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Splitgate 2
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1s | and just like that with the click of a |
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3s | button we're live everyone thank you for |
6s | taking the time to be here today we at |
8s | 1047 really appreciate it and we're |
10s | looking forward to talking with you all |
11s | a bit more about split gate 2 diving a |
14s | bit more into the alpha feedback things |
16s | of the sort uh this is our first split |
18s | stream not to be confused with the split |
19s | stream power weapon in splitgate 2 uh |
22s | we're going to be doing a few of these |
23s | over the next couple of weeks or months |
25s | uh so today we're going to be focusing |
27s | on game design so really looking forward |
29s | to that I'm Jessie Griffin BG I'm an |
31s | associate producer here at 1047 and I'm |
34s | here with Ian PR the co-founder and CEO |
37s | of 1047 and Dereck Jones our game |
39s | designer uh guys if you want to do just |
41s | a quick introduction and we can go ahead |
43s | and dive right into it Dereck you want |
46s | to go first yeah sure so uh I'm Derek or |
50s | a lot of people know me as a kuo um I've |
52s | got a a Halloween costume on right now |
55s | I'm I'm more of a cactus without this on |
57s | but um yeah I've been here for about |
60s | four a half years uh started as somebody |
62s | in the community and and still kind of |
66s | love the the um coming from that |
68s | background love interacting with the |
69s | community hearing from you guys and and |
71s | want to make a game you guys love so |
73s | looking forward to talking game design |
75s | and then hearing you guys' questions and |
78s | yeah yeah and I'll just add both Jesse |
81s | and Dereck are both me former members of |
83s | the community um we love hiring out of |
85s | the community so super pumped to be |
87s | working with them and maybe more people |
89s | in the future but um I'm Ian PR I'm CEO |
93s | and co-founder a lot of you guys know me |
94s | as Cardinal Soldier um you know been |
97s | working on this game for a very long |
99s | time um had the idea for splitgate |
102s | actually back in high school 12 plus |
105s | years ago um after playing Portal 2 just |
108s | absolutely fell in love with the concept |
110s | and obviously I'm a big Halo guy so |
111s | you'll see a lot of inspiration from the |
113s | Halo games the older ones especially um |
116s | but yeah started in the dorm room at |
117s | Stamford built a prototype uh um |
121s | obviously it's evolved into a lot more |
122s | than just that kind of initial idea but |
125s | uh excited to be chatting today and um |
128s | excited to also just be chatting with |
129s | the community more often you know I |
131s | think one of the things we're not just |
132s | talking about like feedback that we've |
134s | made today but also just a big focus of |
137s | of our um of the feedback we've gotten |
140s | and and that we've kind of been focusing |
142s | on internally is we want to talk to the |
144s | community more often that's why we did |
145s | the external play test uh we're going to |
147s | be doing a lot more of that um getting |
149s | back to kind of Our Roots of how we did |
150s | things with split gate one where a lot |
153s | of just Community First mentality |
154s | getting feedback all the time that's how |
156s | we make a great game so excited to be |
158s | chatting |
159s | today awesome thanks to you both uh so |
163s | we're probably going to go ahead and |
164s | Dive Right In uh on more a broad vision |
167s | of split g 2 uh as you all know we had |
170s | our first Alpha a couple of months ago |
172s | so we've taken a lot of time to you know |
174s | absorb that feedback and reiterate some |
176s | changes um so I guess you know first |
179s | question for you two uh what sort of |
180s | takeaways did you get from the alpha |
182s | were we pleased with the results did we |
184s | receive great feedback um what were your |
186s | thoughts on the |
187s | alpha I mean I was quite happy with the |
190s | alpha I mean I think kind of uh the |
192s | purpose of the alpha which maybe was a |
194s | little confusing because I think it kind |
196s | of we went into it with a number of |
198s | purposes and so it was kind of unclear |
200s | is this a marketing thing is this a |
202s | feedback thing you know what is this is |
204s | it a community thing um ultimately like |
206s | the way we view alphas and why we're |
208s | doing these external tests now is like |
210s | it's really a feedback thing for us it's |
212s | not meant to be some big marketing beat |
214s | and so like the way I looked at the |
216s | alpha is it it sort of validated what is |
219s | going well and it and it kind of gave us |
221s | the feedback and direction we needed on |
223s | where do we go from here and so um a lot |
226s | of the changes we're making which we'll |
227s | be diving into in a bit but you know a |
229s | lot of these changes are I mean really |
231s | all of these changes are stemmed from |
234s | the alpha feedback of hey we want a |
236s | slightly longer time to kill you know we |
238s | heard that a lot we want more portal |
240s | walls heard that a lot already you know |
243s | that's the first thing we did after the |
245s | alpha is like schedule a call talk about |
247s | it what are we hearing what are we |
248s | seeing what are the changes we want to |
250s | make um and how do we act fast on this |
254s | so yeah and just to add to that I think |
257s | something that again wasn't probably |
259s | super clear is like with this being |
261s | something that we're doing with the |
263s | primary goal being getting feedback and |
265s | iterating um a lot of the you know if we |
268s | were kind of 50/50 on decision |
270s | we always favored like let's do the |
272s | thing that is a bigger change and might |
274s | be more controversial and then let's get |
277s | feedback on that and then do whatever we |
279s | end thinking is better so like time to |
281s | kill I think is a great example where |
283s | you know we have these two options for |
285s | time to kill it's like should we do |
286s | slightly longer or slightly shorter and |
288s | then we figured you know closer to |
290s | original splitgate is going to be less |
293s | drastic change less controversial so I'd |
295s | rather do something that's a bigger |
296s | change is going to get more feedback see |
299s | what people think and then and you know |
301s | that's what we did heard a lot of |
302s | feedback that we wanted the time to kill |
303s | longer and then you know that kind of |
306s | decision is you know empowered by |
308s | getting feedback from the community |
310s | totally and I mean in retrospect we |
312s | probably shouldn't have led with this I |
314s | probably would have done it a little bit |
315s | differently but I think to Derrick's |
317s | Point like kind of the mindset going |
319s | into this is like let's put our |
320s | controversial changes forward because |
323s | that's the thing we want feed back on |
324s | right shared progression in Hot Zone |
326s | like we knew going into it this is going |
328s | to be a LoveHate kind of thing we ended |
330s | up changing it you know because we saw |
332s | some people like it and kind of the |
334s | intention of it originally was we like |
336s | those epic moments right you're uh |
339s | you're fighting over the hill we think |
340s | we're going to get it and then all of a |
341s | sudden last second somebody swoops in |
343s | and steals it um that's kind of cool but |
346s | it's also kind of annoying right and we |
348s | sort of knew that but we figured let's |
349s | put this to the test and get feedback |
352s | because we don't really need to test you |
354s | know I don't know something like |
356s | domination right Three Hills it's been |
359s | done in video video games and Shooters |
361s | forever you kind of know it works um so |
364s | we weren't really looking for feedback |
365s | on that we were looking for feedback on |
367s | the things that we don't know if they |
368s | work y awesome I think that's a really |
372s | good insightful uh discussion for for |
375s | certain feedback um moving on to like |
378s | the broader vision of split gate 2 a lot |
381s | of people have mentioned that it's |
382s | certainly much different than the first |
385s | split gate um whether it's splitgate one |
387s | or split gate who knows uh but with |
390s | liate uh you know we've introduced |
392s | factions weapons uh attachments that |
394s | sort of thing uh if you are a sbras fan |
396s | I'm repping the shirt uh so s Ras Club |
399s | in the chat please um I wanted to talk a |
402s | bit about the faction system and why we |
404s | went that direction uh you know |
406s | obviously it adds a lot more to the game |
408s | um so kind of want to get your thoughts |
410s | um on the faction system and abilities |
414s | totally um yeah so I'd say kind of the |
416s | whole approach with split G2 at a very |
419s | high level started with what are the |
420s | things we love about splick eight what |
422s | are the things that the fans love about |
423s | splick 8 and the community loves and |
425s | what are the things that we think kept |
427s | it from breaking through right because |
429s | obviously we all know very fun game I |
432s | mean still my second favorite game to |
434s | this day right behind splick a 2 but you |
436s | know a lot of things we did well that |
438s | put us on the map but obviously split |
440s | gate one wasn't able to sustain kind of |
442s | that momentum that we were hoping it |
445s | would um and so SPL k 2 started off as |
447s | just a very simple idea of like what do |
449s | we want to keep doing that people like |
451s | what are the things where we fell short |
453s | that we want to improve on uh and so |
455s | very quickly with that mindset um we |
458s | talked about meaningful variety with a |
460s | purpose that was a big theme of ours |
463s | with building split G2 is like how do we |
465s | add more variety because the pattern we |
467s | would see is people would come in they'd |
468s | have a ton of fun for about three or |
470s | four weeks and then they would run out |
472s | of things to do um similarly you know |
474s | live Ops having kind of a a really solid |
477s | content plan post launch we didn't have |
480s | that in Spate it kind of took us seven |
481s | months to ship a new map and a new |
483s | season and so a big theme which we |
485s | haven't really talked too much about yet |
487s | but you'll get to see obviously uh once |
489s | we do launch the game next year um is |
491s | just how awesome our live Ops and |
493s | content plan is there's going to be a |
495s | hell of a lot more new things coming you |
498s | know new maps modes Etc um that are |
501s | going to keep the game fresh and so I |
503s | think with those two kind of mindsets |
504s | and and a bunch of other things you know |
506s | raising the bar to AAA quality U Better |
509s | progression more social more teamwork |
511s | there's a lot of different things that |
512s | went into Spate to but kind of the |
514s | original Vision was let's lean into what |
517s | we do better than anyone else that we |
519s | love about splick that makes it special |
521s | which is amazing Gunplay awesome |
523s | movement and highlight inducing portal |
526s | mechanics right those are the three |
527s | things we need to preserve and also just |
529s | that fun vibe where we're not afraid to |
531s | be a little bit goofy um which we got |
534s | more of that coming don't worry but um |
537s | and then let's build on that right if |
538s | we're going to take that formula and |
539s | preserve those three things that make us |
541s | unique how do we improve that how do we |
543s | add more variety how do we have more |
545s | content how do we make it more social |
547s | right those are kind of the things that |
548s | we wanted to build on top um and so you |
551s | know if I talk about factions and |
553s | weapons Etc this is meant to be that 10% |
557s | icing on the cake right like my vision |
559s | our vision is not to be some sort of |
561s | ability hero shooter or anything like |
563s | that it's meant to be a game that's all |
565s | about guns and portals but that extra |
568s | 10% could be the difference between |
570s | winning and losing a gunfight but really |
572s | 90% is who's got the better aim who's |
575s | got the better mechanics who's got the |
576s | better portals that's what we want this |
578s | game to be about just like split gate |
580s | one just with that extra little bit on |
582s | top yeah I think the other thing I'll |
585s | add to that I think you pretty much |
586s | touched on everything as far as |
588s | inspiration um the one thing I'll touch |
590s | on is we talk about meaningful variety |
592s | with a purpose um and I think that we've |
594s | seen some of that like you know I think |
597s | there is more variety in like being able |
600s | to choose what weapon you start with or |
601s | being able to choose a faction and I |
603s | think we really like that um the other |
605s | thing I'll add though and we obviously |
607s | can't talk about this too much but |
608s | there's a lot of that meaningful variety |
611s | with a purpose that we haven't sh that's |
613s | still coming yeah yeah totally yeah |
617s | we've I mean we've shown one and a half |
618s | modes right we've shown TDM and we've |
621s | shown Hot Zone we got a lot of different |
623s | and I wouldn't say that those modes are |
625s | highlighting meaningful variety and a |
627s | purpose to your point right that is a |
629s | Hill mode that we really like that we |
631s | think does a lot of things very well and |
633s | it's a slightly different flavor of Team |
635s | Deathmatch where okay it's round based |
638s | whatever um there's things we like about |
640s | that but to your point I'd say split |
643s | gate one we had 20 different flavors of |
645s | the same thing with our modes I mean I |
647s | think takedown was awesome but you know |
649s | you think about cthd TDM shoty Snipes |
652s | all all these modes are kind of the same |
654s | pacing same Maps |
657s | same you know kind of different flavor |
659s | the same thing right and so I think what |
661s | you'll see um in the future uh is a lot |
665s | of uh big um big variety so yeah like I |
670s | think we've thrown around the number 10% |
673s | for what we've shown so far I think |
675s | that's approximately right of like |
677s | there's a lot of stuff that we haven't |
678s | shown yet that we're really excited |
680s | about um again we can't talk about it |
682s | too much but just to really highlight |
684s | that like when we say meaningful variety |
687s | with purpose like that's not something |
688s | we've shown yet but it's something we |
690s | take really seriously yeah yeah good |
692s | point yeah well said uh you guys talked |
695s | a little bit about Team Deathmatch I'm |
698s | going to jump in uh on a bounce off |
700s | question of this we got a lot of |
701s | feedback on Team Deathmatch for our |
702s | first Alpha a lot of them mixed |
704s | reactions in regards to the round note |
707s | specifically and whether or not the |
708s | rounds felt too short or too fast um |
711s | looking to see you know with that feed |
713s | that feedback that we've implemented |
715s | hoping we can go ahead and let the |
716s | community know what changes have been |
717s | made because we do hear you yeah totally |
720s | I mean so the biggest thing for both of |
722s | our round based modes is longer rounds |
723s | right we want you to be able to get into |
725s | that flow state so um you know the the |
727s | kill cap in TDM went from 15 to 20 so |
731s | pretty substantial increase in time to |
734s | uh win around um uh we got mixed |
738s | feedback I'll say candidly on if people |
740s | like round-based TDM I think we actually |
742s | saw a little bit more positive than |
744s | negative um a lot of people it took a it |
747s | was kind of different right but I think |
749s | to me sort of the original inspiration |
751s | I'm a huge Gears of War fan and I was |
753s | actually I recently replayed gears one 2 |
756s | and three and beat all their campaigns |
758s | in prep for e eay um which has me pretty |
761s | hyped but I was playing Gears of War 3's |
764s | TDM and I actually think it's a really |
766s | really fun system one of our goals with |
769s | game modes in particular was more epic |
772s | moments and the thing we really like |
774s | about round-based is you kind of have an |
777s | epic moment every single round um even |
780s | in the external play test we did last |
782s | Saturday um you know having that uh 19 |
786s | to9 who's going to win the point very |
788s | high stakes you could lose and now oh |
791s | [ __ ] we're down but hey let's reset we |
794s | get a power weapon maybe we win round |
796s | two um so that's kind of the motivation |
798s | there and we we've seen mixed mixed |
800s | feedback candidly um but I will say |
803s | we've seen more good than bad and so |
805s | we're we're still continuing to keep an |
806s | eye on it um but definitely the one |
808s | thing we for sure saw was a want for |
811s | longer rounds and so we've addressed |
813s | that and we're going to keep an eye on |
814s | it yeah and I'll say like you know we do |
817s | a lot of testing internally and and |
819s | getting feedback both from internal |
821s | people and external people when we're |
822s | making changes like this so like the |
824s | first thing that we did when we heard |
826s | the feedback about TDM rounds being too |
829s | short is like all right let's make them |
830s | longer and I think we immediately went |
832s | to 25 inter internally it's like all |
834s | right let's test a lot longer rounds we |
837s | do that got a lot of feedback about yeah |
839s | this is longer and I like it but it's a |
841s | little bit too long and then you know |
843s | kind of meet in that middle where it's |
844s | like all right where's this sweet spot |
846s | and yeah um I think you know now that |
848s | we're playing with 20 we've seen a lot |
849s | of positivity around that change um |
852s | people thinking that that's feeling |
853s | really good so excited to get more |
855s | people to play with it yeah and I'll add |
858s | to that you know my kind of our |
859s | philosophy when it comes to design art |
862s | really everything is we like to make big |
864s | changes and then dial it back um I think |
867s | it's really easy to get into this |
869s | mindset of just like increasing 10% 10% |
872s | 10% 10% and you just it takes forever to |
875s | get there and so with any change whether |
878s | it's balancing a weapon or match length |
882s | whatever it is our philosophy is let's |
885s | you know if it's too short let's make |
887s | sure the next time we play it it's |
888s | actually too long and then we'll get a |
891s | sense of where do we need to meet in the |
892s | middle uh we do this even with art |
895s | changes I was talking to the environment |
897s | team yesterday about about uh some |
900s | changes on a map and uh I told him hey |
902s | go too far to the point where it's like |
904s | this is annoying and then dial it back |
906s | and I think that just really works well |
908s | with with design so yeah yeah it |
911s | definitely does uh I work a lot with |
913s | audio and V effects and so there's a |
915s | weapon that comes to mind future power |
917s | weapon no names uh but yeah started off |
920s | a little too uh we didn't like the |
923s | direction so we just went and just |
925s | buffed it up and we found a good spot |
927s | for it so yeah the way that we've been |
929s | doing it is working well we'll say hey |
931s | that that audio that gunshot sounds a |
933s | little bit too weak I want it to sound |
934s | op and then let's me in the middle |
938s | so awesome uh I want to go ahead and |
941s | move over to competitive versus casual |
944s | gameplay uh factions abilities equipment |
947s | and more um you know want to take a bit |
949s | of time to talk about some concerns that |
950s | we've seen throughout the community |
951s | which is balancing casual versus |
953s | competitive uh and you know if there's a |
956s | a place for both sorts of Gamers uh |
958s | within our our game |
960s | yeah well I'll say um so far really all |
963s | we've shown is the competitive side um I |
966s | mean you could argue TDM is kind of for |
968s | both right everybody loves TDM um but |
971s | I'd say you know the only modes we've |
973s | shown so far are on the more competitive |
975s | side like hot zone is meant to be one of |
977s | our competitive modes um I think for |
980s | balancing and testing like uh obviously |
983s | we have a lot of goofy modes coming but |
986s | it does balance doesn't matter quite as |
988s | much for a goofy mode mode as it does |
990s | for a competitive mode so right now as |
991s | we try to balance the factions we're |
993s | trying to balance them around the more |
995s | competitive modes and then focus on the |
998s | fun right so for all the goofy modes you |
1001s | know split gate had like low gravity |
1003s | stuff like that it doesn't really matter |
1005s | if in a low gravity mode sbras versus |
1008s | Aeros is a little bit more powerful than |
1010s | one or the other um so for kind of our |
1014s | factions weapons Etc we're trying to |
1016s | balance around competitive and then for |
1018s | everything else like our Pro PR even for |
1020s | competitive our priority is fun you know |
1022s | we like to say fun first it's one of our |
1024s | pillars of game design and so uh we've |
1027s | been spell out hey we will prioritize |
1029s | fun over competitive Integrity over |
1032s | monetization over you know whatever it |
1035s | is we need to prioritize fun first |
1038s | because that is our top goal is make the |
1039s | most fun game |
1040s | possible yeah totally and I I think you |
1044s | know there are a lot of times where you |
1046s | can do things that help both groups or |
1049s | help one group and the other group just |
1050s | doesn't care like I think when we were |
1053s | going through this pass that we were |
1054s | talking about um adding portals to Maps |
1057s | we have a lot of maps where it's like if |
1059s | there was a floor portal here or |
1061s | competitive players going to use that a |
1063s | lot of times probably not because it's |
1065s | you know floor portal it's more fun |
1067s | based it's not super like strong |
1069s | strategically necessarily but it's fun |
1072s | and um adding in a lot more of that and |
1075s | trying to focus on that things where |
1077s | it's like yeah this is just a win for a |
1080s | casual player who just wants to have fun |
1082s | and create highlights and have a good |
1084s | time and it's not hurting competitive |
1086s | players at all so that's kind of the the |
1089s | balance that we're looking to strike a |
1090s | lot of times I think totally and that's |
1092s | why some of these portal walls we added |
1094s | kind of the original mind set like we |
1096s | didn't want to have portal walls that |
1098s | wouldn't be used um we weren't even |
1101s | thinking necessarily competitive we were |
1102s | just thinking this is kind of a niche |
1104s | portal wall do we really need it and I |
1106s | think our mindset now is a little bit |
1108s | different which is like well |
1110s | it's fun if you're a really good player |
1112s | maybe you don't use that portal wall |
1114s | because you know you're just triple |
1116s | portaling all day but for a lot of |
1118s | players it's just an additional option |
1120s | it's a fun thing you can get momentum |
1122s | out of it and so I think our mindset is |
1124s | definitely shifted a little bit after |
1126s | the alpha feedback and the execution |
1129s | you'll see with with both the existing |
1131s | maps and some of the new maps that we've |
1133s | gone and added some additional portal |
1135s | walls too yeah and just the direction |
1137s | for feature Maps as well so you know you |
1140s | at least some of the people um that are |
1142s | watching have seen some of the changes |
1144s | that we made to the alpha 1 Maps where |
1146s | you know we added a couple floor portals |
1148s | a couple places you can get momentum um |
1151s | that kind of stuff as well as other |
1153s | normal Standard wall portals um but then |
1155s | we're doing that same process on future |
1157s | Maps where it's like okay this map that |
1160s | nobody has played yet like how can we |
1161s | make this better um with this feedback |
1164s | that we received on our existing maps |
1166s | and then the maps we're creating from |
1167s | scratch right now and we're creating new |
1169s | you know from the groundup blockouts |
1172s | like again how can we use this feedback |
1175s | that we're receiving the Alpha One maps |
1177s | and use that to improve our future |
1180s | content yep yeah that's awesome yeah |
1183s | thanks for that Derek I believe uh in |
1184s | the future one of our split streams are |
1186s | actually going to be about map and level |
1188s | design so stay tuned for more in-depth |
1191s | explanations there uh it's going to be a |
1193s | super fun time um wanted to talk a |
1196s | little bit about weapons uh in our last |
1198s | external play test we had on Saturday |
1200s | attachments was a big talking point on |
1203s | why we added certain attachments um and |
1205s | we didn't want to of course overwhelm |
1206s | the players um and speaking on weapons |
1209s | if you have not uh actually the three of |
1211s | us we did a a breakdown of our favorite |
1213s | weapon and faction uh Loadout so if you |
1215s | guys have not seen that yet it's on our |
1216s | Twitter exclamation point Twitter uh go |
1219s | ahead and take a look just a couple |
1220s | posts down uh quick 30 second tips uh |
1223s | but yeah want to talk a bit about |
1224s | attachments because that is a big change |
1226s | coming from the first split gate and |
1228s | moving toward again like that faction |
1230s | style um you know personalization sort |
1233s | of play uh so why did we use certain |
1236s | attachments um and you know only allow |
1238s | two rather than you know up to five like |
1240s | other games yeah well I'll I'll say a |
1243s | couple things so one definitely you |
1245s | should go look at at Twitter um because |
1247s | we didn't just show our favorites but we |
1249s | also revealed a new gun so AOS has a |
1252s | shotgun it's an auto shotgun um it's one |
1255s | of my favorite guns in the game um I'll |
1258s | just a uh I'm a huge fan of the original |
1261s | Modern Warfare 2 and I just Lov the aa2 |
1265s | and I talk about it a little bit I think |
1266s | my marketing team told me like H you |
1267s | shouldn't call out other games I'm like |
1269s | I don't care I love Modern Warfare 2 um |
1272s | but yeah very similar to that like |
1275s | original aa2 Modern Warfare 2 shotgun um |
1279s | super fun so um in terms of attachments |
1282s | I mean again like we wanted to have |
1284s | variety but meaningful variety right and |
1286s | so what I'd say is if you look at um you |
1290s | know the direction that uh the previous |
1292s | game I just talked about has headed |
1294s | there's a lot of attachments um and |
1297s | that's cool in some ways right it gives |
1299s | you a ton of variety but when there's 50 |
1302s | different options not only does it get |
1304s | overwhelming but it also kind of forces |
1305s | you to um make them extremely subtle |
1309s | right every single |
1310s | attachment it's like is it even changing |
1313s | the way the weapon plays and so I think |
1315s | with our goal of meaningful variety with |
1317s | a purpose we said hey attachments each |
1320s | of those attachments is a net positive |
1322s | it's meaningful it's impactful it's |
1324s | actually going to change the gun in a in |
1326s | a meaningful way um and and we're not |
1329s | going to overwhelm the user with 500 |
1332s | options it's like hey here's five |
1333s | options pick two and they're going to |
1336s | give you a benefit um and uh yeah so |
1339s | that was kind of our our mindset there |
1341s | yeah I think it kind of touches on what |
1343s | we've talked about with meaningful |
1345s | variety with purpose right where you |
1347s | know we we use that pillar across a lot |
1348s | of parts of the game but that's another |
1350s | one where it's like we want these |
1352s | attachments to actually make the gun |
1354s | feel different and like if I want |
1356s | something the you know that plays into |
1358s | my play style of playing at longer range |
1361s | like I think Jesse's Loadout had a laser |
1362s | sight and extended Barrow where like now |
1365s | this assault rifle is a lot better |
1367s | fighting at long range where normally an |
1369s | assault rifle is more of a medium range |
1370s | weapon um so you know that that |
1373s | customization and being able to play to |
1376s | your strengths and your own play style |
1377s | and car out your own Niche I think it's |
1380s | a lot of the the driving yeah course |
1382s | there we'd rather have one grip that |
1384s | makes an impact than like 12 grips that |
1386s | are all slightly different flavors of |
1389s | the same thing yeah yeah what I love |
1392s | about the attachments we have a wide |
1394s | variety of maps uh in sizes talked about |
1397s | that in our external play tests as well |
1399s | uh we introduce a new map which is |
1400s | always exciting so you guys will |
1401s | hopefully see more of that in the future |
1404s | um but yeah I love being able to swap |
1406s | from a certain Loadout to new |
1408s | attachments size I think it's a really |
1410s | fun refreshing time you know games don't |
1413s | feel so you know mundane because there's |
1415s | so many different aspects within our |
1417s | Loadout |
1418s | system uh I guess we'll go ahead and |
1421s | move right on into movement and |
1423s | regeneration mechanics um obviously you |
1426s | know triple portaling is still a big |
1428s | factor for those who want to do that we |
1429s | have of course introduced more ways to |
1431s | move around the map we have some jump |
1433s | pads we've added the ability to slide um |
1436s | and of course the Aeros Rush uh the |
1437s | well-loved ability |
1439s | um how are we planning on like refining |
1442s | these sorts of elements based off of |
1443s | feedback we've made some already but |
1445s | want to get your guys' ideas on you know |
1448s | the we the not the weapons the the |
1450s | movement mechanics and you know the |
1451s | differences between split K and split |
1453s | K2 yeah um well I'll say kind of the the |
1456s | biggest change we made after the alpha |
1459s | was we added the ability to Sprint while |
1460s | reloading to all classes um that was |
1464s | surprisingly awesome I will say like |
1467s | adding that I think at first we thought |
1468s | oh this is like a really subtle thing |
1470s | and AOS is kind of the Speedy class so |
1472s | we'll just give it to AOS um thank God |
1475s | we added it to all classes because it's |
1478s | not just that you can Sprint while |
1480s | reloading I mean that's great and it |
1481s | feels faster and more fluid and |
1483s | responsive but it's also the fact that |
1485s | you can um reload while you slide and |
1489s | it's not even something I even thought |
1491s | about it was just kind of an unintended |
1493s | consequence of being able to now Sprint |
1496s | while reloading and uh it just feels so |
1499s | nice to get in that flow state of like |
1501s | you're fighting you're shooting you you |
1504s | know you're low on ammo you're low on |
1505s | health you're trying to run away because |
1507s | you got the first kill you got to reload |
1508s | you just slide down that Hill um it just |
1511s | feels so fluid and so much better than |
1513s | ever um so I think that was like the |
1515s | biggest change um I think another thing |
1517s | I actually don't even remember if this |
1519s | was alpha or not I think maybe it was |
1522s | but I know at some point you couldn't |
1524s | throw equipments or do abilities while |
1526s | shooting I don't I don't actually |
1528s | remember if that made it into the alpha |
1529s | or not but now you know our philosophy |
1532s | is like guns up always right so we want |
1534s | you to be able to shoot we don't want to |
1536s | take away from that um and so uh with |
1540s | everything whether I'm doing my hypers |
1543s | sight throwing down a barrier wall |
1545s | throwing a smoke grenade shooting myself |
1547s | with a stem um I can shoot the entire |
1550s | time um and so I think it's just about |
1552s | making the game feel responsive right |
1554s | when I click a button I want that button |
1556s | to immediately do what I think it's |
1559s | going to do and so preventing blocking |
1562s | that is kind of what we're trying to go |
1563s | for so it just feels more Snappy yeah I |
1566s | think to answer what you aren't sure on |
1569s | um in Alpha you could shoot while doing |
1573s | abilities but it didn't rate very well |
1575s | um the animations weren't quite |
1576s | reflecting oh yeah just because it was |
1577s | still working in progress and then for |
1579s | equipment stim shot was the only one |
1581s | that you could shoot while using it and |
1584s | that was something we got feedback on is |
1585s | like stim shot just feels more fun than |
1587s | these other equipment because you shoot |
1590s | while you're using it so we're like okay |
1592s | maybe we should go back and yeah to |
1594s | clarify like a lot of it was just the |
1596s | visuals if I recall now which is like |
1598s | before you know you'd do the hypers |
1601s | sight and your gun would go off to the |
1603s | side right and technically you could |
1605s | still shoot it's just your guns pointed |
1606s | that way so you don't think you can |
1607s | shoot and so now it's we've updated the |
1611s | animation uh the animation team's been |
1613s | doing amazing work but now it's you know |
1615s | I do this my gun is still pointed at |
1617s | this it's still you know does a little |
1619s | bit so it doesn't feel like you're stiff |
1621s | um but it's still pointed I can still |
1623s | shoot while I'm doing that I can still |
1625s | shoot while I'm doing that um just to |
1627s | make it feel better and more consistent |
1629s | with player expectations yeah I I think |
1632s | the other thing um that I would say was |
1635s | like hugely impactful more so than I |
1637s | thought honestly um |
1640s | was wow and there goes it's gone no um |
1644s | the the two things that we did one was |
1646s | obviously reloading while sprinting |
1648s | which was and then the other was |
1650s | sprinting by default being an option so |
1651s | we didn't have that in Alpha so there's |
1654s | a lot of people who don't like holding |
1655s | shift and I think even on controller it |
1657s | was kind of like sometimes you get taken |
1658s | out of Sprint by something like |
1660s | reloading and then um you know switching |
1664s | that to now have the option where you |
1666s | just all the time if I press W and I'm |
1668s | not blocked by something I just Sprint |
1670s | um feels so much better so much smoother |
1673s | I think we even had it on by default in |
1675s | the most recent test that we did and got |
1676s | a lot of really positive feedback about |
1678s | that |
1679s | feeling more smooth yeah I'm a hater of |
1682s | that to be honest you have the option I |
1684s | turn it off because I I am just I don't |
1685s | know I'm just used to holding shift |
1687s | forever even though there's no point but |
1690s | um but that's that's |
1692s | cool yeah another great bit of feedback |
1695s | that we adjusted you know that was |
1697s | pretty popular in the community for |
1698s | giving that feedback was being able to |
1700s | close one of your two portal walls or |
1702s | portals rather than than both uh so we |
1704s | have made that adjustment as well for |
1705s | those who are very Savvy with their |
1707s | portaling uh that of course has been |
1709s | addressed and as always thank you for |
1711s | the feedback oh yeah I forgot about that |
1714s | one and that's also optional I think |
1716s | what we did is by default like your |
1718s | default bindings is just one button to |
1721s | close both but if you're the kind of |
1723s | person who wants to have two buttons |
1726s | mapped or have paddles on your |
1728s | controller right you have that |
1732s | optionality yeah |
1733s | absolutely all right well I do think |
1736s | that we're probably going to go ahead |
1737s | and take a couple of questions from the |
1739s | chat um we do have a full-fledged Q&A |
1742s | tomorrow in our Discord if you're not |
1745s | part of the Discord please go ahead and |
1746s | throw down exclamation point Discord |
1748s | exclamation point socials if you want to |
1750s | be a bit more involved in the community |
1751s | be sure to RSVP for that event in the |
1753s | Discord plenty of more time does that |
1756s | make sense uh plenty of time to address |
1759s | your questions we're only going to be |
1760s | able to tackle a few today um so go and |
1763s | feel free to ask tomorrow we're doing a |
1764s | bunch so make sure if we don't get to |
1766s | your question today come tomorrow is the |
1769s | point come to the Discord yeah we'll |
1771s | answer a bunch of questions and we're |
1773s | going to do a lot of this kind of stuff |
1774s | going forward so yeah absolutely so yeah |
1777s | we'll go Ahad and take a couple of |
1778s | questions now uh to Derek and Ian just |
1780s | go ahead and you know pick and choose |
1781s | questions that you see that you think we |
1783s | want to talk about and yeah once again |
1785s | tomorrow a lot more questions going to |
1786s | be |
1787s | answered Dereck I'll let you uh drive |
1790s | this because I don't have |
1793s | the |
1795s | um auo Jesse how does it feel being the |
1798s | most handsome at 1047 thank you |
1800s | m great question thank you that's a |
1803s | great question yeah how does it feel |
1805s | Jesse being most handsome at 1047 you |
1808s | know I gotta say it feels pretty amazing |
1812s | uh how much did you guys pay MC to ask |
1814s | no enough |
1816s | apparently our marketing budget is gone |
1819s | sorry Tim yeah sorry about |
1821s | that H I did see a good question uh if |
1823s | we can close enemy portals uh yes you |
1826s | can we have shifted from the EMP |
1828s | grenades and Spate one uh you can now |
1831s | actually place your portal over an enemy |
1833s | portal uh there is currently a time |
1835s | where you cannot I believe it's 3 |
1836s | seconds right now that is also of course |
1838s | being tested and worked on uh so you |
1841s | will be able to replace enemy replace |
1843s | enemy portals with the click of a button |
1844s | and instantly rather than lobbing a |
1846s | grenade and having to wait for that |
1848s | grenade to travel so super fun yeah I |
1850s | can just add add to that a little bit |
1852s | too there's there's a number of things |
1853s | we did to make portals just feel better |
1856s | um and so part of it was removing the |
1859s | EMP grenades that was another one some |
1860s | people loved them some people hated them |
1862s | but in general we want every button that |
1864s | you press to feel very Snappy responsive |
1867s | and just fun and it doesn't feel that |
1869s | fun to throw an EMP grenade at a wall |
1872s | only for the player to then immediately |
1874s | spawn another portal right there um and |
1877s | so the thinking was we just want you to |
1879s | be able to point and click and have it |
1881s | feel responsive there's an enemy portal |
1883s | there you just shoot it and it's deleted |
1886s | um but your portal is invulnerable for a |
1889s | few seconds so that you don't get into |
1891s | this just battle of spamming portal |
1893s | against a portal Walt to try to camp and |
1895s | block them when you only have a limited |
1897s | resource of your EMP grenades um the |
1900s | other thing we did uh there's actually I |
1902s | guess a number of changes we made to |
1904s | make portals feel better so one of them |
1906s | is client side portals and so um I don't |
1910s | fully understand the technical details |
1911s | here um but I know there's a lot of |
1913s | fancy Iris replication Unreal Engine 5 |
1916s | Voodoo that we do that basically makes |
1919s | portals just way more responsive um |
1922s | especially at high ping you know if |
1924s | you're sitting next to the server it's |
1926s | not going to make a huge difference but |
1928s | if you're at 50 ping even um spawning a |
1932s | portal there's just that slight delay |
1934s | which especially if you're into triple |
1936s | portaling or you're trying to do last |
1937s | second things in Split gate one very |
1940s | difficult to do and it could be the |
1941s | difference between life and death in |
1943s | Split A2 it's just like how it feels in |
1946s | race mode where just you just click that |
1948s | button and it spawns instantly and you |
1950s | can just move the way you want to uh and |
1953s | then the last thing we did is just |
1954s | portal nudging um and so really nice |
1957s | change cuz you know there's no worse |
1958s | feeling than having just not you know |
1961s | there's just not quite enough room on |
1963s | that portal wall cuz your teammates |
1964s | portal is right there and you need one |
1966s | more inch and you spawn it and it just |
1968s | doesn't spawn and so um one of our |
1971s | Engineers Ben Rocklin who many of you |
1973s | probably know finest been but uh |
1975s | implemented the ability to just nudge a |
1976s | teammate's portal right so if if I spawn |
1978s | a portal and there's just a few inches |
1980s | not enough room it'll just subtly move |
1983s | my teammate's portal a few inches to the |
1984s | right or left to make room and so |
1986s | there's a lot of little things like that |
1988s | we've done to just make it feel better |
1990s | that you'll especially notice you kind |
1992s | of go back and forth between split gate |
1994s | one and two you'll notice the difference |
1996s | yeah I think portal snapping is another |
1997s | one of those where in Split gate it's |
2000s | something we saw all the time especially |
2001s | among newer players where they'll place |
2004s | a portal try to walk through it and |
2005s | they'll stub their toe and just get |
2007s | stuck right about to walk through it so |
2010s | now we do something where it's like okay |
2011s | if it's within a certain radius um of |
2014s | just being on the floor let's just put |
2015s | it on the floor if it's like a foot off |
2018s | the ground just snap it to the ground |
2020s | and I think we have the option to turn |
2022s | that off so if you're a pro player and |
2024s | you're just like I don't want it to snap |
2025s | to the ground I want it to be six inches |
2027s | off you can do that um but yeah for most |
2031s | players yeah yeah and and to talk on the |
2034s | client side portals um something I've |
2036s | seen few times now is obviously in the |
2039s | alpha because it's such a limited play |
2041s | test we don't have all of our servers up |
2043s | you know in the future we'll we'll have |
2045s | a lot more regions that you can play in |
2046s | so you can play on your local server and |
2049s | get the best connection possible um but |
2052s | in the alpha we didn't have Australia |
2054s | servers so the best server for someone |
2057s | in Australia was playing on West Coast |
2059s | which is like 200 milliseconds of ping |
2061s | which is a lot um and I saw several |
2064s | people where I would tell them that they |
2067s | were playing on 200 millisecond of ping |
2068s | and they were like wait what like I |
2070s | thought I was playing on Australia |
2071s | servers like that felt as good as |
2073s | playing any other shooter when I'm |
2075s | playing on my own server which yeah I |
2077s | think really shows like the amount of |
2078s | work that we've put into trying to make |
2080s | it feel good for everybody whether it be |
2082s | somebody who has worse internet or you |
2085s | know somebody playing on a server with |
2086s | their friends that are cross you know |
2089s | maybe I'm on West Coast and I want to |
2090s | play with my friends on the East Coast |
2092s | just making that feel as good as |
2093s | possible to to open up people to play |
2095s | with their friends and yeah and it's not |
2098s | just portals I mean it's everything in |
2099s | the game it's just that there's so much |
2101s | Network optimizations we've done in |
2103s | splitgate 2 that it just feels really |
2106s | really responsive um and snappy and and |
2108s | I mean even on the uh the hardware side |
2111s | there's still more uh improvements to |
2113s | come of course um but we've done a lot |
2116s | to optimize this thing but especially on |
2119s | networking another question I saw from |
2122s | code Phoenix um what were the changes |
2124s | you guys made for the ttk like what |
2126s | weapons and stats did you guys change |
2129s | this question was quite a while ago |
2130s | there's not a huge stream delay I just |
2132s | highlighted it and saved it while we |
2133s | were talking to clarify I'll let you |
2135s | tackle it yeah so basically um weapon |
2139s | balance is kind of the thing I spend a |
2141s | lot of my time doing um you know |
2143s | adjusting stuff trying to make it all |
2144s | feel balanced so just so you guys know |
2146s | if anything's ever op you know who to |
2149s | yell at um and who to blame it's it's my |
2151s | fault um so kind of the process of going |
2154s | from alpha to now was you know we again |
2157s | heard a lot of feedback about splitgate |
2160s | time to kill felt better I wish it was |
2161s | like split gate so it was like okay um |
2163s | and the original Alpha was basically |
2165s | balanced around the splitgate assault |
2167s | rifle so a little bit faster time to |
2169s | kill you know had to buff up the |
2171s | splitgate carbine buff up things to to |
2175s | you know match that split gate assault |
2176s | rifle which was a bit strong you're |
2178s | saying originally not now that was |
2179s | originally what we did and um whenever |
2182s | we moved you know into now and the play |
2185s | test that we did uh recently with a few |
2188s | of you guys um we basically said okay I |
2192s | think the splitgate carbine is actually |
2194s | more what we want to be balancing around |
2196s | not the splitgate assault rifle it's |
2197s | moved to the splitgate carbine so the |
2199s | Aeros carbine basically just said the |
2201s | Aeros carbine is going to be exactly the |
2203s | splitgate carbine and then let's balance |
2205s | everything else around that so um the |
2208s | question was like what weapons and |
2209s | values did you change we changed every |
2211s | value on every weapon um basically went |
2214s | through and adjusted everything to be |
2216s | okay what would this look like if it was |
2218s | balanced with the AOS carbine being the |
2220s | splitgate carbine um so yeah changed a |
2224s | ton of stuff also made a huge pass on |
2227s | weapon drop off just to make it feel |
2229s | more intuitive um and more you know |
2232s | consistent across all weapons also you |
2234s | know impacts stuff like attachments a |
2236s | lot so I don't want to dive too deep I |
2238s | could talk for hours about the the |
2240s | changes we made in kind of my uh |
2242s | philosophy on weapon balance and |
2244s | Equipment balance and faction balance |
2246s | like faction balance wasin definitely a |
2248s | big one that we've taken a lot of passes |
2249s | at with AOS being tldr though |
2253s | ISR is now virtually the same as split |
2257s | G8 one's time to kill yep which is |
2260s | longer than the alpha |
2265s | yep all right well I think we are |
2267s | probably going to go ahead and call this |
2270s | time uh Dereck and Ian thank you guys |
2272s | again for uh the time that you've taken |
2274s | out of the day uh very busy time over at |
2276s | 10:47 of course so it's appre appr I |
2278s | know the community it uh once more uh |
2282s | chat as the big streamers like to say uh |
2285s | we do have once again a Q&A tomorrow at |
2287s | Friday uh 3M Pacific time again |
2289s | exclamation point Discord to go and hop |
2291s | in there uh wish list the game on Steam |
2293s | of course so we know that you're excited |
2294s | to hop in the server uh and trust me if |
2296s | you if you haven't gotten to play yet we |
2298s | are just as excited for you to check it |
2300s | out as you are play it so once again |
2303s | thank you all so much for your time and |
2304s | we will see you all |
2306s | tomorrow thank you Jesse thanks |
2308s | everybody for tuning in we're going to |
2309s | be doing a lot more of this kind of |
2310s | stuff in the near future and we'll see |
2313s | you tomorrow |