1. 依盖之书 book of yog
  2. News
  3. [Dev Log②]Summary of the first testing in 2021 (1)

[Dev Log②]Summary of the first testing in 2021 (1)

Hi, I’m Wang. Keep sharing the technical testing log causally. The technical test in June lasted seven days, and although there were a lot of serious problems, the feedback was much better than I expected.

To be frankly to say, the preparation of this testing is too rush to show full contents and well quality. Due to the development period is too long, the team in inevitably experienced some burnout, which caused these results. So the team especially need external feedback and pressure, whether positive or negative, which is better than none at all. Thanks to the rational and positive comments from our players this time, it gave us a lot of motivation.

For this testing, I summarized the following questions:

[h3]1: The Value of Economic System[/h3]
There is a big problem with the economy value system this time. The reason is that we adjusted the difficulty of the “Trial Maze” before package the client, but forgot to adjust the production efficiency of the “Hero Orb” at the same time. This result in the players having to challenge difficult levels while can only acquiring items that don't match the difficulty level. The “Hero Orb” are one of the most important items for leveling up, so the lack of orbs makes it difficult to level up the next day. It was a huge mistake, which is also a lesson for us. There will be a lot of mistakes when we not prepare enough. For the next testing, I hope we can prepare for it with ease.

[h3]2: The Game Contents of the First day & The Duration of Gaming[/h3]
According to the backstage statistics, the average of play time of the first day was over three hours, which was way ahead of our expectations. We analyzed it and realized that we didn't plan the game contents of the first day carefully enough, which led to several major problems: players were too tired, there was a lot of contents they didn't understand, and the next day's gameplay dropped dramatically. This is reflected in the back office numbers as well, and our third day retention rate has declined very sharply.
This is reflected in the backstage's statistics as well, it showed our retention rate has declined very sharply on the third day. We plan to adjust the arrangement of the first day’s contents, more ingenious but not messy, we’ll advance the fun of Gear Build for players early on and delay some new contents of gameplay to a later day. At the same time, we plan to add some more interesting contents before the next testing, and as the story content grows into mass production in the future, we believe the experience of the game will increase dramatically.

[h3]3: The Battle System[/h3]
The most serious problem with the battle system is some pathfinding bugs that cause players to get stuck, we are working on fixing them.
The adjustment of battle balance is an ongoing process, and we are constantly working on calculations and optimizations to enhance less-popular S-class heroes and optimize their mechanics. After that, we will continue to add new equipment and new heroes. Before the launch, we expect to add about 200 new equipment and 8 new heroes. We hope players can discover the fun between heroes and heroes and between heroes and equipment by themselves.

[h3]A good companion for a beginner——Scarlett, Under optimization and adjustment[/h3]


[h3]4: Bugs & Performance[/h3]
Bugs piled up... And when we saw players feedback seriously, with gratitude and shame, we wrote it all down and will work it out.
Some players have also reported that the computer is heating up when play, and we are working hard to solve it. This problem will improve as time goes on.

That's it for today, and next time I'll talk about the direction of the game and some bits and pieces of understanding.
Hoping that players who are interested in can add us to wishlist to support us, and we will continue to work hard. ;D