ShadeDev

About

Username
ShadeDev
Joined
Visits
3,582
Last Active
Roles
Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
Points
1,012
Badges
8
  • Re: Sabotage QA Thread

    - We couldn't let the player decimate minions, because the enemy team used those minions to score.
    you had account level scaling before, surely this can be solved by scaling the damage done to minions in siege.

    - Every hero in survival needed to be effective at clearing waves, which is different than in siege, where you want heroes to have different roles.
    make some heroes siege only, and some heroes survival only. You don't have to make all heroes suitable for both modes.

    - In Siege, we wanted to make hero abilities have lots of counter play options, which only makes skills have less punch in survival.
    again, adjust the cooldown/damage so that the same "in your face" from max will deal different damage and have different cooldown in siege and survival.

    - In Siege, making combat fast made the game too frantic, but survival players wanted fast combat.
    why would this be a problem? siege and survival have different minion waves. the time for each siege wave was a fixed number while survival needs all minions to be cleared to advance into next wave. The survival pace can be totally adjusted by adding or removing minions from waves.

    - Trap upgrades and trap parts couldn't be used in siege because they severely imbalanced the game.
    and we had no problem with that? siege traps are all level 1 traps without physics. it was working fine

    Creating different exceptions for each mode is not a solution.  When you have dozens of mechanics in place to make things work differently in different modes, it's not good.  It's confusing to players and slows development tremendously.  It's a bunch of bandaids.
  • Re: SABOTAGE new HEAD to HEAD mode :)

    I think it is really important to understand why we removed Siege and why adding Sabotage doesn't suffer from the same problems. 

    When it came to balancing the game, Siege was a very different beast.  
    - We couldn't let the player decimate minions, because the enemy team used those minions to score.
    - Every hero in survival needed to be effective at clearing waves, which is different than in siege, where you want heroes to have different roles.
    - In Siege, we wanted to make hero abilities have lots of counter play options, which only makes skills have less punch in survival.
    - In Siege, making combat fast made the game too frantic, but survival players wanted fast combat.
    - Trap upgrades and trap parts couldn't be used in siege because they severely imbalanced the game. 

    In Sabotage, none of these issues exist.  We can build mechanics on top of Survival, rather than in place of Survival. This allows us to build both modes without sacrificing the fun of either mode. 

    In short, Sabotage is an extension of Survival, rather than a different game.
  • Re: Sabotage QA Thread

    I posted this in another thread, but to increase visibility, here it is again: 

    I think it is really important to understand why we removed Siege and why adding Sabotage doesn't suffer from the same problems. 

    When it came to balancing the game, Siege was a very different beast.  
    - We couldn't let the player decimate minions, because the enemy team used those minions to score.
    - Every hero in survival needed to be effective at clearing waves, which is different than in siege, where you want heroes to have different roles.
    - In Siege, we wanted to make hero abilities have lots of counter play options, which only makes skills have less punch in survival.
    - In Siege, making combat fast made the game too frantic, but survival players wanted fast combat.
    - Trap upgrades and trap parts couldn't be used in siege because they severely imbalanced the game. 

    In Sabotage, none of these issues exist.  We can build mechanics on top of Survival, rather than in place of Survival. This allows us to build both modes without sacrificing the fun of either mode. 

    In short, Sabotage is an extension of Survival, rather than a different game.
  • Re: Thoughts About Archers

    Yeah, they don't shoot through minions.  It used to be super frustrating when they did.
  • Re: "Premium Shoppe" - I don't like it. What about you?

    Removing things from the loot table would deplete content far too quickly, which would mean we would have to slow down trap distribution.  That affects a much greater percentage of the playerbase.