Hey this is rad! Nicely done :D
Hey this is rad! Nicely done :D
Currently I dont have a video of my process of making this :/
Oh, I meant if you have a YouTube channel can you link it so I can give you a follow!
I'm cold just looking at this. Marvelous work! Can you describe your process at all?
PS. YouTube link?
I'm cold just looking at this. Marvelous work! Can you describe your process at all?
I know it's planned, but will the replay system come around the next few acts or thr next episode? It would be really helpful in identifying cheaters/smurfs, and VOD reviews
Sorry, I focus primarily on gameplay so I don't have as good of visibility on stuff like this!
Thank you for the insight; was initially kinda pissed to see the changes on hold indefinitely but knowing that it’s a sweeping change that requires this sort of development definitely puts it into perspective.
Of course, happy to help. I don't want to say it's a huge, sweeping change - but basically anytime changes require visual asset updates, we have to move carefully. Visuals, VFX, animation, etc. in our game are really important to land right because of how impactful they are on the gameplay, and since we don't often have balance changes that require this sort of support, sometimes it can take a little bit longer to coordinate through the whole pipeline. Yoru will still be Yoru - it's not like we're reworking the whole kit, by any means - but visual clarity is important, especially for the tricky stuff he does, so we want to make sure it's done right instead of shipping it to live and having people rip their hair out over unclear assets.
Okay thank you, that makes a lot more sense. I think if that info was included in the main blog post a lot more people would be understanding of the Yoru delay. Something like, "Yoru isn't just getting a change in numbers, we're working on a total overhaul which includes art assets too!" to appease the people (like me) who aren't as savvy on how game development works.
Totally! I wouldn't say it's a total overhaul, but art/visual assets in our game are very important to get right because of how much they can impede gameplay. Any time changes involve things like that, it takes a lot more time and resource management to get folks onboard and get the work prioritized vs. all the other stuff our talented artists have on their plates
Personally, I think the agent balance is pretty good right now. However, I would really like to see more changes to Vandal, it just feels too slow and bad compared to the Phantom, even tho it is really fun to one-tap. Don't get me wrong - the Phantom should't be nerfed, but a small buff to the Vandal is needed imo.
Thanks for your take! I love talking about this stuff. Regarding rifles - would you be surprised if I told you that numerically, the Vandal performs slightly better than the Phantom in every way?
Vandal has about double the usage rate of the Phantom, alongside a slightly higher K/D and ADR. The difference is very small, but it's there. Even up to the pro level, we've seen Vandal usage and stats score higher than the Phantom. There's likely some amount of selection bias here (aimlords are more likely to pick the Vandal) but the pattern has stayed true over months of games, which gives us an immense sample to piece through.
That's not to say we'd never make changes or that these metrics make it impossible for us to make changes - data is a tool for us to inform our changes, it doesn't decide our changes for us. I just think this particular stat is pretty interesting because it doesn't line up with people's immediate impression of the guns in-game (my...
Read moreis there any progress to FPS and optimization?
Not sure, I primarily focus on gameplay. Sorry!
yeah thats not it at all chief, its likely they don't know the direction they want to take with him and nothing is panning out/receiving well with internal playtests that they have done. Commiting to a full rework is a lot of resources to use up when a mini viper style gameplay update works just fine
Its basically them saying "we have no f**king idea what to do without changing everything"
source: my ass(that sat in some playtests from an invite, though not directly yoru related noican'ttellyou )
We actually have a direction we're pretty confident in, it just needs more resources than our changes normally do - most of the time our changes are numbers tweaks, but whenever something needs art resources we have to coordinate with other disciplines (outside of just design and insights) a bit more. Also yeah, Yoru is a bit more complex than our other agents, so that's a component of it as well; but we've iterated for awhile at this point. It's a tough situation for us to be in, too - we want to get changes out as soon as possible.
(outside of Yoru, who we just need to implement art resources for some of the changes we've made)
Oh... they're changes like that. Neat! I'm excited to see what they are.
I can't go into details, but they're not just numbers tweaks, yeah!
I'm not necessarily saying that this happened because of him, but ever since Morello left, the updates seem to have been much less significant on a regular basis. It could very well be a coincidence. I don't think the game is in a bad place right now though.
Definitely a coincidence - we love Morello and pretty much all of us keep in touch with him still, but if anything the balance team's process and organization has improved over the past year+ we've worked together. I explain a bit more above, the ecosystem is just a bit different these days. The game's a lot more balanced, the community doesn't have extreme pain points (like beta Raze), and we have an esports scene to consider with disruptive changes.
None of that is to say your feedback isn't valid, though - if yall feel like we aren't supporting the game enough, that's very important for us to know and I'm interested in your perspective on it.
Why does it feel like every patch is just an update on everything that’s being pushed back?
Hey, totally feel the pain here. Hopefully it's a bit helpful if I explain - recent updates have been on the lighter side for a few main reasons:
3.0 was a pretty significant patch, so we wanted to give it some time to breathe and see how the changes have shaken out. We didn't want to kneejerk with changes while players were still adjusting to the new economy and movement changes + kayo.
Balance-wise, the game is looking pretty good right now. There are still opportunities for sure, but nothing super serious that needs fast, aggressive changes (outside of Yoru, who we just need to implement art resources for some of the changes we've made)
We try to focus our changes in windows between competitive tournaments to avoid disrupting the pro scene, unless there's something really egregious going on; considering the stability we've been holding off on major gameplay changes during these tournaments. Open to feedback on this approach, thoug...