Crusaders of the Lost Idols

Crusaders of the Lost Idols Dev Tracker




08 Oct

Comment

Originally posted by ryan92084

As is the custom I'm a day late. When talking runes it will largely be in rune level 1 (r1) equivalents unless otherwise stated.

First off Matt is pretty fun. It is nice to see the gold meta evolve in a new direction and it has been a while since we've seen this much of a shakeup. He won't always be useful (so very very gold hungry) and that is okay. We've also largely been freed from the golden gear is king forms which is helpful.

How the base versus pass rune rewards are a bit more balanced this season than previous is a positive direction. Pass holders getting 5.5-6x the runes as non pass holders in the past two seasons was a bit much. This season (up to 40) it is a more reasonable 2.5x.

Thanks for managing to fit the black hole TM in. I requested it so long ago I had thought them a lost cause.

The willingness to add stretch point goals and also your desire to make this season a bit harder while also being receptive to feedback on the sprint...

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Yeah, I realized later that day that I had forgot to scroll my spreadsheet to level 30 on the season 4 rewards. So there's a bit less runes this season, but we wanted to keep the season pass the same price, while accounting for the extra levels of rewards we added.

We won't be removing the runes from the level rewards, just shifting them around a bit when we implement the points changes.

Glad Matt is a fun shake-up so far.

With Kat's vacation in August and fitting in the Desert Bus Crusader art, we thought it would be a good time to add the Void as players have requested it and since it offered some time savings with the season art.

I'll chat with Wilson about the vertical scroll bar on the rewards dialog to make it clearer it can scroll.

Cheers!

Comment

Originally posted by navilapiano

Hey Erika, just adding my voice here. I'm only going to lvl 25 before focusing on coins or idols. However, I'm in complete agreement that the runes should not be removed past lvl 40. Not a single one. Players have payed for the pass and have strategised heavily on reaching those seemingly unattainable prizes. Maybe just lower those rewards to a more reasonable level, still past lvl 40, of course, as well as revising the point scaling to give more option for how we play, rather than sprint, reset, repeat.

Hi navilapiano,

Thank you for for the input on the situation.

Comment

Originally posted by DoctorNovakaine

Plenty has been said about not removing rune rewards. I'm going to take a slightly different approach. The rune rewards for this season are somehow lagging behind the last season despite the expanded reward track, and removing those would further lag it behind. However, if the rune rewards earlier in the track were to be increased, particularly on the pass, then I think it would be considered a reasonable trade-off.

I would also recommend not locking runes behind levels you don't want players to reach in the future. Materials are fine because they're relatively easily acquired through chests at least, but runes are a very rare commodity comparatively and putting them in there is clearly baiting people to go for them.

Thank you for the input. Since the pass has 100 levels of rewards this season, increasing the runes would have meant increasing the price of the pass.

The discussion is still ongoing, but we won't be removing the runes, just moving them down away from level 100.

Comment

Originally posted by bippyarg

The more I've thought about it after you mentioned it on the stream, removing the runes from the reward track should be a non-starter, as all of your paid pass players have already paid for the chance to get them. So removing them is scammy, and possibly illegal in many countries (bait and switch in online purchasing of virtual goods). I would strongly encourage you to drop this path of exploration. There is only downside.

 

That said, you have plenty of tuning knobs available to you to address the concern than players feel those rewards are out of reach.

One is increasing point rewards, which moves players along the reward path quicker (and only last for this single season, so is not a permanent condition).

Or, moving the more desirable parts of the post 50 reward track (e.g. Rune stacks) to the 40-50 range and having post 50 be only mats. Either of these addresses the problem, without creating a new one of very unhappy paying customers.

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Yup, we'll drop the removing entirely of the runes, and focus on our other dials to tweak.

Cheers!

Comment

Originally posted by Croq360

I really hope you don't remove those runes at the 50+ levels. I have been sprinting the heck out of this season in order to maximize my chances to get to level 100. There are Fire Runes at 50/60/100, and those are in very short supply, making those very nice "carrots"!

Thanks for the input Croq.

Comment

Originally posted by DoctorNovakaine

The runes screen and missions screen are grievously laggy. I would need to wait 4-5 seconds to slot or upgrade a single rune. The missions screen is much less consistent, sometimes it takes one second and sometimes it takes ten or more.

Thank you for the information. And is the slowdown present regardless of if you're idling on an area or sprinting areas while on those screens? Or only if you're sprinting?

Comment

Thank you for the feedback.

We brought back this Talent because players ended up missing it when we reworked Speed Runner into what it is now.

We don't currently plan on changing it.

Comment

Originally posted by gragatrim

I just wanted to chime in as well, please don't remove the runes past level 40. I've also been sprinting non-stop to try and get the rewards. It's unfortunate that so many players have been complaining about these stretch goals that you put in(and a lot of players have been asking for since season 1), that they are now making you second guess your decision. I'm one of the end game players that thinks they can actually achieve 100, and I'm willing to sacrifice my entire dungeon season running strictly for points and gaining 0 idols to try and accomplish it.

Bipp makes a good point about not removing the runes, so we'll likely just move them earlier down the track and keep it materials-only past a certain level.

I think you could totally make level 100 too, especially with the points missions.

Comment

Originally posted by SnowLov3r

I think the main problem is that achievements are additive to the bonus you are already getting from the achievements. If they were multiplicative, I would not be upset or mad about the achievements in the slightest. (mind you I am not mad or upset about the achievements, I am just thinking its a shame that it isn't multiplicative at this point, maybe an extra reward for completing t5 11th objective? making them multiplicative?)

We don't currently plan on having any multiplicative bonuses from achievements, but I'll add your vote to the item on the suggestion list.

Comment

Originally posted by TheRealAnubischick

A question not about the dungeon scaling, since the feeling of the playerbase seems to have been well represented both here and on the stream and I know you and the team are looking at it (though I will throw in my vote for don't remove the runes, redistribute them - I thought having them every 3 or 5 levels after 40 rather than every 10 would be ok, still a stretch but much more achievable).

Anyway, actual question: We know that recipes for events are released 2 weeks after the end of the event, would it be possible for the recruit and gear missions for event saders to match that timing? I mean if the recipes for the gear for those saders are now 'in the pool' it seems a little odd that the saders themselves are not.

Hope you and the team have a great Canadian Thanksgiving and thanks for being willing to consider changes, rather than 'my way or the highway' which I've seen from dev teams before.

Given some of the feedback below, we won't remove them, but we'll likely move the runes to lower levels, and after a certain level it will just be crafting material all the way to level 100.

It would be great if the mission additions matched the recipes. It's just been a lower priority to get it set up over other content and bug fixes.

I will pass the Thanksgiving wishes along to the rest of the team. :)

Comment

Originally posted by ChakatFirepaw

A clarification question regarding the dungeon progress achievements: Do they follow the standard of "this difficulty or higher" or do you have to do four sets of ten runs to get them?

And speaking of achievements, how about a talent or crusader upgrade that keys off the number of completed achievements? (e.g. +X% DPS for every five achievements completed, multiplicative.)

You'd have to do 4 sets of 10 runs to complete all the new dungeon achievements, as the achievements are using new stats, given all 3 difficulties last season were using the same highest area reached stat.

I'll note down the vote for a crusaders or talent that takes into account the number completed achievements on the item on our suggestion list and we'll see what happens.

Comment

Originally posted by Doctor_Arkeville

Just to add the voice of another type of player to the mix. I'm not super high end, but I do okay for myself. I usually only try to get fun skins like CrocOdile, Space Ork, and so on into the game or cute taskmasters. That's what I enjoy, just a fun variety of stuff to Numbers Go Up as I idle through the idle game.

That being said even I'm crushed by the dungeons having such a dramatic weight on sprinting compared to deep runs. Having the opposite of incentive to push further and get a little more for each run is so very disheartening.

It doesn't matter now if I get just a little further each time, if I improve my damage, run more buffs, upgrade my gear, anything at all and at best the goal in front of me is the same as the points as behind me.

I know everyone else already said we want to see better points for deeper runs. They have all the math and some are forcing themselves to endlessly sprint and push closer to one hundred. I'm not them. The dunge...

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It is a helpful opinion, thank you for sharing.

And I'll note the votes for the skin requests. :)

Comment

Originally posted by Witty_Newspaper_9693

Your mission so hard to fill up to 100% and it need so much important crusader. So for dungeon run, there is no crusader for mission.

As more Crusaders and skins are released, the dungeon missions will get easier.

Comment

Originally posted by Halaberd85

with the recent addition of more missions that can injure crusaders, have you thought about having achievements based on injuries? the game already tracks the total.

you could have achievements like 'Lost Expedition: Suffer 4+ injuries from a single mission failure' or 'Booby Prize: Have a total of 1000 injuries'

That's an interesting request, but it's probably something we won't add.

The Crusaders Injured stat is just there for a fun metric.

Comment

Originally posted by billyjoe99

Hi Erika,

Please don't do that a lot of people have been sprinting to try and get to the runes rewards past level 40, all that really is needed is a tweak to scale the rewards a little as you go deeper so it isn't necessary to just sprint.....

Hi billyjoe99,

Thanks for the input on the rewards track. We'll keep it in mind.

Comment

Originally posted by HexxarTek

The removal of the post 40 runes brings the value of the dungeon rewards, and the season pass for that matter, dramatically below last season. Is there a reason for this? Especially as it counteracts your increased rune growth over time comment.

EDIT: Will CNE be offering refund on the season pass?

We're still discussing whether or not to remove the runes above level 40.

As with all purchases in the game, the season pass is non-refundable.

Comment

Originally posted by Drugan77

The worst slowdowns I experienced were with the rune screen. It even made the game hang a few times.

At any particular moment, or just every time you load the rune screen?

Comment

Originally posted by CotliGamer64

Missions, loot calculation, chest opening. Those are where I noticed it, but there have been many weird lags for other people too.

Thank you for the information.

Comment

Originally posted by DrStrangelove142

Hi Erika,
 
Despite the outcry it has sometimes created, I’ve never been that upset about nerfing crusaders, especially when they were OP.
However, I’m sad to say I’ve lost nearly all motivation to play the game with the regression to linear scaling in the dungeons. It is a regression as I think it breaks the fundamental incentive to play the game (at least once you have done the objectives). I could develop a long argument about this but will spare everyone the wall of text here. In short, if there is no incentive for doing deep runs, why bother to keep upgrading your crusaders, seeking new gears, runes, etc….and the points/coins that allow you
to access them. 
The worst is that I don’t see how it makes sense for anyone, yourselves included. I’ve heard that it is to re-balance the game in favor of new/mid-range players, but it does not achieve that at all. It’s quite possible to have exponential scaling where newbies and mid-range players earn as much as b...

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Hi DrStrangelove142,

Thank you for sharing your feelings on the changes for season 5.

We will be changing the points around a bit soon.