【Book of Yog】 Brand New Year Overview
Hello everyone, the brand new year is coming, to be honest originally we are planing to communicate with you after the New Year Version, to talk about the current game situation, plan and process, but due to some reason, I have to move it up to now.
First at all, I want to say sorry to every players, due to the immaturity of our team, we did some thing impaper that makes player uncomfortable, we are not intended to do this, but the designer's lack of personal experience, players misunderstood and lack of operator's follow-up does bring lots of unhappy things to players.
I sincerely apologize for all controversy, and will introduce my design ideas of the future version in the above content
[h3]1. About the Feather Emblem Shop[/h3]
Due to the improper calculation, some item's price in the shop are actually higher than the previous round, we noticed it and have adjusted it down to the same level as the first round
[h3]Black market-Dried Meat adjustment[/h3]
The goal of pubilshing the notification are actually trying to collect players feedback, but because of unclear description, it seems to be an update announcement
The expected adjusted will be the following, if you have any suggestion or idea please feel free to let us know:
Dried Meat(10 AP)*3 will probably change to Smoked Meatloaf(50 AP)*1
The black market refresh price rule will be reconsidered, the price will not change for the first few refreshes, the maximum amount of some items (such as stones) will be increased accordingly, three card players will have the bonus of ancient coins.
Here's where it stands, where it's planned, where it's going:
More benefits and more activity make the game more fun to play, improve the game balance to increase the diversity of heroes, expand the main story, strengthen the Commander
[h3]
1. More benefits and activity[/h3]
Future events are planned in the way that combines resource consumption and new gameplay and will rotate regularly. As long as the player pays attention to stocking up and participating, any player can easily take all rewards. In this aspect, we will continue to explore and debug, so that the activity gradually became stable, regular and mature.
Continue to increase profits for three-card players
Optimize daily check-in rewards
Add more free bonus and Guild bonus design
[h3]2. Improve gameplay[/h3]
We are actually struggling about how to improve core game design right now. Yog is a multi-character game with a lot of DARK mechanics, we are walking on a way that none of other company has ever attempted, we are suffered from too many unkown factors.
As a designer, I always ask myself, "So what you can do is to make the the hero stronger and stronger?" "What's the fun while playing?" 90% of our peers won't experience the problem we encountered, especially big company. They all say things like "just make what come later stronger", "just spend more money on art design", "just concentrate on in game purchase experience", "only games like Genshin will need to provide more playable content", "only take care of people who pay".
As a person who eager to make a great game,I do not want to stay in a big company, what I want is that my game can bring pleasure to players. I know it is going to be a long and lonely way to go, and it highly possible to get nothing back, the progress will takes years. I know that innovation is a risky thing and you may lost all you have, no one will repsect your failure but laugh at you, but I throw myself into it still
In the future, we will enhance the level Stage Design and experience, increase strategy and combat power, and add the following mechanics and various expansions that involves a lot of factors
For example: add BOSS breaking mechanism
Later in the game, bosses will have different weaknesses, heroes will be given some attack characteristics, corresponding to the weakness to inflict additional effects on attacks; When player hits the BOSS by weak point, the defense value will be reduced. When the defense value is 0, the BOSS will break the defense. The BOSS will interrupt the current combat logic and fall into a coma. The damage dealt to the boss will have a high bonus. (After some time, the BOSS wakes up)
There may be more than one BOSS weakness, which also causes some changes to the level mechanics
For example: the BOSS battle summons the guard monster, when the monster is alive, the BOSS's weakness is locking, one must destroy the guard to unclock the weakness point; Some bosses will change their weaknesses randomly depending on the battle
In the future, the design of the Commander's skill system will also be reconstructured and adjusted based on these. I will introduce the design related to the Commander in another section.
It may be trivial, but as a designer, I have to spend days and nights looking up stuff, dazing, drafting designs, ripping them up and starting over, and listening to players' complaint, "There's no substance," and I'm sorry we don't have the manpower to take care of everything.
[h3]3. About the Commander[/h3]
Sure Content: There will be a revamp of the main character's skill system and a talent point system
On the table:
1. The male Commander quits the game stage and replaced by a female Commander (the team cannot handle the relevant art resources, skins, etc.)
2. Dual Class Talent System (similar to Grim Dawn)
3. Commander battle mechanics
The Commander will have special ability points, temporarily called AP points
When the Commander cast a skill, it will cost AP, which is naturally restored, or a special skill from a partner, ultimate, etc
The fucntion of the Commander's skills in combat:
Accelerate getting into BOSS break defense
Some skills will have a break effect, which makes it easier for the BOSS to break in a crisis or at the moment you want
Increase output revenue
When the BOSS breaks, cost tons of AP to deal enough damage (2-3 times more damage when the BOSS is breaking).
Therefore, the Commander becames the balance point of the overall pace of the battle, and the proper allocation of AP becomes the key to the battle. (Of course, we will also gradually introduce better automatic decision features, the hanging element will not be weakened)
4. Improve the combat performance of the Commander
- the Commander's action in battle may include multiple combo performances, even tetanic or floating effects (similar to Lost Ark, still being evaluated)
5. The Commander can change part of the appearance model
Change the appearance of weapons, heads, etc
This is my current idea for the level combat and mechanics of the game. It may not be like that ideal, it may succeed, but my goal is to make the game more playable. I told myself when I give up my job in a big company that I would not compromise even if I tried and failed.
To be fair, Book of Yog is a P2W game. To be honest, I need it to feed my dream. After all, the growth of "Yog" and future planned games of the team cannot be live without substantial support, but I will try my best to make everyone feel more and more worthwhile. Although I know that the road is long and the team is small, the test team of any NetEase project is more than our whole team
Players ask me all the time, "Are you going to run away?" ", my heart is a little sad, think is "I know I will always go on, but in fact you may be difficult to accompany us for a long time".
For all the players who have played our games, I want to say thanks to you. Without your support, I could not keep going.
Therefore, there will be welfare and plot in the future, useless S heroes will be useful, and the young people in the team will become mature. I hope you will stay with us for a long time.
First at all, I want to say sorry to every players, due to the immaturity of our team, we did some thing impaper that makes player uncomfortable, we are not intended to do this, but the designer's lack of personal experience, players misunderstood and lack of operator's follow-up does bring lots of unhappy things to players.
I sincerely apologize for all controversy, and will introduce my design ideas of the future version in the above content
[h3]1. About the Feather Emblem Shop[/h3]
Due to the improper calculation, some item's price in the shop are actually higher than the previous round, we noticed it and have adjusted it down to the same level as the first round
[h3]Black market-Dried Meat adjustment[/h3]
The goal of pubilshing the notification are actually trying to collect players feedback, but because of unclear description, it seems to be an update announcement
The expected adjusted will be the following, if you have any suggestion or idea please feel free to let us know:
Dried Meat(10 AP)*3 will probably change to Smoked Meatloaf(50 AP)*1
The black market refresh price rule will be reconsidered, the price will not change for the first few refreshes, the maximum amount of some items (such as stones) will be increased accordingly, three card players will have the bonus of ancient coins.
Here's where it stands, where it's planned, where it's going:
More benefits and more activity make the game more fun to play, improve the game balance to increase the diversity of heroes, expand the main story, strengthen the Commander
[h3]
1. More benefits and activity[/h3]
Future events are planned in the way that combines resource consumption and new gameplay and will rotate regularly. As long as the player pays attention to stocking up and participating, any player can easily take all rewards. In this aspect, we will continue to explore and debug, so that the activity gradually became stable, regular and mature.
Continue to increase profits for three-card players
Optimize daily check-in rewards
Add more free bonus and Guild bonus design
[h3]2. Improve gameplay[/h3]
We are actually struggling about how to improve core game design right now. Yog is a multi-character game with a lot of DARK mechanics, we are walking on a way that none of other company has ever attempted, we are suffered from too many unkown factors.
As a designer, I always ask myself, "So what you can do is to make the the hero stronger and stronger?" "What's the fun while playing?" 90% of our peers won't experience the problem we encountered, especially big company. They all say things like "just make what come later stronger", "just spend more money on art design", "just concentrate on in game purchase experience", "only games like Genshin will need to provide more playable content", "only take care of people who pay".
As a person who eager to make a great game,I do not want to stay in a big company, what I want is that my game can bring pleasure to players. I know it is going to be a long and lonely way to go, and it highly possible to get nothing back, the progress will takes years. I know that innovation is a risky thing and you may lost all you have, no one will repsect your failure but laugh at you, but I throw myself into it still
In the future, we will enhance the level Stage Design and experience, increase strategy and combat power, and add the following mechanics and various expansions that involves a lot of factors
For example: add BOSS breaking mechanism
Later in the game, bosses will have different weaknesses, heroes will be given some attack characteristics, corresponding to the weakness to inflict additional effects on attacks; When player hits the BOSS by weak point, the defense value will be reduced. When the defense value is 0, the BOSS will break the defense. The BOSS will interrupt the current combat logic and fall into a coma. The damage dealt to the boss will have a high bonus. (After some time, the BOSS wakes up)
There may be more than one BOSS weakness, which also causes some changes to the level mechanics
For example: the BOSS battle summons the guard monster, when the monster is alive, the BOSS's weakness is locking, one must destroy the guard to unclock the weakness point; Some bosses will change their weaknesses randomly depending on the battle
In the future, the design of the Commander's skill system will also be reconstructured and adjusted based on these. I will introduce the design related to the Commander in another section.
It may be trivial, but as a designer, I have to spend days and nights looking up stuff, dazing, drafting designs, ripping them up and starting over, and listening to players' complaint, "There's no substance," and I'm sorry we don't have the manpower to take care of everything.
[h3]3. About the Commander[/h3]
Sure Content: There will be a revamp of the main character's skill system and a talent point system
On the table:
1. The male Commander quits the game stage and replaced by a female Commander (the team cannot handle the relevant art resources, skins, etc.)
2. Dual Class Talent System (similar to Grim Dawn)
3. Commander battle mechanics
The Commander will have special ability points, temporarily called AP points
When the Commander cast a skill, it will cost AP, which is naturally restored, or a special skill from a partner, ultimate, etc
The fucntion of the Commander's skills in combat:
Accelerate getting into BOSS break defense
Some skills will have a break effect, which makes it easier for the BOSS to break in a crisis or at the moment you want
Increase output revenue
When the BOSS breaks, cost tons of AP to deal enough damage (2-3 times more damage when the BOSS is breaking).
Therefore, the Commander becames the balance point of the overall pace of the battle, and the proper allocation of AP becomes the key to the battle. (Of course, we will also gradually introduce better automatic decision features, the hanging element will not be weakened)
4. Improve the combat performance of the Commander
- the Commander's action in battle may include multiple combo performances, even tetanic or floating effects (similar to Lost Ark, still being evaluated)
5. The Commander can change part of the appearance model
Change the appearance of weapons, heads, etc
This is my current idea for the level combat and mechanics of the game. It may not be like that ideal, it may succeed, but my goal is to make the game more playable. I told myself when I give up my job in a big company that I would not compromise even if I tried and failed.
To be fair, Book of Yog is a P2W game. To be honest, I need it to feed my dream. After all, the growth of "Yog" and future planned games of the team cannot be live without substantial support, but I will try my best to make everyone feel more and more worthwhile. Although I know that the road is long and the team is small, the test team of any NetEase project is more than our whole team
Players ask me all the time, "Are you going to run away?" ", my heart is a little sad, think is "I know I will always go on, but in fact you may be difficult to accompany us for a long time".
For all the players who have played our games, I want to say thanks to you. Without your support, I could not keep going.
Therefore, there will be welfare and plot in the future, useless S heroes will be useful, and the young people in the team will become mature. I hope you will stay with us for a long time.