Dev Team FAQ #2
[p]Dear Gyldhunters,[/p][p]The collection of player questions for this round of Mistfall Hunter Q&A has successfully concluded. We sincerely thank everyone for submitting your suggestions, questions, and feedback. Your input is the driving force behind our ongoing optimizations and improvements to the overall experience.[/p][p]We have categorized and organized all the questions. Here, we provide unified responses to the most frequently asked questions regarding the class system, equipment system, combat mechanics, matchmaking, economic system, server performance, and more, for your easy reference.[/p][hr][/hr][h2]I. Class System[/h2][p]Q1: The Knight's parry seems to overlap with the Sword and Shield Mercenary's role. Will there be further differentiation in their playstyles? Also, there are often strength differences between two archetypes of the same character. Will balance adjustments be made in the future?[/p][p]A: While the Knight's Parry Counter and the Mercenary's Deflect share similarities, their actual gameplay experiences differ significantly. You'll be able to experience this firsthand once the class goes live. (The Knight's Parry Counter is easier to execute and more stable, but it triggers less frequently.) From a design perspective, we aim to emphasize distinct gameplay identities between different archetypes. As such, completely eliminating strength differences between archetypes is neither realistic nor our goal. Our core objective is to ensure that all archetypes of the same character remain roughly balanced overall, while allowing each to excel in specific playstyles and scenarios. We want every archetype to have meaningful value and viable use cases.[/p][p]Q2: How will class balance be handled in the future? Can you share the development team's approach to balance adjustments?[/p][p]A: As an extraction game, Mistfall Hunter features a wide range of in-match variables, and securing kills in direct combat is not the only optimal path to success. We will strive to maintain combat balance across different class archetypes and avoid situations where some become overwhelmingly dominant. However, we are not aiming to achieve 100% balance in head-on combat for every archetype. Given the large number of class archetypes spanning PvE, PvP, trios, solos, and other diverse scenarios, achieving absolute balance in direct combat is nearly impossible. Our priority is to preserve class and playstyle diversity, making sure the gameplay experience for each class feels different. Some archetypes excel in direct duels, some specialize in team support, others focus on "hit-and-run" tactics, while some emphasize gathering intel. We will continue to make dynamic adjustments based on backend data to ensure that every class archetype has sufficient opportunities to shine.[/p][p]Q3: Are there plans to design a class centered around summoning mechanics?[/p][p]A: There are currently no plans for this. Since the game allows multiple players of the same class to team up, introducing summoning mechanics could result in an excessive number of summoned units on the battlefield, potentially leading to chaos and negatively impacting the overall combat experience.[/p][p]Q4: What are the plans for the Sorcerer's second weapon? Will it be a new class, or work more like the exclusive skill setups of the Shadowstrix and the Mercenary?[/p][p]A: We have already begun development on the Sorcerer's second weapon. It is closer in gameplay to the "Blasphemer," featuring a playstyle that differs significantly from the Sorcerer's current weapon. We will share updates with all Gyldhunters as soon as complete information becomes available.[/p][p]Q5: Will the Mercenary gain more mobility? This class currently struggles to catch up to other players in combat.[/p][p]A: We have lowered the activation requirements for the Sword and Shield skill "Impalement," allowing it to be used more frequently for movement. At the same time, we have optimized the Hammer's charge mechanic, enabling movement during more charging phases. These changes have improved the Mercenary's mobility to a certain extent.[/p][p]Q6: The current gameplay relies heavily on dodging, which benefits mobile classes. Is the development team going to address this and give something to less mobile classes in the future as well? Like a parry for all classes?[/p][p]A: We plan to gradually introduce more types of parry skills. However, to maintain meaningful differences between classes, we will not add a unified parry mechanic to all melee classes. Additionally, we will introduce a variety of gameplay mechanics to reduce reliance on dodge-based combat, such as enhancing crowd control abilities (including reducing enemy dodge effectiveness) and expanding movement options for both allies and enemies.[/p][hr][/hr][h2]II. Equipment System[/h2][p]Q1: In the new equipment system, do items come with inherent affixes, or are they entirely dependent on gems?[/p][p]A: Equipment itself may carry affixes, but the number of inherent affixes will be limited. In mid to late-game, most equipment affixes will come from gems, which will make up a much larger portion of the affix system.[/p][p]Q2: Will upgrading a weapon or armor set unlock cosmetic skins? And will it unlock new special abilities?[/p][p]A: Weapons and armor currently do not have an upgrade system, so there is no corresponding mechanism for unlocking skins or special abilities. That said, this is an interesting idea, and we will seriously consider whether to include it in future seasonal content.[/p][p]Q3: How powerful will the free Equipment Vouchers be? Can they be used on all difficulties?[/p][p]A: Equipment Vouchers are divided into multiple tiers, corresponding to different equipment rarities. Players can gradually acquire higher-tier vouchers as they progress through the game. Vouchers of the initial tier are roughly as powerful as Common equipment. Equipment Vouchers can be used on all difficulties.[/p][hr][/hr][h2]III. Combat Mechanics[/h2][p]Q1: The Energy system adjustment is the change I'm most concerned about. I really admire the development team's courage to overhaul a relatively mature system. But I have two concerns: First, after removing Energy penalties, how will you balance class strengths and prevent ranged classes from dominating? Second, after the adjustment, how will you ensure that combat's strategic depth is not weakened?[/p][p]A: After removing the Exhaustion mechanic, dodging for each class will still be subject to differentiated limits. This remains one of our core methods for balancing classes with different ranges and mobility. The original Energy system offered a certain level of depth, but the Exhaustion mechanic mainly punished player errors rather than rewarding correct execution, which somewhat restricted combat enjoyment. By removing it, we have reinforced strategic depth through measures such as reconstructing each class's Energy cycle, introducing more diverse skills and abilities, and optimizing the "Special Recovery" mechanic. Overall, these changes should enhance both the sense of satisfaction and fun in combat while providing players with ample strategic options.[/p][p]Q2: As controller players join, how will you ensure a fair experience for both keyboard/mouse and controller users? For example, differences in Critical Hit mechanics and potential cross-platform advantages.[/p][p]A: We have optimized aim assist for controller inputs to lower the skill barrier, and in some scenarios, controller users may even have an advantage over keyboard and mouse players. However, we cannot guarantee perfect balance between controller and keyboard/mouse in every situation. Therefore, we will provide a matchmaking option that allows controller players to choose to match only with other controller users.[/p][p]Q3: In previous tests, some players engaged in malicious teaming. How does Mistfall Hunter plan to prevent this in the future? For example, by hiding player IDs during matches?[/p][p]A: In the last test, we implemented a complete process to detect, verify, penalize, and publicly report illegal teaming. We will continue to refine these measures to ensure a fair gaming environment for all Gyldhunters.[/p][p]Q4: Can the developers explain the purpose of the revival system in detail? Is it meant to make PvE more complex or deeper?[/p][p]A: In extraction games, penalties for death are often severe, which leads players to adopt overly cautious strategies and avoid challenging monsters. This can make the PvE experience feel flat and uninteresting. We want players to experience the joy of challenge, experimentation, and growth in PvE, so we designed the in-match PvE revival system, where players can revive by retrieving their souls. This gives players a larger margin for error when facing monsters and encourages them to take on more powerful foes.[/p][p]Q5: Have you considered adding a PvP endgame revival mechanic for downed teammates, allowing players to revive allies by consuming items (e.g., bells)?[/p][p]A: This mechanic is part of our long-term planning, but development has not yet begun. It may be introduced in a future seasonal update.[/p][p]Q6: The soul retrieval mechanic itself is an interesting design, but its rationale within the story world is unclear. Could you provide more background lore?[/p][p]A: When the body woven by Dew for Gyldhunters suffers severe damage, it causes the soul to become separated. The soul wanders away, lost in the Mist—usually manifesting as locations from their memories. Soul separation does not mean death; once the Gyldhunter regains consciousness, they can actively return to their body, ending the wandering soul state. This opportunity is limited. Souls that stay outside the body for too long or too often become damaged, causing the body to lose vitality and turn into a corpse, eventually leading to true death. It's important to note that Gyldhunters' attacks directly affect the soul—therefore if a Gyldhunter is killed by another player, they die immediately rather than entering soul separation.[/p][hr][/hr][h2]IV. Matchmaking System[/h2][p]Q1: As a long-TTK game, skilled players can use positioning, skills, and equipment advantages to consistently avoid or negate damage, leaving new players with almost no chance of turning the tables. How will the development team give beginners or low-skill players opportunities to fight back, and preserve meaningful combat and strategic depth for players with low-rarity (Common/Refined) equipment?[/p][p]A: In the new version, we are providing more diverse non-direct-combat abilities, including information gathering, information hiding, and various debuffs. Players can use these abilities to find the right moment to ambush skilled opponents, which can yield very effective results. We have also slightly strengthened the matchmaking system's restrictions on equipment rarities, making it harder for players to encounter opponents whose equipment is vastly superior.[/p][p]Q2: Will duo mode and duo matchmaking be added?[/p][p]A: We're very sorry, but we currently have no plans for this. Duo mode is a highly requested feature, but it would greatly increase the complexity of the matchmaking system and could even reduce overall matchmaking efficiency. More importantly, it would exacerbate balance issues. It is difficult to ensure balanced gameplay for duos while also maintaining balance for trio and solo modes. For now, we are prioritizing other areas of development. We have planned a Quick Recruit system, which will help players find suitable teammates more easily.[/p][p]Q3: Will PvP and PvE maps be regularly added or rotated in the future? Will PvE be explicitly positioned as content for players to accumulate experience and familiarize themselves with gameplay in the early stages?[/p][p]A: In the new version, we will dynamically adjust the number of players in a match based on each player's performance. This means that new or inexperienced players will face fewer PvP opponents early on, allowing them to focus more on PvE content and learning the maps. Additionally, every time a player enters a new map or difficulty, this dynamic process will be applied. Dedicated PvE modes are also being considered, but they will not launch alongside the open beta; instead, they will be introduced in a future seasonal update.[/p][hr][/hr][h2]V. Economic System[/h2][p]Q1: In the previous test, some Excellent equipment was instantly purchased even when listed at the maximum price. Can the pricing range in the Auction House be expanded to better reflect the true value of top-tier Excellent equipment?[/p][p]A: After the Gem Socketing system goes live, the equipment valuation framework will be restructured. We will continue monitoring this issue and make adjustments as appropriate.[/p][p]Q2: Can you add pricing references for equipment affixes, or display real-time prices and market trends in the Auction House?[/p][p]A: After the Gem Socketing system goes live, the number of equipment affixes will be reduced. We will evaluate whether to add a pricing reference feature based on actual operational data. As for real-time price information, the equipment details page already displays the average sale price, and the Auction House allows players to view the price and quantity distribution of listed items.[/p][p]Q3: Can a shared storage system be introduced (possibly as DLC)?[/p][p]A: Currently, all characters under the same account already share the same storage.[/p][hr][/hr][h2]VI. Server Performance[/h2][p]Q1: Which regions will have servers in the next test and at official launch? I hope to see servers in South America.[/p][p]A: For BETA 4 and official launch, we plan to deploy servers in North America (United States), Europe (Germany), Asia-Pacific (Singapore), and South America (Brazil).[/p][p]Q2: In previous tests, there were performance issues such as high latency, stuttering, and hit registration problems (e.g., kills not registering). Are there focused plans to address these issues in future versions?[/p][p]A: We take these performance issues very seriously and have established a dedicated team to address them on an ongoing basis. However, game performance involves many complex technical factors and cannot be resolved overnight. It requires sustained optimization and long-term refinement.[/p][p]Q3: Will the game support cross-platform play (PS5, Xbox, and PC)?[/p][p]A: Yes. Cross-platform play will be supported across all platforms.[/p][hr][/hr][h2]VII. Other Questions[/h2][p]Q1: How will you address RMT (Real Money Trading) issues?[/p][p]A: In past tests, equipment has been the primary target for RMT. During BETA 4, we will officially launch the Gem Socketing system, increasing build flexibility. At the same time, we will adjust Auction House rules to require equipment and gems to be listed separately, standardizing auction items and reducing opportunities for RMT through system design. We will continue to monitor RMT behavior to maintain a healthy and stable in-game economy.[/p][p]Q2: Currently, when creating a new character or switching classes, we'll have to add our friends again. Will you make it so that all characters share a single friends list?[/p][p]A: This feature is under development and will be available to players in a future update.[/p][p]Q3: Making the Ring a permanent mode can be a double-edged sword, as players may progress through the game faster, potentially reducing its lifespan. How does the development team plan to address this?[/p][p]At present, the Ring serves only as a tool for internal balance testing and is occasionally available as an event. We currently have no plans to make it a permanent mode. Although Ring battles have a faster pace, we believe the core "loot-and-extract" gameplay offers greater depth and long-term enjoyment.[/p][p]Once again, we sincerely thank all Gyldhunters for your enthusiastic participation! Every piece of feedback has been carefully recorded and thoroughly considered. We hope everyone can work together with us to polish Mistfall Hunter to perfection.[/p][p][/p][p]We also plan to hold a small-scale, invitation-only test in April. Details on invitations and testing rules will be announced as soon as they are finalized. In the meantime, we welcome suggestions through official Discord channels: https://discord.gg/mistfallhunter. Wishing all Gyldhunters success in the Mist and a bountiful return![/p]