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The optimize direction about the combat feedback

(Here’s the answer if you don’t wanna look: Copy, we’ll change it)
In response to some of the feedback we received about combat, we sorted it out and met to discuss it, and worked out some new optimization directions. Generally, there are three total categories of negative feedback around combat :
1.Higher percentage of combat
2.Higher combat difficulty
3.When creating characters, you can have better experience when using Thug.
We feel that some of the investigators' negative experience with combat is not just a matter of numerical difficulty. After discussion and analysis, we summarized the reasons that really affect the combat experience as follows:

【High combat difficulty】
It belongs to the combat positioning issue, we need to review the current division of the combat difficulty gradient, to see if the design of some monsters need to be adjusted, as well as will reorganize the threshold of props/equipment use.
[High percentage of combat]
This falls under the category of not enough combat mechanics. It needs to be optimized, and we need to find ways to boost the fun factor so that the combat isn't just a fight, but becomes an exploration expansion.
[Combat Profession Card]
After discussion, we feel that there are certain problems with the current career cards and are ready to re-optimize the overall career system to achieve balance.
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So for the optimization of the combat experience, we will not only make changes to the numerical values, but we plan to make adjustments in four directions: [Functionality threshold] [Level Design] [Core fun] [Occupational balance].
If we can adjust these then we should be able to successfully solve the above problems about combat.

[Functionality threshold]
Goal: In our original design, combat was positioned in the game not just as a fight, but as an extension of exploration. The hope was to allow all professions and all investigators to experience the fun of combat (rather than just the fun of fighting) equally.

Since different professions have different sense of reward when obtaining the same props, the sense of positive feedback is also different. For example:
For example, if a scholar and a fighter get a weapon at the same time, the fighter's positive feedback may have 70 or 80 points, while as for the scholar, because of the higher threshold, it may only be 10 or 20.(Scholar: what a noob! Take my disintegration!)
What we're trying to do is certainly not to diminish the thug's positive feedback, but to pull up the scholar's poor feedback. For example, by making the prop available to the scholar as well.

Optimization directions:
1) Enhance the overall guidance of the battle
Let the focus of the battle not be all in the direction of fighting, but in the direction of collecting and props. Here we will start designing props system 2.0, now the props system is more biased towards iconography, later the props system will be expanded.
2) Reorganize the plan
Look to see if there are any equipment/other things besides props that have huge thresholds that cause you investigators to not be able to pass your cards.
The adjustment here will not affect the investigators who love the combat type, because the essence of the run is the freedom and wireless extensibility, although now we can not perfectly restore this technical manpower and other reasons, but we hope to be able to make certain adjustments, so that each type of investigators can feel more fun in the game.

Difficulty gradient
The essence of the difficulty of the battle is the difficulty gradient, we have previously for the monsters have been divided into a few simple basic gradient:
Humans, Investigators, Monsters, Mythical Creatures, and Old Dominators.

For low gradient monsters, such as humans/monsters, our overall design of low intensity, normally even if you don't fight, in most cases, you can beat them by lulling/charming them.
For mid-gradient monsters, like mythological creatures, there will need to be key items to collect (such as Sky Denizen's Color of Stars, which can be passed directly after collecting the key props) (such as the Blood of the Gods to use ■■). Such creatures will have some specific weaknesses. Regardless of the investigator's profession, it will be easier to pass the level once the key props have been collected.

Our next plan is to focus on where some players find it difficult.

If the monsters in the low level flopped a lot (died from rats), then we would definitely make adjustments.
If it's in the mid to high gradient and still dies often when the investigator makes the right moves, we'll also make adjustments (dying is normal, but dying often and often is not...)
Our goal is for every investigator to feel that their card is useful in battle, regardless of profession (e.g. in battle, a fighter can fight, a scholar can negotiate, counter the enemy, etc. )

【3. Career balance】
After the current career system was discussed, it felt like there were some design flaws that resulted in the beater type career cards giving stronger positive feedback to investigators, while other careers didn't do the same.
So next we'll be retooling the career balance piece. Not to weaken the current occupations with strong positive feedback, but to strengthen the other occupations to achieve a balance in the feeling of use.

[4. Core fun]
The core fun direction of our battles is not focusing on such MMO things, but rather on the collect & use (What's this? Use! What's this? Use! What's this? Use!)
We'd like to make the combat part an exploration expansion, if combat is tied to exploration, then exploration is tied to what is collected. For the items obtained, how to use them, matching combinations. Will be our direction afterward.
Regarding the next adjustment, we are going to target the [items/monsters] section, reorganize the relationship with each other, and improve the correlation between monsters and props.

That's all we're going to talk about this time. If you got anything to share or feedback, you can click here.