
5481s teams will now also be divided more
5483s cleanly inside the ui for better
5485s information relay and for easier
5487s checking in combat situations
5491s team modes in the long run will probably
5493s need to provide a good experience when
5495s playing with randoms
5497s so it's really important for us to push
5499s these kinds of changes that will make it
5501s more easier to coordinate with your
5503s teammates and maybe play with more
5505s randoms as well so we can we'll continue
5508s to try and like provide improvements
5509s that will make it easier to work with
5511s your teammates as a whole
5518s okay so these are all of the season
5520s seven features coming for lumia island
5522s and we uh we hope that the more
5525s structural changes that were mostly
5527s present in season seven will help
5529s stabilize and improve blooming island
5530s for seasons to come and
5533s remove a lot of the current issues that
5534s we currently have
5537s now that's all we have prepared for
5539s lumia island next we'll talk about our
5541s previously mentioned mid-season cobalt
5543s update
5546s okay
5547s since there's no rain for cobalt
5548s protocol we should be able to put a
5551s sizable patch during the season
5553s which will also avoid us uh
5556s overshadowing any of the changes that we
5558s make for lumia island
5560s we'll also target around okay so we'll
5562s not probably make the mistakes that we
5564s made last time
5565s mid-season also being the time where
5566s some of the excitement for new features
5568s will wear off it seems like actually it
5570s seems like a good time to implement this
5572s kind of patch
5573s we know there are concerns about more
5575s extensive cobalt updates but we do
5577s really feel we do feel like we need to
5579s improve the replay value for cobalt
5581s players as well so we'll try and use
5584s these mid-season updates to maybe
5586s refresh the season while also helping
5588s the environment for cobalt protocol
5591s also we're also trying to see if we can
5593s implement features that will actually
5594s blend in with some of the mechanics from
5596s lumia island so that these will help the
5598s learning process rather than these
5600s features being cobalt exclusive
5603s season 7's update for pro protocol will
5606s focus around the relic system being a
5608s more refined version of our current
5610s mythic accessory system
5612s rolex are going to be divided into three
5615s categories uh the first one being active
5617s skills which will provide powerful
5619s active skills currently we have
5622s the cobalt blue and we also have the
5624s solar system miniature
5626s there's also new relics coming for the
5628s active skill category as well the
5631s there's also the
5632s category for passive skills which will
5634s provide unique passives such as the our
5636s newest item that recently came into
5638s cover protocol which was the inquisitor
5642s and i used the escape mechanic to leave
5644s my teammates in cobalt okay but you'll
5646s still get the penalty
5650s okay yeah so there's the passive skills
5653s category
5654s and the final category here is the
5656s support category which is coming in is
5659s newly coming in
5660s we'll be adding new relics to help with
5662s this category as well and we hope that
5664s this will provide new play styles in
5666s cobalt protocol too
5672s oh i do also want to give a sneak peek
5674s of an upcoming relic for the active
5676s skill so there will be a new relic
5678s creating a rift among uses into the
5681s targeted direction which will greatly
5683s slow enemies in its path and damaging
5684s them so we believe that this will be
5686s another great crowd control tool and you
5688s want to disrupt your enemy team's
5690s positioning there's also going to be a
5691s cool image about the item in the next
5694s few slides too
5698s okay so other improvements will include
5700s a extra omega spawn on the other's
5703s opposite side to pres to provide an
5705s extra objective and more steps to
5708s to fight upon
5711s shutters will also be improved to
5712s provide a guaranteed legendary drop if
5715s you shred a certain amount of items it's
5717s maybe it's probably similar to the
5719s guaranteed drop system of
5721s other similar gotcha games
5723s gamma will also have improved skills to
5725s play around
5726s and we'll also be improving routing by
5728s adjusting wolf wolf positions and
5730s allowing the deploy route behind bears
5733s to teleport you to the middle of
5735s of the map which will provide various
5738s new routes to
5740s for players to use while also be able to
5742s utilize the bio sector more too
5745s uh equipment draft will now also be
5746s displaying recommended items for new
5748s players who are not really sure about
5751s what items to take and also a hotkey
5753s will be added for shredding as well
5756s which so it will make it easier for a
5759s shredding too you can also now choose
5761s which area to start in to allow for
5763s better two-on-two strategies rather than
5765s it being like randomly assigned
5767s and extra ui and effects will also be
5770s added for taking objectives too
5775s okay and here's some sneak peek photos
5777s regarding the features that will
5778s probably be coming in our mid-season
5780s update
5781s bios biosector improvements return of
5784s mystery supplies our new our new relic
5787s and our improvements to the shredder
5791s okay so regarding cobalt protocol the
5794s most feedback we usually got was about
5796s the amount of randomness currently
5798s present in cobalt protocol but we we
5800s also do feel like this currently the
5802s randomness do plays a big part in the
5805s fun factor of codel protocol
5807s although randomness does seem unfair at
5809s times it does have its highs with a good
5812s feeling of a good roll but it does also
5814s come with the bad feeling of bad rolls
5816s we will continue to try and tweak the
5818s randomness as we did in the last update
5821s where we did pseudorandom drops and we
5823s also believe that the improvements to
5824s the shredder coming will giving a
5826s guaranteed drop will also help out as
5828s well we'll try and keep the fun parts of
5830s randomness while cutting out the low
5832s parts and we hope that cobalt protocol
5834s will also remain as a fun light mode for
5837s eternal
5839s return okay
5841s that's all for season seven but i think
5844s we have more to introduce about our
5846s future seasons as well to introduce more
5848s about where eternal return is going
5852s so as we said our current mission is to
5855s with less craft and more fight oh i'm
5857s sorry optimization will also be
5858s mentioned after this so you can read on
5861s that
5862s okay let's craft more mission will
5864s continue into season eight so if season
5867s seven is more of a preparation period
5869s for this kind of stuff season eight will
5871s be the season where we'll be able to do
5873s more drastic stuff or big improvements
5877s first up is the simplification of
5879s materials this will actually directly
5881s impact the amount of crafting
5884s so currently currently an item has about
5886s five to six materials that it needs to
5889s be crafted some has four some have seven
5891s but it's usually five to six
5893s our goal is to reduce this amount around
5895s five or four or five items which is
5898s about a twenty percent decrease
5900s this will be also be
5902s also result in the removal of the
5904s uncommon rarity and most of the items in
5906s the uncommon rarity will either be
5908s combined into other items or be removed
5912s normal item equi so normal equipment
5914s will basically be common rare epic
5917s well there's also be
5919s so well there's also going to be a new
5921s rarity that's going to be added which is
5923s probably going to be the red one
5925s we're not sure about what we're going to
5926s name it yet but you're going to see this
5928s new red rarity coming after the
5930s legendary ones so this will be some some
5934s this will be a system similar to the
5936s kind you can see for the mythic rarity
5938s scene and cobalt protocol and we believe
5941s that these items will be impacting the
5942s late game of lumia island and will be
5944s the stuff that you can you will be
5946s playing around in the late game
5948s uh we're still looking more into how
5951s exactly we're going to implement the
5953s system and everything is still very
5954s experimental experimental but we'll be
5957s able you'll probably be able to know
5959s more about the details next stream
5964s uh
5965s uh regard giving more reasoning behind
5967s the simplification uh with this change
5969s players would not only need to get uh
5972s we will not only need to get only 20 to
5974s 25 items compared to the previous 25 to
5977s 30 items it will also help players to
5979s complete their builds quickly too
5982s for beginners this will also help a lot
5983s since inventory management will become a
5986s lot more easier and yeah so there will
5988s basically no more inventory booming and
5992s since managing the 10 inventory slots
5994s were like a big hurdle for players we
5996s believe that this is sometimes the cause
5999s of panic for new players when playing
6001s eternal return too
6003s uh our original plan was trying to
6004s increase the number of slots to 12 but
6006s we believe that would have messed up our
6008s already scuffed ui right now so we
6011s believe that this change will help us do
6013s that uh do these kind of improvements
6016s without uh
6017s damaging anything else
6019s we also think that uh finishing bills
6022s quickly will introduce diverse
6023s situations for our early objectives such
6026s as tree of life
6028s and since uh usually only select builds
6030s would be able to make it a full build to
6032s trade we believe that this will open up
6034s more diverse situations to
6037s for early objective fights also
6042s one of the reasons we were kind of
6043s hesitant of reducing crafting uh
6046s previously was due to our mid late and
6048s mid and late game kind of being somewhat
6050s stale if you get rid of all of the
6051s crafting as you mentioned about replay
6053s value we would need more mid and late
6056s game content to make up for the empty
6058s time during this phase
6059s however like mindlessly us
6062s implementing
6063s just the same amount of objectives will
6065s suddenly not resolve this issue
6067s so
6068s and since all of our objectives are like
6070s currently musical chairs as we pretty
6073s previously mentioned we'll have to think
6075s more about how to make more fun and
6077s complex mechanics that our players will
6078s enjoy
6083s okay and one of these mechanics that we
6085s actually planned to be introduced in our
6087s new our upcoming seasons is the
6089s battlefields name not final
6092s in the battlefields combat is inevitable
6095s and basically you need to kill to live
6097s in order to
6098s in order to gain value from this feature
6101s each night a battlefield will be
6103s designated just like restricted areas
6105s and players inside the designated area
6108s during cycle shift will be marked and
6110s will have their restricted area
6111s activated if they leave if they leave
6114s the area other players that aren't
6116s marked during this time will also be
6117s unable to enter the area due to their
6119s timer being depleted rapidly upon
6121s entering
6122s if there are three or more players
6124s inside the battleground there's also
6125s going to be a temporary restricted zone
6127s inside the battle inside the battlefield
6129s so that's also a cool cool feature to
6131s play around and if you become the final
6133s mark mark player inside the battlefield
6136s you'll be able to both gain kills from
6138s winning the battlefield and a special
6140s item reward as well
6143s one of the most fun part about
6144s battlefields is that for the first
6147s battleground battleground you
6148s participate in you'll be able to revive
6151s so basically this will be the first
6152s implementation of
6154s of the revived mechanic in solo modes
6157s starting from the second battlefield
6159s they will not provide any additional
6161s revive so you will permanently lose upon
6163s dying in your second battlefield
6171s okay so with both the simplification and
6173s of items along with battlegrounds
6176s battlefields there will be more of a
6178s diverse line of objectives to choose
6180s from do i choose alpha do i choose omega
6182s maybe battlefields battlefields are
6184s somewhat risk-free the first time you
6186s join it which also makes it a pretty
6188s tempting choice
6189s but and since battlefields are
6192s designated on top of restricted areas
6193s rooting for players who usually did not
6195s choose to take objectives would have to
6198s either
6199s think of different strategies or plan
6201s their routes more carefully to avoid
6204s avoid meeting other players playing
6206s around these objectives
6212s we believe that battlefields will be
6214s very meaningful for both beginners and
6216s more experienced players so for new
6219s players we believe that this will be
6220s very valuable in the sense that they
6222s will be able to gain more battle
6223s experience
6225s more battle and combat experience inside
6228s lumia island and get used to the
6229s fighting rules of eternal return
6233s going by data a lot of players are still
6235s really having a hard time getting kills
6237s a lot of players still averaging at
6238s around 0.7 kills so the opportunity to
6242s try and get more kills is a very
6244s important experience for us to give to
6245s these players
6247s they can also gain more experience
6248s playing in restricted areas as well
6250s since you all
6252s since you don't always get to see this
6253s mechanic it's really hard to get the
6256s amount of practice you need to win a
6258s game but since you'll be able to play
6260s around the temporary restricted area
6262s mechanics and such inside the
6263s battlefields you'll be able to gain uh
6267s experience in order to get the feeling
6270s to gain like to move more into victories
6274s okay and for more experienced players we
6276s believe that battlefields will give a
6278s extra layer of strategy to decide which
6281s objectives you want to go or maybe scout
6283s their areas to see in advance on who
6285s you'll be up against in the upcoming
6286s battlefield and plan your strategy off
6289s of that too
6290s so you can always chew pick another
6292s objective to fight upon or you can
6294s participate in the battlefield so more
6296s diverse situations more divert and more
6298s diverse fights
6306s uh another also important point of
6308s battlefield is that it's going to be the
6311s first introduction of our revive system
6313s into the solo solo mode
6315s well the importance and uniqueness of
6317s having one life in the solo mode is a
6320s key factor of the mode we also believe
6322s that it's a major issue that makes it a
6324s major issue of the mode as a whole well
6327s the grow and
6328s uncertainty as are a key factor of the
6331s mode we do we
6332s do believe that this is somehow washed
6335s out by replaying the game thousands of
6337s times
6338s basically going back to the idea of
6341s replay value that we pre that we are
6343s keep mentioning throughout the step
6344s stream
6347s uh one of the issues that we had a hard
6349s time implementing this system into solo
6351s mode is that when usu when usually
6353s someone dies it's because they're mostly
6355s behind the competition which means that
6358s they're again put into a very highly
6359s unlikely scenario to win
6362s if you make it too easier for players to
6364s revive to get back into the game it also
6366s becomes unfair to the players who played
6368s well and didn't die during this period
6371s since there won't be very
6372s much incentives to not die
6376s so although it's very hard for us to
6378s implement this kind of
6380s this kind of mechanic we do believe that
6382s solos is in the need of a change
6386s uh
6387s going by uh an interesting stat uh
6390s solo's solos ranked is currently very
6392s highly played but
6394s comparing that to solo normals so
6396s normals is currently our least played
6398s mode out of whole of the whole eternal
6400s return this means that there are a
6402s really a small amount of light players
6405s playing the solos mode which means that
6406s this is this may be a really stressful
6409s and competitive environment for players
6411s to play in so it's really hard for them
6413s to get practice in general
6419s okay so this is why we're probably
6422s getting we're experimenting this revive
6424s mac
6425s mechanic with the battlefield system
6427s since you can only revive once and only
6430s inside the battlefield mechanic it will
6432s help with most of the systemic issues
6434s that we usually had when you were first
6436s trying to implement solo revives
6439s and it also serves as a form of phase
6441s inside the flow of lumia island so we
6444s will believe that this will also help in
6445s the overall flow as well couple this
6448s with our season seven change of escape
6450s we believe that the flow of eternal
6451s return will become much more complex
6453s much more diverse and will give the
6455s players more
6457s uh like more stuff to choose from rather
6460s than following the same
6462s the same tactic each time
6469s also if the changes were season and
6471s also if the cheat uh changes for season
6474s seven and eight go well we we believe we
6476s can also explore more opportunities to
6479s extend the solar revive system further
6481s too but regarding this we'll still hold
6483s our tongue until we get more feedback
6485s about
6486s the revive system actually making it
6488s into the solo mode
6494s okay
6495s so i think we talked a lot of the stuff
6498s that can we can you know like currently
6500s show off at this point of time
6502s so as we arrive at season eight we
6504s should have achieved most of our goal of
6507s being having a more simplified farming
6509s and crafting mechanic along with more
6511s diverse combat and after a lot of our
6513s in-game issues has been resolved we do
6516s believe that we'll also be able to
6518s improve more stuff outside the game as
6520s well such as more cutscenes world
6522s building and our popular mechanic
6524s hacking
6527s okay so we'll also be talking more about
6530s some of the additional features being
6531s worked on for season eight and nine the
6533s first one being the
6535s very asked tutorial revamp
6539s revamping the tutorial is really a hard
6541s one since we usually have to replace it
6543s in the large scale each time we revamp
6545s it we revamp it and also
6548s new seasons come with new features so
6550s the contents of the tutorial
6552s are usually missing a lot of information
6554s or
6555s sometimes have a redundant info at the
6557s end of the season
6559s so
6560s usually we'll have to you know like
6562s rework it about once a year uh after our
6565s previous revamp being last november
6567s we're currently re we
6569s currently already reworking the tutorial
6572s while taking into the next four seasons
6574s after we did the last tutorial rework
6576s into consideration
6579s we believe that tutorials are also very
6581s hard to make in the sense that a lot of
6583s players usually skip the tutorial so
6585s we'll have to figure out how to
6588s figure out ways to persuade the player
6590s the player into playing them
6592s uh currently we're planning to implement
6594s cutscenes like the one we did to like
6596s the one we did for escape to make it
6598s more exciting
6600s more exciting for the players
6602s also the main tutorials will stay as a
6605s three-part tutorial
6606s while we'll be also adding additional
6608s tutorials
6610s that players can choose to play as well
6613s usually it was really hard for us to put
6615s in story elements into a tutorial since
6617s we are a pvp game and a large part of
6620s the players sometimes aren't really here
6622s for the story and mostly here for the
6624s game
6624s so
6625s sometimes if we put story elements into
6627s our base tutorial they would just skip
6629s it
6630s skip it but if but with the plan of us
6632s uh implementing more extra tutorials and
6635s more you know like tutorials that you
6637s can choose to play we believe that we
6639s can give more of these tutorials a twist
6642s and include lure and story inside these
6646s for other players who enjoy the story to
6648s enjoy
6651s okay so going more off of lore world
6654s building and world building is currently
6657s still in the works as we said in our
6659s last step stream
6660s we hope we're planning to have story
6662s tabs for characters in game and they
6664s will also have stories of their stay on
6667s lumia island as well
6669s we can't really say how much will change
6672s from our original story from our other
6674s game and but we do
6676s believe that there will probably be a
6678s lot of reorganizing so we'll we'll
6680s mention this in advance to avoid the new
6682s confusion
6688s sorry
6689s okay now this is a big one hacking is
6692s going to be a big one both in and
6695s outside the game
6696s hacking serving as a form of exodia
6698s mechanic
6699s although it doesn't seem like it's going
6701s to be the center of the meta we believe
6704s that it will be a very fun part of the
6705s game and a very cool play that comes
6707s around once in a while
6709s and it will actually draw a lot of a lot
6711s of players to be interested in eternal
6713s return too
6714s so with the improvements coming to lumia
6717s island along with the tutorial revamp
6719s and world building we believe that
6721s hacking will also be a big part in our
6724s marketing too
6725s when these key updates come into play
6730s victory poses
6731s is also
6733s something that we kind of mentioned last
6735s stream which is which will be like a
6737s separate cutscene
6738s similar to the escape cutscene but since
6741s we need to like tweak this for each like
6744s each character and each skin we're kind
6746s of skeptical if we can finish this by
6748s season 9 but we'll work our hardest to
6751s implement it also as soon as possible
6754s there's also other features currently
6756s being under development but i guess it's
6758s too early to show those off yet so
6760s hopefully we can provide more info about
6762s that in future streams
6766s okay
6767s now this is the slide
6769s a lot of people have actually been
6770s waiting for and it is the more our
6773s detailed road map about our optimization
6777s uh currently we believe that internally
6779s we do feel like we have set our pipeline
6781s for optimization and we are going to be
6783s starting on some major fixes
6785s but at this point we're unable to say
6787s what's what fix is going to have how
6789s much of an impact but we'll still work
6791s hard on what to do
6793s so our first long-term first priority is
6796s to upgrade our engine as we previously
6798s stated to unity 2021.
6800s usually when using a version that's
6802s released too early it becomes really
6804s risky because of engine bugs because we
6806s will have to wait for the engine depths
6807s to fix all these issues
6809s but since it's 2022 now we believe that
6812s the 2021 version will be stable enough
6814s for us to use and it will bring kind of
6816s significant upgrades as we move into
6818s this next version however as we said
6821s before the first month of the new engine
6823s could be a bit buggy and
6826s but we do believe that a lot of the
6828s issue bit the base issues with
6829s optimization could be fixed with this
6831s upgrade
6833s our second priority is to use grid maps
6835s to replace raycasts
6837s uh this one is actually deemed
6839s internally to be
6841s a big help in increasing our frame our
6843s frames
6844s so although i'm not a tech expert i'll
6846s try and explain this a raycast is a
6848s feature where it shoots out light and
6850s checks collision and this feature is
6852s usually used for a variety of usages
6856s such as calculating vision range
6859s triggering sound cues collision checks
6861s but due to it shooting a lot of rays and
6863s the calculation that goes into this like
6866s sometimes the calculation is too much
6868s so we plan to use a different
6871s approach in doing this in using grid
6873s maps and we hope that this will uh
6876s decrease a lot of the calculations
6877s happening inside our game and thus
6879s actually improving the optimization for
6881s the game in general
6884s uh also our third priority is improving
6887s uh texture reload mechanisms with new
6890s resource loading loading systems
6892s implemented we believe we'll be able to
6893s save save a lot for frame drops for
6896s saving resources for stuff like we'll be
6899s able to uh you know like solve a lot of
6901s frame drops by saving resources for
6903s stuff like wild animal spawns or fancy
6906s oat animations that are occurring across
6908s lumia island
6909s so yeah
6911s there's also other stuff that are being
6912s planned like optimizing textures but
6915s we'll start by focusing on the three
6916s tasks above for now although we do want
6919s to like all in on some of these fixes we
6922s also do need to work on optimizing
6924s issues caused by some of our new
6926s features as well as new code comes in
6929s it's always like along comes other
6931s issues that cause overload or delays and
6933s these are also stuff that we need to
6935s optimize as well
6938s our new safe place our new saved plan
6940s system and skill bot changes are also
6943s like builder stuff that also took a lot
6945s of our resources
6947s because these also caused a lot of
6949s abnormal frame drop issues and overload
6951s issues so it also takes time for us to
6953s optimize these issues as well
6957s so
6957s we'll try and continue to optimize uh
6960s secondary stuff like this while also
6962s focusing on the main roadmap stuff that
6964s are listed here
6966s for season seven we'll focus on
6968s completing the engine upgrade at the
6970s least and work on hard on the other
6972s priorities as well if we can
6974s the grid map change being one of the
6976s stuff that we're looking forward the
6978s most we hope that that will help a lot
6980s of issues regarding
6983s regarding optimization as a whole right
6985s now
6988s okay now before we move into er past
6991s neon aftershock we'll go into a short
6993s break
6994s uh and we will be introduced um we will
6997s be introducing new skins and new
6999s characters coming up in the upcoming
7001s seasons as well before we go we'll also
7003s be showing you a cool video so with that
7006s video we'll move into our break thank
7009s you everyone for tuning into part one
7010s and i'll see you in part two
7014s and video
7506s hey and we are back welcome to part two
7510s of our dev stream today uh in part two
7512s we'll be talking about uh our new see
7515s our new season pass we'll also be
7516s talking about our new skins and
7518s characters as well
7519s okay so let's jump to it immediately
7526s okay now
7528s i i'm really sorry because i think we
7530s played the korean version of the vod but
7533s we'll actually show you the english one
7535s in
7536s in a few slides too
7538s okay now here we can see our new key art
7541s our cool key art for our new season
7543s which is going to be
7544s neon aftershock bringing you the
7547s singularity characters of a maybe
7549s distant future of after what are after
7552s uh the eternal return experiment ends
7557s our season pack skin for this season is
7560s going to be overvolt jackie
7563s she's got she has this cool
7565s she has this cool
7567s chainsaw and she's gonna be an epic skin
7569s which means that she'll have different
7571s effects and a different and different
7573s voices as well
7575s uh we believe that the effects are also
7577s very cool for this one so we hope that
7578s everyone purchases the season seven
7580s season pack too it no longer goes into
7583s my bills but still purchase it
7587s our first past skin for the er pass will
7590s be our lenox skin lenox has been our
7594s weakest character in the game so far and
7596s finally her getting our skin maybe we
7598s will be getting some lenox buffs too
7603s okay now here's our news i hear skin
7606s zahir is also one of our most favorite
7608s characters in the game so disc uh him
7610s getting the second his even being
7613s slaughtered for the second slot for the
7615s er pass will be a
7616s very happy happy news for a lot of our
7618s players too
7622s our last
7623s last skin for the er pass will be our
7625s new kathy skin this kathy skin is
7628s actually very special in the sense that
7630s she does have special effects she does
7632s has new voice lines but this will be
7634s actually be the first skin that will get
7636s a special effect for using her ultimate
7639s i believe we did talk about this last
7641s time when we showed off our special
7642s effect for the yuki's skin but our cathy
7645s skin will be the first will be the first
7647s skin that actually will go and go live
7650s with this effect
7651s let's have a look at that effect right
7653s here let's see
7661s having a cool look at her new cathy skin
7664s looking at the cool effects and look at
7665s that effect on ultimate
7668s let's go so like we believe that in
7671s future skins we'll also be able to
7673s include new effects like this and maybe
7675s more and more
7677s stuff coming like this these old
7679s animations in more of our future er
7681s passive skins too
7685s okay what else is there inside the er
7688s pass we have new drones we have new
7690s cameras we have new tombstones mostly in
7693s retro and cyberpunk style which is
7695s pretty cool i'm probably gonna get that
7697s game over retro gaming gaming
7701s style we're also gonna be opening our
7704s secret shop for season seven two we're
7706s also gonna have the new merch the merch
7708s so purchase a lot of merch please
7713s and here is our one of our favorite
7715s favorite stuff when you do our devstream
7717s here's some fun stats the more you know
7721s okay so the move so after a remote drone
7724s and console system went in a lot of our
7727s players have been ordering a lot of
7728s stuff in season six our most popular
7730s ordered material uh a special material
7733s in normal modes will be meteorite coming
7736s in at first place with 32 percent and
7738s metro entry of life coming in at a
7740s similar percentage and around 20 percent
7745s in ranked it's also not that different
7747s but the difference is a lot more closer
7750s than it's uh closer than normal and also
7752s meteorite and metro tree of life has a
7754s combined percentage of 70 percent that
7757s means that remote consoles are also be
7759s using for other materials for the other
7761s 30 too so it seems that a lot of our
7763s players are using remote consoles to
7765s order various items at this point
7771s and here's our funny item for remote
7774s console here is our medkit orders it's
7777s kind of interesting that it has a high
7779s percentage of three percent given the
7781s fact that it's usually used to trick or
7783s lure players or as a good good item to
7786s use when you when you want to use a good
7788s food
7793s in our season 6 most droned materials we
7796s have feather hat and hairband coming in
7798s on normal and hat feather and battery
7801s coming in on ranked the interesting part
7803s of this stat is that the first place
7805s only has a around four percent of pick
7808s rate which means that a lot of items
7812s across the board are being droned in
7814s which is very interesting
7816s and it gives us the feeling that these
7818s drones are being really well used
7823s there's also the least drone stat
7825s which and honestly
7828s i can't really think of why
7831s you would order a lemon
7833s but i guess there are those lemon
7834s enjoyers so i totally respect that okay
7839s there's also
7840s crap
7853s okay okay so for season six most deadly
7857s animals
7859s yeah here we have the deadliest animals
7861s who killed test subjects wolves coming
7864s in at number one bears on number two and
7866s wild dogs are number three i recently
7869s heard wolf one died to bear recently so
7871s i guess you can say he's one out of the
7873s 16 000.
7874s 1600 16 000. yeah
7879s the most purchased skin in season six is
7882s joe house phantom jailhouse phantom
7884s laura due to it being a beautiful skin
7886s and lara being also very popular
7888s character as well dragon dance dial in
7890s and comfy bianca comes in that second
7892s and third and this is very interesting
7894s considering both of the skins on second
7896s and third coming out on season five
7902s our most purchased test subjects for
7904s this season was at first place we have
7906s our favorite ice queen elena coming in
7908s and zaheer and magnus following on
7910s second and third they're here and magnus
7913s probably coming in on their seats due to
7915s their price being reduced significantly
7917s and
7918s interestingly enough none of the
7920s characters from season six made it in
7922s for special stats our most purchased
7925s character in seasons that was released
7927s in season six was our our one and only
7930s er savior marcus
7935s here's the percentage of skin uses it
7938s seems that 72 percent of rios use skins
7941s while dialing and sicilia comes in at
7943s second and third place uh averaging at
7945s around 60 percent
7949s our male characters with the most skin
7951s usage are showity hydro and iso these
7954s are the usual members from last time
7956s from last step stream but with switch
7958s seats
7963s our mode skin usage
7965s per character
7966s coming in at number first is our best
7968s skin in the game it is dragon dance lead
7970s island following with comfy bianca and
7973s street atelier tia coming in at second
7975s and third place
7979s our most deadly weapons reaping the most
7982s kills in season 6 is still number one
7985s glove still number two bat but with
7987s pistol replacing dual swords at number
7989s three compared from last season
7995s our most played character in ranked is
7998s our one and only favorite character to
8001s meet before full build luke and sue and
8003s yuki also coming in at second and third
8006s place
8007s and we we feel that this is the reason
8009s why the number of kills on bat is so
8012s high
8012s it's luke it's always luke
8016s the most dangerous zones the zones with
8018s most deaths in season six were forest
8020s hotel and hospital these all three
8022s places having tree of life
8024s and maybe we'll see temple replacing
8026s hotel next time when the tree of life is
8029s moved
8033s we also got our best gamma slayers in
8035s cobalt protocol number one coming in at
8037s jackie aya and rio coming in second and
8040s third it's always fun to try and solo
8042s gamma
8044s get being caught by the enemy and
8045s triggering your team stroke condition
8047s and get inflamed good games
8051s the amount of games that gamma has been
8053s slain is at around 20
8056s that is basically one out of five games
8059s kind of a small number considering
8061s and the importance of gamma but usually
8063s there's a lot of combat going on around
8066s global protocol so sometimes you a lot
8068s of games result in gamma being forgotten
8075s and also our most popular special
8077s accessory for global protocol was cobalt
8079s blue i actually did expect co-op blue to
8082s win but solar system miniature really
8084s came in clutch with a lot of purchases
8087s it seems like the popularity uh isn't
8090s that there isn't that big of a
8092s difference between these two these two
8094s items
8099s and here's our seasonally meta golems
8101s for season six solo having mallet
8104s imperial crown radar commander's armor
8107s and boquepolis white crate and white
8110s crane fat a white crane fan
8114s uh it seems that like it uh in
8117s solos it shows a half and half about
8119s crit and skill amp which is interesting
8122s uh squad is kind of different having
8124s families imperial crown commander's
8126s armor drapeniere and white crane fan and
8129s feather boots it seems like in squads uh
8131s skill amp was really prevalent with the
8133s exception of better boots in this mode
8139s for our season six metal golem our
8141s special metabolism which how oni
8143s introduces legendary items we have
8146s evening star cabana elysian halo metro
8149s shield glacial shoes and metro quiver a
8152s combination of auto attack items and
8154s skill amp
8156s and the interest and the interesting
8157s thing about these meta golems is that if
8159s you see them carefully they have
8160s different
8162s uh different faces for each golem the
8164s ppt maker said to include this detail
8167s because he wanted to show off how much
8169s detail he puts into his work
8174s okay now this is the moment you've all
8175s been waiting for here's our mp coupon
8178s for our devstream don't forget to type
8180s in your coupon and i'm also gonna type
8182s in mine as you go to our new season
8184s teaser later on
8187s and it's neon seven everyone everyone
8189s type it in type it in i'll give you one
8191s minute
8192s we got
8194s raise my pay this no longer raises my
8197s pay but you still need to type in the
8198s coupon buy the season pack season pack
8200s season seven pack
8207s okay
8210s with that being said we'll move on to
8212s the next one
8213s oh we have another
8216s let's
8216s we'll take this time to introduce our
8218s english version of the vod for erpas
8220s right now
8222s and queue
8231s [Music]
8268s [Applause]
8274s okay
8275s now we got all the hype for the er pass
8278s ready let's move on to more hype let's
8280s go on to our new characters and skins
8282s prepare for this season i'm pretty sure
8284s you've already seen them from yesterday
8286s but let's jump into them
8289s okay let's start with our new test
8291s subjects
8292s our first test subject coming in is
8294s martina she's gonna be our newest camera
8297s wielder matina usually starts out slow
8300s but her ultimate is really really unique
8302s in the stuff that she can film
8304s objectives and combat situations with
8306s her oath and being a reporter following
8309s enemies around and taking good shots of
8311s his combat and objective fights while
8313s putting her life on the line reaps
8314s rewards and makes her stronger
8317s camera being a very unique weapon we
8319s thought a lot about her design and we
8321s went with amplifying her identity to the
8323s max and she ended up being a very
8325s interesting character which is both
8327s exciting and concerning but we're really
8329s excited to show off this new mechanic
8331s for martina
8334s playing as spectator
8336s okay the new spectator character is here
8339s next up is haze haze being somewhat
8342s selfish she's a cold arms dealer who
8344s doesn't want to be on the wrong side of
8346s a deal his is also not her real name and
8349s she also has a cool great theme to match
8352s being a master in modern arms she has
8354s she uses the assault rifle weapon type
8356s everyone's favorite weapon type also
8358s grateful and she also tends to her
8360s weapon at her enemies when she's done
8362s with them rather than reloading
8364s interesting
8369s isaac is also er's first old man
8372s character although he's a corrupt cop he
8374s uses his power for the wrong stuff he's
8377s also a sigma male with charisma his
8379s weapon of choice is tonfa which he uses
8382s to break shields or steal his enemies hp
8386s look out for his grind on lumia island
8387s when it comes next season
8392s our next character is tazia a glass
8395s worker with sharp glass blades her main
8398s concept is that she used her blades as
8399s shurikens
8401s an interesting mechanic about tasya is
8403s that she will probably use her glass
8404s blades causing them to leave glass
8406s shards on the floor when she casts
8408s skills which she can pick up and remake
8410s her glass blades
8414s so yeah you can also expect to see the
8416s mechanic but we're not sure how much of
8418s that will go in to the final character
8420s but we'll see
8423s okay now these are all the characters
8425s for season seven but we'll introduce one
8427s more character being one of our internal
8429s favorites that will be coming next next
8431s season
8432s our final character being
8434s irem irem
8436s er's first cat girl coming out in season
8438s eight
8439s iran is a shapeshifter character who can
8441s turn into a cat and being a grow weapon
8444s type wielder it seems that our skills
8446s will help you really feel like a cat
8450s and this is also being one of wolf one's
8453s favorite character
8454s uh we can finally say that we made up
8456s from the cat augment introduction back
8458s in the day since this is your character
8460s can wolfen give us a meow
8463s meow
8467s sorry yeah you heard it first wolf one
8469s mao we heard it at first okay let's go
8475s okay now that's all of our characters
8477s prepared right now and as we mentioned
8480s before characters are also gearing up
8482s for new weapon types too
8484s tonfa yawn is currently having some
8486s difficulties internally because we're
8488s currently
8489s we're working with the skills and delay
8491s cancels so we'll probably have to work
8493s on that more but we're probably hoping
8495s to show him up soon during the season
8497s also although these new weapon types for
8499s existing characters may be kind of slow
8501s we do plan to slowly push out one or two
8504s when we can
8506s we're really sorry that we don't really
8507s have gameplay right now but we hope to
8509s show up you know show more of them
8512s during our upcoming updates
8515s and we have our new skins
8519s here's the new pyolo skin that was
8521s supposed to be in the previous season
8523s and going off of that we do want to
8526s apologize again for the change content
8528s for the previous season pack uh
8530s pipelines do change for us and it's
8533s really hard for us to like uh not make
8536s sure on our promises
8538s and yeah we
8539s all we can say about this is that we're
8541s really sorry we are however offering
8544s switches for previous season pack owners
8546s who wish to change their replace skins
8548s which were rozzy and nadine's skins to
8550s the original pylo and esto skins so if
8553s you do want to switch your skins please
8554s send us a ticket after the skin releases
8557s and we will do the quick switcheroo
8561s uh also the images are missing here but
8563s during the pre-season our previously
8565s mentioned esto skin will be being
8567s released also with the skin that was
8570s mentioned in our last live stream the
8571s new aya skin will be released on
8574s pre-season also too the is skin will be
8576s an epic skin as mentioned
8579s mentioned previously and both pyolos and
8582s esto skin will also be bumped up to rare
8584s rarity
8586s yep is coming on pre-season she's coming
8588s right here
8592s second we got the epic epic skin for
8594s sylvia gone are the days of green sylvia
8597s and now you can enjoy a good crispy
8599s donut smell when you get hit by a
8601s motorcycle and gets gets sent straight
8603s back to the lobby
8607s she also has that cool ponytail so you
8609s can look out for that
8612s we also got shoeichi's new skin which
8615s will be a rare rarity skin and he looks
8617s like the sweetheart here so looking
8619s really good for her for showichi too
8624s we got also got
8625s used skin looking like she's ready for
8627s an expedition and this one will also be
8630s a rare rarity
8631s uh for the reason of most of these skins
8634s being very rarity usually the first skin
8636s for character starts out as a uncommon
8639s one but as we go on with development new
8642s ideas pop up and this usually boosts
8644s them up to a higher rarity so it's less
8647s intentional to put these out as we're
8649s already and it's more due to the
8651s creative minds
8652s of the people of nn
8657s we got the new skin for 11 looking like
8660s she's late for her tea party
8662s i think i saw feedback about her
8665s times being wrong we'll look into that
8666s one
8670s next up is also barbara's new rare skin
8673s looks like she'll be going to the moon
8675s with these new lp gains getting for this
8678s new skin
8682s we got the new rare burnish skin ready
8684s so it looks like beavis is going to be
8686s ready to hunt down some demons
8691s okay
8693s okay and here is the also the new
8696s halloween themed saline skin
8698s it's currently uncommon but we'll see
8700s how it goes with that one as we said our
8703s creative minds could always change
8707s we also got haze's new skin who looks
8709s actually very much more colorful here
8711s than her gray counterpart it's currently
8713s uncommon right now but we do believe
8715s that it does have a high chance of being
8717s a rare skin so we can look out for these
8719s cool effects when she hits maybe
8725s there's also emma's new rare skin it
8728s looks like her her and her forest
8730s friends are ready to hit lumia island so
8733s we'll also be seeing more emma too
8738s hart's new rare skin is also here uh her
8740s belly amp is looking mighty fine so we
8743s hope that all of the heart enjoyers on
8745s the eternal turn are very excited too
8751s fiora is also getting her new rare skin
8755s so and they should watch out for the new
8757s dress when the among us menace raises
8759s terror with the new skin
8763s and lastly we have the uncommon cajun
8766s skin who's getting ready for a college
8768s entrance exam this one could be an event
8770s skin we're not really sure about the
8772s real the how this is going to be
8774s released but we'll see so keep an eye on
8777s that for future events
8781s okay uh this is kind of a topic that we
8784s want to like address before we move on
8787s it's more about how we select our skins
8789s we i think we did talk about this last
8791s time too
8792s so like there are many voices requesting
8794s us about you know like quantity equality
8797s among characters but
8799s uh currently it's really hard for us
8801s internally because like we are really
8804s trying to give each character at least
8806s one skin
8808s and like and there are some special
8810s cases that do pop up especially
8812s regarding daniel
8813s because daniel's newest skin was a
8816s limited edition linked to the season
8818s pack
8819s and but there's also the good news of
8821s his skin also coming out soon
8823s so you can look out for that as well we
8825s also have a special preview ready for
8827s that as too
8828s and there's also been other characters
8830s that have been sharing similar
8832s dilemmas in which their their last skin
8834s has been like released like a year ago
8836s like aya so
8839s it's really hard to like organize all
8841s this stuff
8843s we are trying to somewhat prioritize
8845s characters that have not gotten a new
8847s skin in recent times and in like at
8849s least we want to give them
8852s a skin as we reach season eight but we
8855s currently cannot make promises because
8858s as stuff happened with our last season
8860s pack with the skin changes our skin
8862s pipelines can always change schedules
8865s can change so we can't make any promises
8867s but we will try and
8869s make
8870s quantity equality better
8873s okay so going back
8876s on the top of our quantity and equality
8878s we do want to say that we
8881s want to apologize that our studio is by
8883s no means like a large team
8886s and like making these stuff are
8887s sometimes very hard for us and
8890s in the terms of like
8891s the number of people that are able to
8893s work on it or funding or other similar
8895s problems
8896s but and since we also do need to prop it
8899s as a company we sometimes do need to
8900s prioritize some popular test subjects
8903s over others when it comes to skin
8905s releases
8907s so
8908s really so taking this into consideration
8911s it's a really sorry stuff that we need
8913s to say but it is what it is so yeah
8917s we are also thinking skin concepts and
8920s themes more seriously because we wanted
8922s to make this the themes in the skin fit
8924s the characters as much as possible i
8926s think this was mentioned in a very
8928s recent
8929s feedback on our discord as well so we
8932s actually do want to
8934s want to create more skins that fit the
8937s character's nature and some of our skins
8939s that are produced were made with this in
8941s mind
8943s and yeah
8947s yeah anyway yeah also but like sometimes
8950s we do feel like some characters fit a
8952s certain theme so we sometimes roll with
8954s it and it may be a bit different but
8956s we'll always try and like keep this
8957s stuff in mind and work on the product
8959s and work on the project very hardly so
8964s we'll work on
8965s skins to become more detailed and more
8968s better in quality in nature because we
8970s it's never our like
8972s we never want to push out skins that are
8974s definitely just there for the quantity
8977s and just there for the numbers so we
8978s will continue to try our best to put our
8981s souls into making these skins making
8983s them with higher rarity and making the
8985s effects as good enough for you to buy
8990s um yeah some stuff that r led to some
8993s controversy was the skin elections we do
8996s understand that this process is probably
8998s not the best and more fair way the best
9002s fair way of doing it from a community we
9005s do believe that players do enjoy voting
9007s for their favorite characters and the
9009s skin elections are a really fun part of
9012s the stuff we do
9014s but you know like
9016s we are always trying to think of new
9018s ways to do the elections to become more
9020s fair but we're currently having a lot of
9022s difficulty with many aspects of this
9024s event in general so we'll try and
9026s improve them in the future and we'll see
9028s how it goes too
9031s oh and also we do want to mention this
9034s is that we also want to confirm that
9035s character skins do not correlate with
9038s nerves and buffs
9039s and so
9040s this is
9042s so yeah so this is false so we hope that
9045s this does not become the case for many
9048s of our releases and yeah we will not do
9050s this practice
9052s we will never do such underhanded
9054s tactics
9055s cap no no cap no cap
9058s no cap
9062s okay so as we said we're introducing our
9064s new season eight preseason skin which
9067s will be daniel's newest skin which will
9069s be his masquerade daniel skin
9072s seems like daniel players will have an
9073s external roster of skins to choose from
9078s okay now with that being said that
9081s concludes
9082s our everything prepared for us today and
9085s we will move into our qa session for
9089s today
9090s uh we actually have uh some of the uh
9093s planned
9094s uh some of the questions that we got
9096s earlier so what one will be answering
9099s some of these questions
9100s and we will try and take a few questions
9103s from chat as well
9105s okay so i will turn it off to
9108s wolf one
9110s okay uh do you want me to ask the
9112s question
9117s yeah okay i'll ask you the question okay
9119s so the first question is is their plan
9122s for a campaign an eternal return
9124s okay uh we are planning to add story
9126s descriptions
9128s taps
9129s we are like likely going to try to solve
9132s the lower outdoor
9134s outro text and artwork we previously
9137s mentioned a tutorial rework and the
9140s optional tutorial will include piece of
9142s the lure as well yep so although there's
9146s probably not going to be like a separate
9148s campaign they will probably be able to
9150s use the tutorial as a sort of way to
9153s implement these lure types to be kind of
9156s like a campaign
9158s so the next uh
9160s question here is
9162s uh will eternal return have longer
9163s seasons
9165s uh currently it seems like there's
9168s already a lot of downtime in our seasons
9171s this could happen as er become more
9174s advanced and come complete in the future
9177s yeah okay so it can be longer in the
9180s future when we move into a more complete
9182s state but currently we all stay at the
9184s same
9185s duration
9186s okay uh can we please fix character
9189s portraits being cut off during loading
9192s yes this will be fixed next patch
9194s yeah
9195s can so comfy bianca can be happy now
9198s okay uh second one uh i mean next one is
9201s can you release the old jackie cisella
9204s background
9205s yes it's on the list
9207s okay so that's coming too okay
9212s uh another one is why can't we purchase
9214s stuff while queuing
9217s oh this
9218s one's usually to stop purchase error or
9222s exploits
9223s okay so it's to stop errors and exploits
9226s when queueing so like okay
9230s okay oh we are going to take questions
9232s after we finished all of our questions
9235s prepared for today yeah
9238s uh next one is uh why does hitting
9241s shields result in no sound
9244s this one's
9246s gonna get fixed yeah it's it's weird
9249s so there is gonna be a sound yes uh okay
9252s yeah we're we're getting sounds for
9254s hitting shields then okay that one was
9256s actually pretty weird
9257s okay uh is there any plans for force
9259s core food or drinks
9263s maybe maybe this one maybe
9265s uh may provide permanent stats
9269s but nothing to say yet
9274s uh why are smart bombs still legendary
9276s we'll change it to epic yes
9281s okay this one probably i could answer
9284s the first one
9286s the next one is why did the postponed
9288s bug take so long to fix
9290s uh this is because like
9292s i think this is a question everyone
9293s wants to know but like even though it
9296s says postpone bugs sometimes it means a
9299s lot of things and the reason behind each
9302s bug like even though it displays the
9304s same message it can vary a lot and due
9306s to this we'll always have to like
9309s reproduce the bug we want we try to fix
9312s the code
9312s we try and see if it's fixed but like
9315s when we can't reproduce the issue it
9317s really becomes the issue of having to
9319s like
9320s we do fix the code but like we fix the
9323s place where we think is the issue so we
9326s can't really say that we definitely
9328s actually fix the issue so then if it
9330s doesn't work we get a new log we try and
9333s reproduce it again so all these like
9337s the interactions and the time that goes
9339s into doing stuff like this makes the
9341s time really longer so we believe that
9343s that's why the bug took so long and
9346s we're really sorry
9348s about
9348s such a bug being present in eternal
9351s return so long so
9353s because of this kind of dissonance we
9355s believe that it really became long and
9357s time-consuming so we'll try and see if
9360s there's any ways we can speed up the
9362s process
9363s and also this next one
9366s kind of corresponds with this one but uh
9368s can crash reports be sent automatically
9370s to nn instead of ascending individually
9374s uh
9374s i can't believe we didn't consider this
9378s uh we work on this
9380s yeah so now we are going to make this
9384s okay yeah so
9385s maybe maybe like with these changes we
9388s will be able to sell bugs like this more
9390s quickly and we are really sorry for the
9394s bug that happened last time yeah
9398s okay let's move on to the next question
9400s the next one being
9402s when are we resuming character reworks
9405s um
9406s maybe
9407s when we hit the
9409s 80 mark
9411s our new characters are still a very
9413s important part of our development but
9415s we'll still try and implement
9417s improvements for exciting skills
9421s existing skills yeah okay so
9424s maybe
9424s in when there's more characters i see
9427s okay
9430s the next question is are you guys gonna
9432s make up for the skin change for the
9433s season pack yes i did think we we
9436s addressed this earlier on uh for the
9438s skin change for the season pack we are
9440s we are offering to switch skins with the
9442s new with the estelle and piolo skins so
9445s please send us a ticket if you want to
9448s uh you know like
9450s if you want to scratch your skins when
9451s the skin releases
9453s okay at least after the skin released
9456s yeah after the skin release
9458s we can't put in skins that aren't in the
9460s game yet
9462s okay uh last
9464s last question here is where is jp
9467s and there's a match
9468s pepe at the end
9473s ah you know we we think
9475s we are planning
9477s uh the hacking
9479s will be
9480s yeah come out with season nine
9482s uh
9484s hacking is disciplined in our roadmap
9488s and
9489s uh
9491s yeah
9494s so we want to yeah
9496s fix core
9498s game issue and other spec
9500s until season nine and after then we
9504s are the hacking and jp will come to
9506s eternal return
9507s i guess
9509s so maybe if hacking makes it into season
9511s nine but i guess like since jp is kind
9514s of like the face of hacking he'll
9516s probably need to go with
9518s hacking so you know like we'll see we'll
9521s see but you know like hopefully in
9522s season 9 our jp lovers can prepare for
9525s that season
9527s okay
9529s let's see
9530s now with that being all of our questions
9532s that have been prepared we'll probably
9535s take a few questions uh we'll probably
9537s not be able to take a lot of questions
9538s here but yeah we'll take a few questions
9540s from chat okay let's see
9547s i'm sorry
9552s maybe yeah a lot of people
9554s are asking about arada
9556s yeah yeah
9558s and we are uh
9560s arda is on our pipeline and
9562s maybe it takes like seven months but
9565s yeah
9566s uh some day yeah like seven or eight
9568s months later seven or eight months
9570s okay so arda is being planned as we said
9572s last time but it may take about seven
9574s eight months so calculating that that
9576s may be around season eight or season
9578s nine
9579s but we'll see we'll see maybe the same
9581s time as jp we'll see
9585s oh uh i think this was a very popular
9587s question uh is the current crit meta is
9590s going to be addressed uh concerning the
9593s current crit meta i think we like with
9595s the affinity changes we do think that a
9598s lot of the current meta is going to be
9600s shifted
9601s so
9602s uh we'll continue to monitor like how
9604s the meta ships around affinity you know
9606s how much it changed the game but like if
9608s it still becomes an issue we will we
9611s will address it
9612s we will try and address it since we do
9614s have more ways uh more possible ways for
9617s us to like check more data on other
9620s regions as well we we're kind of really
9622s hopeful that we will kind of do better
9624s next time
9627s [Music]
9641s [Music]
9655s so
9657s also not only affinity but like the
9659s changes for the attack speed and the the
9662s skill delays will also play a big part
9664s in shifting the meta so we'll be
9666s continue to you know like monitor the
9668s meta to see how these change actually
9670s take place and how our characters like
9672s come to be and if we believe that these
9675s kind of issues are still being
9677s a rampant throughout lumia island yes we
9680s will try and address the meta
9684s okay
9685s next
9687s [Music]
9689s i'm sorry
9693s oh oh yes i didn't want to talk about
9695s this uh can we get about communication
9698s after my leaving uh
9701s this presentation was actually prepared
9703s by me wolf one and our wonderful
9705s designers at nimble neuron and we have a
9708s newest addition to our nimble neuron
9710s family which is i
9712s who you might have met
9714s inside discord i is working really hard
9716s for uh to increase
9718s uh communication with with uh with
9721s bridging the nimble neuron and the
9723s community
9724s so
9725s if there's any feedback you want to you
9728s know give us to nimble neuron or want
9730s more communication with us i think we
9733s you will be able to contact i i is a
9735s really good
9736s really good person and like he's really
9738s into you know like increasing the
9740s community uh communicating with us so i
9743s think he'll be a great replacement for
9745s me probably even better than me and
9747s so you're really good you're really
9749s covered on that part
9756s okay
9757s let's see
9768s i'm sorry
9778s oh will we be will be getting a pve game
9782s mode maybe in the term return in the
9784s future
9796s [Music]
9805s [Music]
9813s [Music]
9815s okay so there actually is an internal
9817s team after a cobalt protocol that may be
9820s working on developing a new mode so like
9823s we're still looking into a lot of uh a
9826s lot of options i'm sorry
9827s we're still looking into a lot of
9828s options but a pve may definitely be a
9832s kind of a path we can take so
9835s we'll we'll see about that we'll see
9836s what happens in the future
9842s we will be the riot mmo killer maybe
9849s is there a plan to help out the spanish
9850s speaking community with events codes
9852s marketing to help them grow
9854s uh i think we did speak about this when
9856s uh wolfgang did address the uh
9860s the digress uh you know talked about the
9862s essay server but like currently it is
9865s kind of hard to like reach throughout
9868s reach to our spanish community through
9869s marketing because there's a lot of stuff
9871s that's still being planned and i believe
9874s that
9875s our
9876s official release would be a better
9878s timeline to like push for this kind of
9880s marketing but with events and codes uh i
9883s think we can probably look into a
9885s different possibilities
9887s so yeah i'm very hopeful for the future
9890s we'll see how it goes
9900s [Music]
9904s wendy when the voice pack
9906s where is my voice pack you promised me
9908s one last season
9912s okay
9912s oh
9917s okay i'm getting my voice back if
9920s i record before i go uh we'll see
9925s okay uh we'll take two more and i think
9928s we'll
9929s wrap up let's see
9931s oh uh will we be getting a non-invasive
9934s colorblind mode
9940s okay
9944s [Music]
9954s [Music]
9965s [Music]
9974s oh yeah i'm sorry i'm sorry
9977s my brain just stopped okay so like
9978s regarding colorblind mode we're really
9980s sorry that it's being like delayed
9981s really really badly i believe like we
9984s planned to roll it out like last year
9986s and it's taking a really long time for
9988s us to roll it out uh it's mostly an
9990s issue with us uh us as devs like never
9994s really trying to create a colorblind
9997s mode before so we're really having some
9999s difficulties on like how to build like
10002s how to make this kind of stuff but it's
10004s definitely on our radar and we really
10007s want to push
10008s this kind of
10009s stuff out so yeah well
10011s this is something that we honestly have
10013s no excuses on
10015s but yeah the only thing we can say that
10017s is we'll work on it it's definitely on
10018s our radar and we'll try and do it
10028s okay
10030s optimize i think we did talk about
10032s optimization parts uh in in the previous
10035s slide and as we said we are currently
10038s having a we did post our optimization
10040s roadmap and we all start with uh
10042s updating our engine to see uh how much
10045s that works and maybe branch out into
10048s future priorities such as the
10051s the raycast stuff which we hope that
10053s will really help in optimizing eternal
10056s return
10060s okay
10064s i will take one more and we will go
10067s let's see
10084s um
10089s this one is kind of an interesting one i
10091s i'm not sure if you can answer this but
10093s like
10094s uh
10096s is
10097s like fiora ever like gonna get reverted
10100s or like her is there any chance of our
10102s old kid coming back
10108s [Music]
10120s [Music]
10123s foreign
10127s [Music]
10137s [Music]
10142s [Music]
10157s [Music]
10165s so
10166s usually when we talk about when like
10168s talking fiora as a failed rework we like
10171s we meant it in the sense that like we
10172s weren't able to
10174s take previous uh
10176s fiora pilots into consideration and like
10178s we altered her play style really
10180s drastically compared to the
10182s uh
10183s the previous iteration of fiora so in
10186s that sense we feel like fiora is a field
10189s rework but if you just put the two skill
10192s sets uh side by side we do believe that
10195s the new fiora shows better skill
10197s expression and is a better version of vr
10200s right now so
10202s by
10203s taking more careful reworks we would
10205s mean that we would be more careful in
10207s tweaking these kind of skill sets to
10210s like match more to be the previous like
10212s match more with the previous iteration
10214s so that it's not that
10216s that different with the other one
10219s so
10220s yeah so currently
10222s for
10222s any like reverts of the new fiora there
10226s are currently no plans for reversing the
10228s skill set of new old fiora
10231s and yeah and that's the our i think our
10235s a more detailed explanation about the
10236s failed rework
10238s of what we defined as the failed rework
10242s okay i think that is it we oh this this
10246s stream was actually pretty longer than
10248s the last one
10249s okay now we will close it off
10253s i i don't think we have any uh goodies
10256s that we will be able to show like we did
10258s last stream so i'll probably
10261s close on with
10262s an ending ending like
10265s ending stuff of mine so as you know i'm
10268s no longer part of nimble neuron but i do
10270s feel like nimbu neuron really cares
10272s about the community and we are really
10273s working hard
10275s to make a better game so
10278s yes we make a lot of mistakes yes we we
10281s all don't always make the right
10282s decisions and yes we sometimes rush
10285s sometimes and we sometimes let the
10287s community down but i do believe that
10290s there is really something special an
10291s eternal return
10293s and
10294s we with the community we would really be
10296s able to make something out of it so i
10299s hope that eternal return stays for
10302s like an infinite amount of seasons and
10305s hope that we can all be happy in the
10307s next step stream thank you all for
10309s tuning in and we will probably see you
10312s in the next devstream is there anything
10314s you would like to say thank you i
10317s appreciate to
10319s everybody playing
10321s eternally thank you okay thank you
10323s everybody thank you everybody for tuning
10325s in and i hope you're very excited for
10327s the new season please buy this season
10328s seven pack season seven pack checking
10330s new skin new cathy skin
10332s okay so with that then we will say
10334s goodbye thank you everybody for tuning
10336s in and we'll see you next time
10343s [Applause]
10347s [Music]
10353s so
10355s [Music]
10392s you