over 2 years
ago -
Eternal Return
-
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0s | [Music] |
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11s | bye |
17s | um |
19s | [Music] |
41s | [Music] |
52s | so |
53s | [Music] |
99s | [Music] |
120s | [Music] |
137s | [Music] |
154s | [Music] |
177s | [Music] |
227s | ah |
228s | [Music] |
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 |