Sadly my Warwick is only star 3 :c And I don’t have succubus brand
Warwick really spikes in power at 4 stars for context
Sadly my Warwick is only star 3 :c And I don’t have succubus brand
Warwick really spikes in power at 4 stars for context
A characteristic is not a definition or requirement.
Definition from wikipedia
A gacha game (Japanese: ガチャ ゲーム, Hepburn: gacha gēmu) is a video game that implements the gachapon machine style mechanics. Similar to loot boxes, gacha games entice players to spend in-game currency to receive a random in-game item. Some in-game currency generally can be gained through game play, and some by purchasing it from the game publisher using real-world funds.
Fits poc pretty closely, except that you cant buy vaults or currency directly but you can load up through bundles.
With your logic, japanese vendig machines, where gacha comes from, are also not gacha, because you can't spend unlimited because they have a finite stock in the machine. So basically your wrong by your definition that gachas have to be endless.
If you want, I could list many games that let you spend in game currency to get a random in game item? Many will be classic buy2play rpgs.
You barely even do that with Tpoc anyway, 99% of the time you spend resources to buy known things like starring up a champion. It isn’t until you’re buying golden reliquaries that you’re spending in-game currencies on a random outcome with any regularity, and that happens only once a month - plus has duplicate protection. It isn’t even set up like a gacha pool. Every epic has the same chance of dropping.
The only reason it’s done via accumulating a currency is for system convenience to give players more options for saving up a granular reward - if you get a lot of unexciting duplicate relics eventually you can get a super exciting epic relic that is guaranteed to be one you don’t have yet.
Also, there are other things rotating through the shop you can buy instead. This gives players more options and agency compared to ju...
Read moreSo the only difference is that the pulling is not endless but time-gated in PoC.
You're concentrating too hard on pedantic definitions.
In the end they are all just lootboxes with random rewards. And the games somehow trying to trigger addiction, impulse buys, FOMO etc.
“So the only difference is that the pulling is not endless but time-gated in PoC… In the end they are all just lootboxes with random rewards. .”
WoW classic has random drop tables. Diablo and Dark Soils have random drop tables. Countless rpgs and roguelikes have random drop tables. They aren’t gacha games.
Gacha game is a specific and useful term in the industry. It does not mean “uses random rewards sometimes”. Gacha games are primarily monetized through buying random pulls on the “lever” hoping to hit a jackpot. This distinction matters because it causes dramatic ripple effects that affect the entire experience.
In path it’s basically the opposite - the free rewards that have RNG while most monetized bundles are built around specific items you can count on. You aren’t buying “just one more pull” hoping for the ultra rare s-tier champion. You’re buying the swain bundle to get swain and his epic relic.
Some bundles have random vaults throw...
Read moreIt felt way easier than a usual 4.5* adventure, even easier than some 3* ones, i kinda liked the twist at the end, but i would have been glad if the adventure was a little longer and/or harder.
Although that said, the storytelling felt quite nice, i like the way it was told more with "player actions" than just usual storytelling
Yeah I agree on the difficulty. I was erring on the easier side already, but in addition to that, it was developed separately from the rest of the event maps and thus wasn't tested with Teamwork enough. We'll keep this in mind for next time.
Awesome! Only if you would find it fun of course. I know y'all are super busy all the time :)
But I'd love to hear about how you choose encounters (especially which comes first), how to pick what powers the bosses get, how you decide which rarities to give reward nodes, and then of course the twist ending on the harder version. Plus anything else you think would make an interesting note!
Also this is kind of a separate question, but will we get more uniquely structured adventures like Lissandra? It's definitely my favorite in terms of just feeling like something you can learn, and having its own identity.
Last (if you have time), I'd love to know if y'all have considered making new "event" nodes to put into general adventures. Maybe something that lets you swap out an item on a card for one of three of a higher rarity, or more unique shops like the one that sells augmented p&z cards (or other wackier effects!).
I always find writing about design fun!
Fiddles adventure was "gameplay first", e.g. the encounters were designed before narrative was hooked in, but knowing that the Warwick adventure was meant to pair with Arcane, we wanted to try a "narrative first" approach. We told League's central narrative team the core bits (use WW and/or Amb, set on this PZ map), then they pitched a story and selected followers that fit the rough arc of encounters.
Based on the character/landmark, encounters can be developed mechanically (Sump Monument just summoning itself) or interpreted flavorfully (Zaun Bouncer is an annoying blocker rather than a Flow deck). Being narrative first, I tended toward flavorful interpretations to make the characters feel more like people you were interacting with. The decks occasionally make less mechanical sense because of this, but I like that Academy Prodigy is hanging out with a bunch of other students and they occasionally celebrate Progress Day.
... Read moreHey, just wanted to say thanks for doing this interview! I always look forward to these.
Would love to get more design insight on the Warwick adventure if you have anything to add
I could write something up, anything in particular you'd like to hear about or just a general design thing?
This reads so much like a generated comment for astroturfing.
Wut? Generating comments talking about specific star power applications? Some folks just think Warwick is going to play better than he reads, and I’m definitely one of them. There are so many ways to stack up lots of damage instances, especially in P&Z, and those effects are often less useful in Path so I’m very happy to get new reasons to draft them. Also I’m going to make some HUGE unit.
That’s fan design that had him popping out of the deck was cool too, but since arcane likely brings in new fans I get why they want Warwick to go simpler. Am more hyped for ambessa printer though. :)
i really think warwicks signature relic is for tahm kench, something is very antisynergy about warwick design
Read Warwick’s star powers. The relic is going to be great for them. It’s cool for tahm bench too.
Mark my words - Warwick is going to play a lot better than he looks. That Design is one of those that doesn’t read as exciting but is going to play very well once you get a few stars and realize all the ways he synergizes with piltover cards. His units are going to get huge.
Hey dan, just wondering, why doesn't give him at least some keyword or attack effect ? I can clearly see the sinergy aspect of things, but he really just feels like a follower instead of a full on champ, like, i'd imagine giving him brash or any other keyword would do wonders and i believe wouldn't take that much work right ? (I know it probably breaks region balance, but since first he is a champ and second there is no more pvp balance to worry about, it could be a nice exception in the name of flavour)
Edit: oh shit, my bad, i didn't know they laid you off, i thought they would maintain one of the main designers of the game but guess not
Don't worry, I wasn't laid off. I posted a whole departure post about it at the time. I just got an offer to build an exciting new project from the ground up and couldn't resist. I was as surprised to hear about the layoffs as anyone when they happened,
I'm just commenting on the design as a fan of the game :).
I will not pay for lazy designs and I don't care for warwick anymore
I read Warwick's design yesterday, and went "oh, that's smart!"
I guaruntee you Warwick's design wasn't lazy, they would have had many other designs they tried out too. This one is doing some subtle, important things:
First, the design is prizing simiplicity for new players, the kind that might come in soon with Arcane Season 2. Second, it wants to be an open-ended buildaround that has high synergy with P&Z cards and encourages you to play with effects that are usually not strong in this mode.
TPoC has different design goals than PvP champions did: those champions were usually created alongisde several new followers to be played in specific highly synergistic pvp archetypes based on their small number of cards. Adapting them to TPoC is awkward because TPoC is all about putitng together cool relic buids and in-run power selection, deckbuilding choices, etc.
Warwick is a simple, thematic design that is all about doing lots of little instances ...
Read moreI wonder why. From a outside perspective they seem simpler. No need to make 3D models and scenarios.
Because 1. the old animations were run in-engine (as in, being processed and calculated in real time) as opposed to just playing a video. The running game scene for both the level up and the gameplay state itself is too much memory for low end devices. We seriously considered retrofitting the old ones too but that would have been millions of dollars and hundreds of hours of dev time.
Animating in-engine requires an art team that can do its work in Unity itself and takes up engineering and tech art resources that are custom to each champion. And you don’t know ahead of time whether the idea you have is going to blow memory budgets, so there’s a lot of iteration cycles to deliver a single level up.
Conversely, outsourcing a video to a vendor means we can do things in parallel and free up the gameplay engineers and artists to do other things. The video vendor makes the video and we plop it in when it’s ready. Vastly simpler on the production side AN...
Bear in mind you can’t get this number of shards again, if you remove it so it makes your account special. New accounts can’t ever have this.
This is a great read. The gut reaction of raw WTF on the one hand, figuring out the various ways to stop it due to its limitations on the other in the comments. Exactly what we were going for. :)
Dear God.... 💀
Tee hee hee
its minimum several months until we get lissandra and there is a likelyhood that you might get another freljord meanwhile. i wouldnt hold out for lissandra
But how do we know Ashe will be in the game first?
Hello LoR players!
We have a fun opportunity for y'all. We've been discussing our champs for next year, and we got it narrowed down to a smaller list, at which point we thought, "why don't we let the community tell us which ones they're most excited to see?"
So here we are with some polls to help determine some of the champs we'll be working on and releasing in 2025!
Poll 1 - New Constellation champs:
https://www.youtube.com/post/UgkxeYiMESxUY394PcDruTl3zpHsXnE2qp3X
Hi all - update for you. First, thanks for your patience, we know this bug sucks for you and it sucks for us on our end because it's been an absolute pain to solve for properly.
But by today, you should be able to see the quest reappear after re-logging in once so that the services can update your account.
Next week we will run a script to help those players affected by the bug so they're not set back by the loss of progression opportunity.
Lastly, we'll be having internal discussions with our support teams based on the feedback from the thread as well. Again, thanks for your patience.