Dan_Felder

Dan_Felder



25 Dec

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Originally posted by General_Pepper_3258

You are exactly the dev I'm looking for.

Merry Christmas Dan 💝

Thanks. Merry happy joyful holidays to you as well. :)


22 Dec

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In some gaming cultures it's considered polite to not waste the victor's time, espescially if you grew up playing Starcraft where decisive victories come a lot earlier than literal in-game victories. Go is another example (the boardgame).

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Originally posted by venomous_frost

Can every rioter participate in social media on a riot account, or is it a specific task given to some?

Every Rioter (at least as far as I'm aware) can take something called "Red Name" training which clears you to chat on social media with players as a Rioter and lets you have a fancy Riot in-game username.

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Originally posted by TrueDripDamage

I promise not to

Thanks. :)

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Originally posted by TrueDripDamage

Wow I can’t believe Dan Felder designed, coded, voice acted, wrote for, created art for, animated, QA and bug tested the entirety of LoR all on his own, and in a single day no less

In the context of this post this is funny, but please folks - don't start making this joke elsewhere. Other team members might be hurt.

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Originally posted by TheFreind

Hey Dan, I want you to know that above all we might moan and complain about in X Y Z meta, we absolutely love every champion's design in LoR. Every champion is beautifully translated into card-game format and it's super fun trying new mechanics! We also really appreciate the character redesigns, like Cait (who appeared in LoR before her LoL redesign), Vayne, and Udyr to properly fit in their worlds. The lore in LoR is soooo good!

That's awesome, so many people work hard on that across narrative, gameplay design, art, and more. I often go to the artist's channels to get inspired by their visual designs when working on stuff. :)

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Originally posted by ULTRAFORCE

Reminds me of the infamous article where Warren Spector talked about this very issue of how important the teamwork is and how games aren't solely designed or made based on one person, and the article credits him as Warren Spector, creator of Deus Ex.

Yuuuup.

And I do love the original Deus Ex. :)


21 Dec

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Originally posted by dragomaster2422

I love dragons a lot! They’re my favorite archetype and favorite design!

That's awesome. I often start my friends getting into the game with a dragons deck. It does a great job teaching them about value trading and encouraging aggression. Plus dragons are cool!

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It's easy to assume visible people from a team deserve more credit than they do. I've seen a lot of folks thank me directly for stuff that others made. We work far in advance, in fact not one card I've worked on has released yet! I've mostly done boring systems and design process stuff anyway.

Design is extremely collaborative in general, I'm rarely comfortable taking individual credit for something. The best designs often come out of initial ideas by one designer that are tweaked by another and changed significantly after someone else's brilliant playtesting feedback.

In general I try to frame clear design goals, spotlight great ideas from other team members (designers or not) that can hit those goals, and support them however I can.

Since people are curious, I can say I was heavily involved in Path 2.0 system design and have worked on various things you haven't seen yet for cards and features, but I'm actually one of the newest members to the desi...

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18 Dec

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They do it with me too.


17 Dec


16 Dec

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*whispers*

"This is your conscience... The answer is yes."


15 Dec


14 Dec

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Originally posted by Lareyt

Oh, I didn't know that. Now I have to choose between the, in my opinion, overly explicit "/s" somewhat killing the joke and potentially leaving people out of the joke? Why does shitposting have to be so hard?! :(

Also, welcome to MajiinBae's stream, I hope you enjoy your stay! <3

hanks! And I think /s comes at the end so it often works to get the joke anyway before seeing it. Putting the joke in quotes often works tool.

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Originally posted by Lareyt

At least someone enjoys my sense of humor! <3

Just so you know, flairs don't always display by default if browsing on phone .

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Different types of patches require different thresholds. For example, any change to card text has to go through multiple layers of translation and localization which has a very different set of timetables than changing a number.

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Originally posted by kintsugi--

First of all, thanks for such a thorough response! I have only ever made more indie-type of games and worked on a small scale server/data assignment that tracks records etc for college. And I know when we had to update something, pushing live was not much of an issue. BUT it was for only one platform as well.That actually makes more sense now, and I completely overlooked that. Compatibility issues. So many different devices you all have to worry about other than just something like PC, and makes sense why it would take longer to test across all of them.

Normally I'd agree with what changes to make or test, but I feel like with CS it was kind of obvious what to change. Because it is a card that even if not performing that well, is not very fun to go up against. And sometimes it still is not, if they get a lucky squirrel and get the mana down. But I could see the part where you think about other stuff to nerf with it to make the things it beat not become a power house suddenl...

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No problem. If it involved a text change that'd also involve localization across multiple languages and then QA'ing all those too, so it can add up really quick. Often a small indie project (which I've also worked on) is much faster - espescially if it's PvE oriented. A path of champions change for example is a bit lower stakes than PvP because the balancing point is inherently less precise.

If a given adventure ends up a bit easier or harder than intended, that's not a big deal - hard adventures and easy adventures can both be fun as long as it's in the same general ballpar. A small percent change in win condition matters way more.

When I worked on Faeria the technical hurdles to push to live for a single platform were much smaller (and the quality bar of optimization wasn't as high as Riot's) but the game design side of figuring out and testing the right balance point was still pretty time consuming. :)

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Originally posted by kintsugi--

Not to be rude, but the fix you would need to make code wise, would be very simple. Do you mean worked hard because there was other stuff they needed to do/prepare for, as well as push this patch out after and make sure things would not break? I'm just confused, because changing just the mana costs should not be too hard. I'd imagine removing attune would be the one requiring to do a bit more. But yeah, I'm just curious what the hardest part is. I'd imagine it has something to do with how you guys push something live, and not the code bit being changed for cards.

Very simple code-wise. Not so simple in process.

Every change we make needs to go through a build process that takes hours (like most game development) before it can be tested in a full version by QA on their machines on various devices. If I make a change on Monday it likely can't get tested until Tuesday morning. If something isn't correct, then we have to go through the cycle again. A simple change can have a minimum of 1-2 days of turnaround even if things already go well, which means getting stuff in earlier.

Additionally, we have to figure out which changes to make. What's going to be best for improving the meta with minimum disruption to the players that like the card or decks we're affecting? If a deck is the problem, should we hit multiple cards a little in that deck or one card a lot? Which one? Even in the case of Champion's Strength being a clear target, how to nerf it? Should we lower the stat gain? Increase the mana cost? Both? Change the keywords? May...

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