![]() We then switched to focusing on higher quality matches, meaning that we prioritized location rather than speed. More on this in the future once we have had the time to implement and do a few internal playtests to determine what works best / is possible to do with how we designed the system.ĭuring the Closed Playtest we were initially focused on getting players into matches quickly, which caused some of you to end up in servers outside your regions. Some of these are easier to implement than others, but we will be investigating various solutions and see what works best.Īdditionally, we saw that ability to get an extra life from certain NPC once you have been defeated once was perhaps not fully understood by most players, and as this mode is more designed for fun rather than competitive, we will likely see players play it a bit differently once they understand the dynamics of it. Letting players choose a spawn point that is far away from the action.Spawning players with lesser quality weapons.Making it more apparent when someone respawns on the map through visual and audio cues.There were many ideas from our players during the PC Closed Playtest in regard to how it could be improved such as: Some of you thought that the positioning of the respawn in Bloodhunt mode was a little too close for comfort as it often felt that players you had just killed could very quickly return and engage you again. The positioning of respawns in Bloodhunt mode We hope that our somewhat different approach to balancing the game will lead to an overall nicer experience for the majority of our players. In short, we want to give things a little bit of time before we start changing values as we would rather tweak in small steps rather than tuning too early and too aggressively which we have seen can cause an even more negative effect on the overall balance of the game. It also takes time to collect and analyze gameplay data that we use to validate both your and our own thoughts on what the next steps are when it comes to game balance. ![]() Additionally, it takes time to learn and adapt to a new archetype and their abilities, so we want to give our players a chance to discover and learn the counters and metas that are introduced to Bloodhunt through new content. We would love for you to play the game again with the partial fix that is available in this upcoming launch build of the game and let us know if you still feel like this is an issue.Īlso, we know from experience that when a new weapon or character is introduced almost every player wants to try it out, giving the impression that everyone is using it simply because it’s really good. With that in mind, we think that this bug elevated the perception that the Ventrue – Enforcer’s ability is too strong. We have a partial fix for this for launch, but we were unable to fully fix, and instead of delaying the game we are committed to fixing the issue with an update shortly after the launch of the game. This scenario was related to reloading your weapon while under certain poor network conditions would count the bullets in your next magazine to be unable to do damage to players. When it came to the balance of the game, one thing that stood out was the Ventrue – Enforcer ability.įirstly, we have identified a bug that was causing issues with hit detection in certain scenarios. Overall the reception and feedback was extremely positive, but we wanted to shine a light on a few things that you said could be improved.Īs we are very close to launching the game, some of these issues may not be addressable for launch, but we will do our best to slot them into upcoming updates as we are always looking to improve Bloodhunt for our players. It really gave us the insight into the readiness of our game and the confidence that we needed that everything is ready for launch. Thank you so much for attending our PC Closed Playtest a few weeks ago.
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