1+ month after may 23. give us a timeline for next patch?
25th of July it is!
We wanted to try taking more time for the updates while introducing bigger features, so we can make a bigger event out of those and fix a whole bunch of things at all once while having a strong theme as well
That’s why we’ve all been so heads down recently, cause we’re just getting started on this new approach, which I think ultimately will be better for everybody. These smaller patches and hotfixes made a lot of sense right after Early Access Launch, but I think it’s just more exciting for everyone if we feature a major theme for each upcoming update, so that we can make a feast out of it.
In general, people are just less excited about smaller updates we feel, but once a major update hits with features that everyone talks about… that’s something to get excited about
Thank you very much bringing us up to date!
I generally agree, that huge Updates create more excitement, especially for people actively looking for features. But, why not do VERY minor updates in between the major patches?
Simply tweaking some numbers can be exciting, especially for theorycrafters like me, especially targetet at underused abilities/affixes/gear. We could have a lot more build variety and replayability in the game, even with the current content.
Keep your testers engaged!
All my builds got nerfed to a point, that it doesn’t feel good or at least much worse to play them. And there is a lack of enticement to try new playstyles. Based on the feedback on this forum, I am certain, that I am not the only one feeling this way.
Currently the stick drives away from the game. While the carrot is months away (I should add, that multiplayer is much more of a carrot for me than crucible).
Please don’t take this too negatively. Love your prior work and am 100% rooting for the game, already bought multiple copies and am sure it will get there in time!
Its just that, from my PoV there is no reason, not to have a healthy, engaging Meta (through well communicated minor tweaks), especially when the game is still in development. Also could show the community which direction you want to go with the powerlevel for the time being and most of all encourage healthy, active communication and connection with the community.
Thank you for your time and have a wonderful weekend!
Edit:
For reference:
League of Legends and Hades are great examples for this approach and the success it brings.
Based on estimations Hades II in EA has only about 3 times the total number of players compared to Wicked, but more than 10 times the active players currently… I am one of them, even though I’d prefer to play Wicked.
When it comes to the exact execution, I prefer the detail League of Legends shows with its updates, but that’s personal preference.
finish the story/single player chapters so whe can finish it crucible is end game stuff
I agree. Both crucible and multiplayer are kind of pointless when you don’t even have a full story and all the environments finished.
Anyways, I hope the “crucible update” will deal with super annoying “waste 20 minutes to go through 7 floors only to end up getting killed by the final boss because you made one small mistake, then go through the 7 floors again only to…”.
No, they should not finish the story before finishing/adding all underlying systems. The full story should only be added at V.1.0, thus when it is out of EA and launched.
The most important thing is the core gameplay loop, this has to be perfected first. Therefore, we need all the required systems that interact which each other to see how it functions. Think of it as a set of turning cog wheels. Some systems might interact differently with each other and need fine tuning or revamping.
Once all those systems have been added we can test more story elements. But, I do firmly believe that showing too much of the story is revealing your hand. We, as players, need that suspense of the story and theorize what comes next to keep us engaged.
Look at when BG3 was in EA. Players mostly had access to act 1 and then some. Systems such as character classes were added slowly but surely so players could test them.
I believe the most important elements for us to test are:
- Enchanting & Crafting → too much randomization/too little customization. Enchanting is currently too much of a lottery and purchasing blacksmith gear is incentivized due to accessibility. We need more control over enchanting without gaining too much control, random elements should play a big role. I would still prefer something like Vampire Survivors with their levelups for affix slots. And, that we could influence the draw pool etc.
- Talent Trees → will play a big role in defining our character, hopefully. And a better use for plague ichor attached to this. People want to tinker with builds and create something that is their own. As well as live out a certain class fantasy.
- Runes → they feel too powerful with the current mob density and how quickly combat is resolved; I am in team Soulslike Combat. With how focus currently is, players are incentivized to achieve focus neutral builds. Cooldowns would also help with the fluidity of combat, without too long cooldowns for casters.
- Weapon Movesets → more weapon identity or homogeneity across weapon movesets. Some weapons can have stronger charged attacks for such builds, others can be auto attack focused. But, also have balanced options for those who enjoy tactical decision making.
- Combat → Soulslike vs ARPG
These are the elements that we will interact the most with. Our character is who we want to be and combat is how we want to express ourself. All the above elements have to come together as a whole.
Wow the legendary Mahler replied to lil old me!
Thank you for the timeline update and for listening to your fanbase.
Your game is so good, i created like 6 characters and literally can’t wait to play more. Just run out of content.
Hugely waiting for more acts too!