Original Post — Direct link

Twitch Vod of the interview from TheSkilledRoy's stream

Tweet with the TLDR as compiled by TheRuneterraReport

We will be getting Monthly POC challenges (similar to the weekly challenges) next patch.

Currently this will be in beta to get feedback from players

Will include 70 micro adventures, each champion can only be used three times

Accessible to players once they are level 15 in POC

There will be a leaderboard. Sorted by number of challenges completed, with priority to who completed them first

Rewards will be added once the beta period is over

EDIT: For those wanting to watch the VOD the whole interview is based on POC

External link →
about 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Tulicloure

Yeah, same. Kind of a waste that there were so many good questions there. That could have been communicated better.

Soooo Reddit went down RIGHT as we were going to start picking through questions. We literally couldn't view them at all. So we had to do it live with in-stream twitch comments.

This meant I couldn't confirm any information ahead of time with other members of the team if it touched on someone else's work, and naturally plans can change without me being aware of them if it's not specifically something I'm working on.

We didn't want to risk giving inaccurate information so we made the on-the-fly call to just stick to stuff I could talk about fully on my own (since I'm the lead features designer and was fully aware of anything and everything happening with Path specifically right now).

about 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Waselu_Evazia

I'm glad they are actually trying to prevent people from just Jinxing it (or leblanc + 3 gatebreaker, same thing)

Tho it would be better if they actually tried to balance those instead of coming up with systems to completely ban these champions

We'll definitely do balance adjustments in the future. The point I was making is that balance exists to create a satisfying gameplay experience. One reason to balance champions, among many other reasons that are based on satisfying challenge and player fun, is to ensure that players can feel good about collecting and playing all champions.

By creating modes like the Monthly Challenge, we have good reasons to collect and play champions; meaning we can take more risks with champions and explore more cool ideas. This doesn't mean balancing is suddenly irrelevant, there's lots of other reasons to balance champions to make gameplay feel better, make stars feel worth the upgrade, etc. It just means we can focus balancing decisions on THOSE experience-oriented goals, rather than running into conflicting goals.

It's similar to how designing a roguelike mode means that it's okay if not every run is equally powerful. If you could fully choose all the power combinations every time, we'd have to worry about a single "dominant" build removing all the fun variety. By making it a roguelike mode, where players choose from random options each time, getting the exciting god-combos are part of the fun rather than a balance problem.

The right system incentives can open a lot of opportunity to make more fun and varied content, and this is one of the reasons I'm really excited about the Monthly Challenge.

about 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Tulicloure

Since the idea is that we'll try to find which champion fits best to each particular adventure, so we actually have an incentive to not just play Jinx for everything, I'd expect to be a significant level of variation there. If it doesn't work as well as expected, they will certainly update the mode to reinforce those ideas as well.

How many cards will you get on top of your starting deck? How many powers?

From what was said, it's meant to be mostly based on champion and relics, so not a lot of progression during the adventures themselves as each of them is just a couple of encounters. The idea is that we get to plan a setup for specific fights, without getting to the end with a super OP build that just steamrolls the final boss.

It's more of a "late game" challenge for players who already have a lot of progression made and feel like there isn't a whole lot else to do in TPOC.

Yup, well said. I expect we'll want to increase the variation in the mutators and adventure structures in the future (we stuck to a set 2 node layouts for now and mostly reusing existing mutators, changing as few variables as possible while still testing the feature for our early experiments). I might be wrong though, some of my favorite PvE cardgame modes have been playing single bosses without any roguelike components. The point of releasing this mode in its beta state is to gather feedback from players and see how we should evolve it. There are a lot of cool ways we could improve or expand the feature if it proves exciting, and folks want it more than other stuff we could be doing with that time. :)

about 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Tulicloure

Soooo Reddit went down RIGHT as we were going to start picking through questions. We literally couldn't view them at all. So we had to do it live with in-stream twitch comments.

Oof, I noticed that issue with reddit as well. Makes sense that it would affect how you could handle the community questions.

But I mean, since the topic of the interview was the new TPOC stuff, I think it's actually cool that the stream focused on the questions relevant to the topic. It's just that when it was initially announced it just seemed like it was a discussion about design in general, so people just went off asking about whatever they wanted to know.

Anyway, the interview was really interesting, and I loved hearing about the process and some ideas behind the new adventures. Really hyped to see how it turns out!

Also, since you're here, I'll just drop a simpler question I made there, if you don't mind 😛. Why Reputation in particular uses effects that set a new cost to cards, while any other effect like that just reduces the cost? Since new Reputation cards maintain that kind of mechanic, I figure it's intentionally kept different. Not sure if you can answer that, but I've been really curious about this!

Yeah, originally only the first half was going to be monthly challenger focused and the rest was going to be all topics - we had to pivot at the last moment. Otherwise definitely would have just said it was Path focused. Glad you enjoyed it anyway.

For the Reputation question, it’s mostly a technical issue. Setting costs weirdly has some fewer technical issues with items as far as I’m aware. I mostly just trust what I’m told when it comes to tech things (it’s not my strong suit) unless something actively isn’t working.

about 1 year ago - /u/Dan_Felder - Direct link

Originally posted by bbreadbread

I was just thinking about fighting bosses with the starting deck and I can't help but imagine that it's too few cards in the deck.
I'm sure you're testing, and that I'm wrong, and I can't wait to try this mode. Thanks for your time.

Thanks. We did initial testing before building these micro-adventure challenges by grabbing existing champions and skipping to the mini-boss or final boss on existing weekly and world adventures, without taking any upgrades at all. It was already pretty cool and challenging. :)

about 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Huzuruth

This sounds fun-ish, but I'd rather have new champions

Why not both?

about 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Steadfast881

I wish they would get rid of the early fail penalty of picking extra mana, card etc.. It means your next run with the champ is gimped. Stopped playing POC because of it.

Fun fact - that doesn't happen in the monthly challenge mode (as it's only there to prevent infinitely surrendering to get a perfect starting power, and youc an't infinitely surrender in the monthly challenge mode).

about 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Huzuruth

Upvoted, but I guess I'm just jaded. I've been told it's a zero sum game so many times with resources I expect the worst.

Understandable, but luckily the resources to make new champions and the resources to make new features use different people. :)

New Features are heavy on engineering. New Champions are heavy on design.