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Warrior's Den Q&A 5-31-18

May 31st, 2018
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  1. These are just my personal notes for my weekly recap videos. As such, it has my own shorthand and otherwise poor language and lack of polish. Sometimes people find them a useful read regardless. If you're one of those people, this ones for you. Don't take anything in here as verbatim is all I'm saying.
  2.  
  3.  
  4. Q&A
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  6. Ubisoft Forums is the focus
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  8. Q:Could it be made to combine two or more effects on an execution, emote, or idle?
  9. A: Probably not for performance reasons. Mixing them would hurt performance and we already let you have 9 per match, mixing might be a bit much.
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  11. Q: What's the general idea with regards to making recovery times slower and attack speeds faster?
  12. A: the intention here is trying to improve combat. 600ms lights are useless in chains. 500ms is better but it can't hit relaibly. 400ms is good because it actually gets to hit.
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  14. Mixups, unblockables, and quick is the three ways to make attacks land. Aramusha/Orochi lights are guarantied but are still displayed as a blockable attack where they aren't unlike warden's double tap, so they should fix that moving forward.
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  16. Q: would it be possible to make extended region in South America match the entire America region?
  17. A: It might not really make sense latency wise to do this. They'll look into it.
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  19. Q: Emote discrepency, you hear it in english, enemy hears it in native language.
  20. A: We'll look into it.
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  22. Q: What about castles on the map? Can they be spread out?
  23. A: We need to be extra careful with making the map more static. We have
  24.  
  25. Q:Can you rebalance zone attacks to give you a mix of heavy and light punishes? People like warden, peacekeeper, they have harder parries on zone than other heroes but still only give a heavy punish.
  26. A: The issue is balancing risk vs reward. If they can do a 20 damage zone, and you can do a 45 damage punish, they lose and that's not a great turnout. If anythig they want to move it to make parries less damaging.
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  28. Q: Have you considered having a "make-up event" for people who missed the previous events.
  29. A: We haven't discussed it internally yet, but some of them will come back in specific ways eventually. The meaning of those weapons and rewards are that they are exclusive for those who were there. The more we give it away the less special they are.
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  31. Q:Could we tone down area of effect damaging feats?
  32. A: AoE Direct damaging feats are something we're keeping an eye on. Some things like Fait lux are getting looked at sooner rather than later. The biggest thing is everyone wants those setups, so the more direct thing is making the other feats more taken. It's important that your tier 4 ability has a very strong gameplay effect. Are there balance changes to make? Of course. Don't know when it'll be changed.
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  34. Q: Could you guys dial back on hyper armor and unblockables?
  35. A: Orochi and PK neither got hyper armor nor Unblockables. So yes?
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  37. Q: can we map vote for matchmaking?
  38. A: no, and you don't really need to. You can vote for maps during the endflow if you join in progress and it really messes up matchmaking if you're considering what map too.
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  40. Q: How are you guys coming on team shuffle?
  41. A: We're still working on it but it's mid priority and keeps getting set aside for larger matchmaking issues. This goes hand-in-hand with team balancing too.
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  43. Q: Can you implement a system to let us know if a battle outfit is attacker, defender, or neutral?
  44. A: We can look into it but it might not work beause it over clutters the UI.
  45.  
  46. Q: Can yuo fix deathball?
  47. A: Well there's no quick solution for it, so we're looking into it. We're investigating what the best way to cut down on the problem would be. Writers note: Try maybe just stop standing still. Rotate points.
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  49. Q: Are you planning on looking at revives any time in the future? Unlimited revives is a bit rediculous
  50. A: There's a couple of micro-fixes we'll be looking at in the near future. There are a few changes comng starting with how revenge works and how revive timing works etc.
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  52. Q: Can you explain the XP ticket for everyone rep 1 to 49?
  53. A: We want to give you an XP boost for every character you have from rep 1 to rep 49. You get one ticket per hero that is between rep 1 and 49, giving you a free 500xp
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  55. Q: Can we get a fix for find a new opponent?
  56. A: It might just be that they match you in reputation and skill level the best at the time. We don't currently have a system to blacklist people so... We might work out some fixes in the future.
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  58. Q: Why not let us pick our character before matchmaking?
  59. Q: Because then we'd have to change the entire flow and the entire backend. It'd remove the need for team composition.
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  61. I missed a few minor questions but far as I know ever one I missed was about matchmaking.
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