[Dev Note] Part-20 : Improvements of Fun Features
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[/p][p]Hello everyone, this is Kwon Dae-ho, Executive Producer. [/p][p][/p][p]In our previous developer note, we briefly shared the direction we're taking to complete Black Stigma. [/p][p]Today, I would like to introduce some of the new elements we’re preparing to enhance the sense of fun in the game. [/p][p][/p][h3]- Refining a Light and Fast Combat Feel -[/h3][p]Black Stigma is a game designed to express a killer-centric universe, with a strong emphasis on handgun shooting and close-quarters martial arts.
That’s why we are always thinking about how to bring distinct and well-balanced enjoyment in both “handgun fire” and “melee combat techniques.” [/p][p]One key idea that emerged from this process was offering a lighter and faster responsive combat tempo. [/p][p]
[/p][p] [/p][p]To that end, we're currently adjusting handgun shooting to feel quicker and more accessible.
By tuning factors like fire rate and shot grouping, we’re aiming to reduce the disharmony of gunplay and make battles feel more exhilarating and fluid. [/p][p]We’re also applying this approach to combat skills.
In previous close-range encounters, many fights ended with a single skill exchange, often cutting the fun short and leaving players frustrated. We recognized this as a potential barrier to enjoyable combat. [/p][p]Our goal now is to bring the Time To Kill (TTK) from melee combat to a more appropriate level while making that time feel tense and rewarding.
Players should feel free to engage in back-and-forth combat without the fear of being taken down instantly—battles should be about control, mind games, and intense exchanges. [/p][p]
[/p][p][/p][h3]- Introducing Team Deathmatch Mode -[/h3][p]We’re introducing a new Team Deathmatch mode, where 12 players are split into two teams and compete for the most kills. [/p][p]Players can return to the battlefield even after being killed, enabling non-stop action until the timer runs out.
This mode is the result of our aim to deliver a (1) Light, (2) fast-paced, and (3) straightforward experience—avoiding the pressure-heavy nature of Kill 'Em All and VS modes, and the complexity of Get 'Em All mode. [/p][p]
[/p][p]Because the mode minimizes rules and competitive pressure, we believe it will be especially welcoming for newcomers and players looking for a more relaxed, accessible gameplay option. [/p][p][/p][h3]- Micron: A New Character with Unique Combat Mechanics -[/h3][p]
[/p][p]A new character, Micron, will be joining the battlefield under the Gray Crows faction. [/p][p]Micron is Nano’s younger sister and began her journey as a killer within Gray Crows under Zero’s leadership. [/p][p]
[/p][p]Micron takes on the role of a slinger position, wielding a specially crafted compound bow. One of her signature abilities is precise sniping technique using this bow. [/p][h2]
[/h2][p]With Micron’s bow-based skillset, we’ve reinterpreted the joy of long-range sniping similar to military shooters’ game. [/p][p]Rather than simply hitting enemies from afar, her skills aim to convey the thrill of piercing through enemies from a distance. [/p][p][/p][p][/p][h3]- Conclusion -[/h3][p]We’ve been reflecting deeply on all the feedback you've provided through various tests and incorporating those ideas into Black Stigma in a way that fits the game’s unique tone. [/p][p]As soon as this new build is ready, we’ll bring it to you with confidence—so we can all enjoy it together. [/p][p] [/p][p]Sincerely,
Kwon Dae-ho, Executive Producer [/p][p][/p]
That’s why we are always thinking about how to bring distinct and well-balanced enjoyment in both “handgun fire” and “melee combat techniques.” [/p][p]One key idea that emerged from this process was offering a lighter and faster responsive combat tempo. [/p][p]
By tuning factors like fire rate and shot grouping, we’re aiming to reduce the disharmony of gunplay and make battles feel more exhilarating and fluid. [/p][p]We’re also applying this approach to combat skills.
In previous close-range encounters, many fights ended with a single skill exchange, often cutting the fun short and leaving players frustrated. We recognized this as a potential barrier to enjoyable combat. [/p][p]Our goal now is to bring the Time To Kill (TTK) from melee combat to a more appropriate level while making that time feel tense and rewarding.
Players should feel free to engage in back-and-forth combat without the fear of being taken down instantly—battles should be about control, mind games, and intense exchanges. [/p][p]
This mode is the result of our aim to deliver a (1) Light, (2) fast-paced, and (3) straightforward experience—avoiding the pressure-heavy nature of Kill 'Em All and VS modes, and the complexity of Get 'Em All mode. [/p][p]
Kwon Dae-ho, Executive Producer [/p][p][/p]