WAR TABLE: Current and Upcoming Development Plans - May 2017

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  • WAR TABLE: Current and Upcoming Development Plans - May 2017

    Hey all! We’re calling together a War Table meeting to share our current and upcoming development plans with the community. This is a long post, and we encourage you to read everything, and then read it again, before starting to make any responses.

    First off, THANK YOU for playing Heroes of Dragon Age, and continuing to support the game! It’s been over 3 years of live game, and many of you have been with us from the start. We cannot underscore enough our appreciation for your loyalty and support over the years. We wouldn’t be here without you, and we look forward to providing you with entertainment for as long as you’ll have us!

    Next Client Release – Early Summer

    We’ve got another client release coming up in just a few short weeks, and that’s where our primary focus is right now. There’s been some changes announced as well that we know many of you are eager to see get implemented, so we want to make sure you know what our timelines are looking like for those changes.

    Consume Revamp

    The biggest focus of our next client release is a major overhaul to the Consume interface. This has been one of our longest-standing requests and certainly one of the biggest points of frustration within the game for far too long. Here’s what you can expect from this change:
    • We’ve added the ability to consume multiple heroes at once through modification of the current interface. You will be able to drag in heroes to the consume circles, and then choose how to consume multiple related heroes by matching all heroes of the same name and tier, the same rarity, or the same exact faction and rarity.
    • Fortified and gear-equipped heroes will not be consumed through the consume-multiple options, although you will still be able to consume these heroes through the standard individual consume method.
    • Base Consume Point values are being altered so that there is no longer a need to tier up heroes first before consuming them. We have calculated the base Tier 1 consume points based on the current consume values when consuming a Tier 4 into a Tier 4 hero, and just divided that by 4. This new base consume point value is then multiplied by the current Tier of the hero to determine the value for each Tier. What this means is that you will receive the exact same consume points by consuming 4x Tier 1 heroes, or 1x Tier 4 hero.
    Android 7.0 Nougat

    We believe we have nailed down the root cause of the issue with Android 7.0 (Nougat) causing the game to not load properly, and have a fix in place. Unfortunately, as this does require the client update, we cannot push this out ahead of time. Since this has been so difficult to track down, we have not been able to verify completely that this will resolve the issue on all devices. We will be monitoring when this resolution goes live to see if there’s more work we’ve got to do on this.
    If this attempt resolves the issue, our next step in this issue is to see if we can narrow down programmatically a list of affected players, who were unable to access the game at all for an extended period after the Nougat rollout. We would like to provide a compensation to these players who have been out of the game since December, but we must ensure we can properly identify them.

    Proving Grounds

    Modifications are being made to the way Proving Grounds banners are calculated, to encourage players to spend more time in Proving Grounds throughout the week and make it less imperative to be active only during the final hours of the week. This will also reduce the penalty for losing a battle near the end of the weekly timeframe.
    We intend to monitor the live functionality of this for a couple of weeks before improving the Proving Grounds rewards again, to ensure the theory holds true in the scaled-up live environment.

    Pack Counters

    By popular demand, we are implementing in-game pack counters, so you won’t have to rely on submitting requests to our Customer Support team anymore to know where you’re at with your guarantees. These counters will be available on the Champion, Grand Champion, Journeyman Gear, and Masterwork Gear packs.

    Splash Screen

    We’re updating the Splash Screen with this release! The winner of our Splash Screen contest will see their concept come to life as part of this upcoming release.

    Assorted Issue Resolutions

    As usual, we’ve got some sporadic minor issues that will be resolved as part of this update, and we’ll give the details of those with the official patch notes at the time of release.

    What’s Next – Fall Release and everything in between

    We’re going back to some basics in the weeks following the client release. While we have a few new things in the works, our focus is going to be primarily on fixing the gameplay mechanics that are out of balance and improving the overall user experience within the game. Additionally, there’s some background maintenance that needs to happen.

    Stealth and Damage Reduction

    As previously announced, we intend to modify Stealth to no longer bypass Damage Reduction. We were hoping this would be an easy thing to do, but unfortunately it turned out to be a bigger issue than anticipated, and so we have had to put it on the back burner in order to get the client release items taken care of first. This is on our to-do list for after the client release is finished.
    We also wanted to do it justice by the community by making sure just disabling the stealth bypass wasn’t going to further damage the balance of the game, so we are looking at Damage Reduction as well to see about making modifications to this mechanic. We are looking at a few options with how Damage Reduction is calculated, which will allow us to continue to provide you with future damage resistance opportunities without worrying about whether it’s superfluous from already having maxed out DR teams.

    Mythics in the Gallery

    We still need to enable Mythic hero displays in the Gallery, so you can see which heroes you have unlocked as Mythic. Plus, with the new additions of the Banner heroes, currently you can’t find them in the Gallery. We are also looking at improving the performance of the Gallery to make it more usable, and we anticipate this performance change to coincide with enabling Mythics. As such, we’re not sure when this will actually occur, but we hope to tackle it as soon as possible.

    Gem Purchase Confirmation

    Another item that’s been “on the list” for a very long time has been to provide a popup of confirmation when making a purchase for gems. This is an intermediary step to help reduce accidental expenditure of gems on unintended pack purchases. We absolutely value the hard work that goes into earning gems in the game, and recognize that it can be devastating to have them taken away by an accidental purchase. Adding in a confirmation screen should help to mitigate this type of loss, providing a better experience for our players.

    More PVP Modes

    Aside from Proving Grounds and PVP Events, we’re looking to introduce new modes of PVP. Plus, we’ve got ideas for new modes of the PVP Events, which should provide more options in these aspects of the game. It also means more prize opportunities for you!

    Drop Rates

    Based on the ongoing feedback regarding drop rates compared to our recently increased difficulties of our weekly Quest maps, we’re taking a hard look at our drop rate structure. We’re getting our numbers people on this to really dig into how the rates are progressing when compared to the difficulties of the events, and plan to make improvements where necessary.

    Pack Refreshes
    With weekly content releases and regular pack refreshes, it can be confusing to know when to expect heroes to be dropping into the non-premium catalogs. For a bit of clarification on our thought process behind this, here’s what you can expect:
    • Heroes remain exclusive to Premium (CP/GCP) Catalog for roughly 26 weeks. After this time, they are placed into a “limbo” state where they are unavailable from regular packs but may appear in Flash Packs, Quest Events, and PVP Events.
    • Lesser packs refresh on a 9-week cycle, starting with the Bloodstone and Iron Packs.
      • Knight, Soldier, and Recruit Packs refresh 3 weeks after Bloodstone Packs
      • Gear Packs refresh 3 weeks after Knight Packs
    • Depending on the rarity of the hero, the length of time “in limbo” is variable, although in general heroes remain in this state for about 6 months. It may take longer for 3* and LC heroes to cycle down to the Bloodstone Packs than 1* and 2* Heroes.
    This should be enough to chew on for a little while. We look forward with great anticipation to the upcoming client release! We’ll call our next War Table in the Fall as we approach the next release date.

  • #2
    Great idea! The communication with the community is absolutely phenomenal, thank you so much to the whole HoDA team!

    I'd like to get this question out of the way so people don't have to scroll far to fnd an answer. With the consume revamp, that means that technically there is no increase or decrease in the potential efficiency of consume point usage? That is to say, if players got a higher value of consume points by using tier IV wisps to tier up a tier I hero, will that increase in efficiency by using tier IV wisps be lost by the changes to consuming? Or will it not make any real difference?
    Last edited by Alduin The World Eater; 05-18-2017, 01:20 PM.
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    • #3
      Originally posted by Alduin The World Eater View Post
      Great idea! The communication with the community is absolutely phenomenal, thank you so much to the whole HoDA team!

      I'd like to get this question out of the way so people don't have to scroll far to fnd an answer. With the consume revamp, that means that technically there is no increase or decrease in the potential efficiency of consume point usage? That is to say, if players got a higher value of consume points by using tier IV wisps to tier up a tier I hero, will that increase in efficiency by using tier IV wisps be lost by the changes to consuming? Or will it not make any real difference?

      You'll actually be getting MORE consume points when this goes live than you do right now, but without the hassle of having to make Tier IV heroes to consume first.

      The way the system works now, consuming a Tier IV Rare Wisp into a Tier I hero, assuming different faction, would get you 6,900 Consume Points.

      In the new system, consuming 4x Tier I Rare Wisps (or 1x Tier IV Rare Wisps) would get you 9,660 Consume Points.

      So not only will you be able to consume things at a faster rate - you'll need fewer heroes to consume to improve your heroes.

      For those of you who still use the drop rate spreadsheet at http://bit.ly/HoDA_Nexus, you can actually see our worksheet of consume points on the "Consume Points" tab. The "T4-Based value" is what it will be when this goes live.
      Last edited by Lyeshal; 05-18-2017, 01:33 PM.

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      • #4
        Originally posted by Alduin The World Eater View Post
        Great idea! The communication with the community is absolutely phenomenal, thank you so much to the whole HoDA team!
        You are always in the forum in a timely manner. What i really want to say though is that i agree with the sentiment you expressed.
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        • #5
          Thank you Lyeshal, feels good to be informed and also very excited about all of these changes and updates. Thank you CG for caring enough to give this great game and it's community the time and effort and investment it loves and deserves

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          • #6
            Thank you! Very interesting and promising!

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            • #7
              I hope the new pvp type will use a different type of energy. I hope we wouldnt have to divide 1 stamina bar for 3 modes X_X

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              • #8
                Thanx Lyeshal. Awesome changes. Looking forward to it all unfolding.
                Never play leapfrog with a unicorn.

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                • #9
                  Wonderful news! I cannot wait for this update And thanks for always being so open with the community when you can be

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                  • #10
                    Thanks a lot for the infomation and keep up the great work.
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                    • #11
                      Thanks for the info and for making such a fun game! I'm super excited to see how the drop rates may change (as playing the very hard setting over the last week, I seemly only won rare red heroes haha)

                      Especially thanks for listening and modifying the consume method, the gems purchase confirmation​, and tweaking the consume points! If I may suggest tho, when you are adding the mythic sort tab for the heroes, is there a way we can also add tabs to separate our 1* 2* 3* heroes?

                      Can't wait for the new rollout 😍

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                      • #12
                        Thanks Lyeshal for so interesting updates.
                        Awesome changes, I am glad to see nexus drops will be better depending on the difficulty.
                        And what about inventory space and removal of useless runes? Any update about that?

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                        • #13
                          Originally posted by Mer'lan View Post
                          I hope the new pvp type will use a different type of energy. I hope we wouldnt have to divide 1 stamina bar for 3 modes X_X

                          You are right, I hope so, if not we will have to decide in what pvp we will take part.

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                          • #14
                            Thank you for this information. It's awesome to get to see what is being worked on and what we can look forward to.

                            Comment


                            • #15
                              So much good stuff! Amazing job guys. Very excited for it.

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