Changes:
- Adjusted matchmaking such that all players, and especially those at high skill ratings, should see decreased queue times.
Changes:
Aside from those qol. Can we expect new hunters in the near future? And maybe events like in forntnite?
Also skins thematic and cosmetics? If you pull the qol right many of us will want to spend in cosmetics.
Season updates will generally be paired with major content updates. We haven't yet announced anything about any specific content so I can't talk about it yet, sorry :)
An infinite repeatable challenge would go a long way. Just nothing that can be AFK'd (like matches played) or botted and more efficient to do off objective (collect essence).
Maybe something like 1 tick per 3-5 wins (after other dailies are completed). I haven't maxed the BP yet, but what happens to completed challenges once it is maxed? If nothing, then maybe they could grant a character XP bonus so there is still progression tied to them.
It's still early and I know the team is busy but for the long term, additional unlocks could also go a long way. Consider separating player icons and banners into individual things, adding titles and stat trackers so players can create "player cards". These could be displayed on death, "Killed by:
" so people can show them off. Now you've got meaningful character progression, battle pass progression and player progression. Art team could go nuts with banners and icons and there is enormous creative room for titles and trackers.
All wonderful ideas, thank you!!
Since you are already here I have a thing to ask about Challenges.
When you are basically done with the Challenges you get in the Weekly there is not much progression you can do for the Battlepass. You can't get any progression from playing normals you just have to wait, this basically halts the progression of the battle pass.
It's like running a marathon and suddenly there is a big wall infront of you with a timer on it.
Another thing I feel is that finishing a week feels unsatisfying. Not a bonus BP level nothing just done. It is not a huge problem but just small things that can give people the excitement or satisfcation.
My idea for the problem with the sudden halt is, either give players after a match 2 Stars, or after each prestige level 2 Stars. This still feels rewarding to play the game and does not make you stop instantly and forces you to wait.
On the other hand this can also make people play more of the roster instead of maining a single Character. They can think I can play Sazan and I would level up in the Battlepass.
But I would already be happy about any other way to level when Im done with the daily and weekly.
Thanks for writing out all of this feedback. I can't promise anything in this moment but I'm definitely going to be taking this and similar feedback I've heard into account while designing future battle passes.
Are you still on track to complete beta and be launch ready by the end of pre-season and start of season 1?
Also, any changes to the battle pass requiring an insane amount of playtime, while players who start a couple weeks into it finding there being no possible way to complete it no matter how much they play?
Like I said I can't give concrete dates, look to our community team for that. Everything is coming out as soon as is humanly possible.
Thanks for asking about the battle pass, I worked on that so I can discuss it with a bit of detail. We designed the beginning of the pass to be more challenging than the end, to give players a challenge in the earlier weeks. You have the entire pass to complete any weekly challenge. Based on our limited player data for this pass we estimated that a player who plays 10 hours a week could play 20 hearts games. With a 50% win rate they could win 10 games per week. Some earlier week challenges may take a few weeks to obtain at that pace. At that rate you should be able to complete all challenges while the pass is active. The challenges that arrive in later weeks will take less time to complete.
We're going to keep a close eye on this and if players give us feedback or our data tells us something different then we'll be dialing in those numbers to make su...
Read moreYou guys got an eye on the bumping into players causing really bad lag/rubberbanding that makes playing melee/against melee frustrating?
Yes we're tracking latency problems such as that one. I don't know exactly what issues that team is focusing on first, but as a broad category it's a high priority for them. So I guess you could say, we're keeping exactly one eye on it ;)
Oh dayum! Thanks, :D Just trying to help the community.
I'm gonna simp real quick and say I believe in this game and you guys! Keep working hard, this could be huge. <3
Thank you for the simp! :) (I'm old and don't know what that means but I think it's a good thing.)
I think the fact that the challenges can be completed all season makes it a (mostly) non issue. I don’t think the challenges so far have deviated from anything you’d do in normal gameplay (i.e. capturing harvesters and boosters, winning/placing top 4, etc.). Probably the “worst” one is the tree corer but even that isn’t that bad and I actually stumbled upon it by accident just playing.
I did have something to ask though since you’re here. The week one challenge for wins is 40 and the seasonal is 80. Is that because the philosophy is an average player should be able to get 40 wins throughout the season and 80 is for the hardcore? At first I thought the 40 was intended to be earned in a week which made it seem like the seasonal should be 200 or something.
Thanks for asking. I built those challenges so I can talk about them a little more in depth.
Seasonal challenges are partly there to give players something to work towards after all of their weeklies are done, especially if they play more than the average player. But they shouldn't be set so high as to seem unobtainable. If someone plays 20 games a week (I estimate 10 hours worth of Hives games) at a win rate of 50% they would hit 80 after 8 weeks. We didn't have data on playing times before launch so this is an estimate that we're going to dial in based on data and feedback for next season. 40 is a bit on the high end and is intended to be obtainable by week 4 for the median player.
Read moreI just have to say that it’s very cool and impressive the way that you guys are communicating and handling the launch. The game didn’t launch perfectly and you guys are very much on top of that and working to please the community. I can’t tell you enough how refreshing it is to see this kind of communication and respect that you guys are giving to your community. If you guys continue down this path, there is no doubt in my mind that this game will succeed. Thanks for the hard work!!
Thank you, you're very kind to say so! :)
Our team is working on voice and text communication as one of its highest priorities. We've shifted from trying to deliver both together to focusing on voice to deliver it first so that we can get it out sooner.
Hi, thanks for posting these thoughts. These things are all being tracked by the dev team. V Voice and chat are among the most important things and we're working to get it out to you soon. In addition, our effects team is working on improvements to hit feedback and character feel, and we have a number of items people are working on to improve game flow. The dev team agrees with all this feedback and we're working hard to improve on them :)
Thanks for this feedback. We definitely don't want challenges to overly impact gameplay. My intention was to set the numbers low enough so that almost all players will obtain the challenge through normal play by the end of the season. We're keeping an eye on this one and we'll update our challenges if we see degenerate player behavior.
Remember that you have all season to complete any weekly challenge. Also, you can swap out a daily once per day. Press the arrows button on the daily.
We've seen a lot of requests to be able to change the FOV and it's one of the issues we're tracking.
Sorry about this, that sounds like a terrible experience. We're working on a surrender feature and ways to deal with AFK players.
Hey folks. We have a lot in the pipeline for you. Voice/text chat, surrender options, fixing desyncs and latency, fixing client crashes and performance, UI and navigation improvements, dealing with AFK players, and hit registration and feel are all things we're focusing on rolling out improvements or new features for. That's a partial list and I can't give any concrete dates for any of that, but be assured we do have big fixes coming as well.
Hey folks. We’ve been planning on a ranked mode since before release and customer feedback like this confirms that it should be a high priority for us, along with the myriad requested fixes and new features we’ve been working on. I can’t talk about a roadmap yet, sorry.
There is matchmaking currently and we’re continuing to adjust the dials and smooth out bugs in accordance with what we see and you’re all reporting. Thanks for your patience, you should see more improvements rolling out regularly.
Changes:
Bug fixes:
Thanks for the well thought out feedback! There's a lot of great detail in here.
*takes notes*