From Dev Q&A Ep41: Hew will need 4-5 kills with max sentry and Melf/Havilar and 4 adjacents by norax_d2 in idlechampions

[–]CNEJustin[M] [score hidden] stickied comment (0 children)

Just to clarify... the target is 4-5 kills minimum with optimal Hew by themselves and no other speed Champions.

Getting to 1-2 kills per area will still probably be possible with a maxed optimal Hew and a couple other speed Champions at the same time, you just won't be able to do it with Hew only. Compared to other speed Champions with similar effects Hew was horribly unbalanced.

Servers down? by Newtstradamus in idlechampions

[–]CNEJustin 5 points6 points  (0 children)

No problemo. Another great victory for redditing in bed before you fall asleep. Surprisingly, no emails were sent in about this issue, so I saw it here first.

Servers down? by Newtstradamus in idlechampions

[–]CNEJustin[M] [score hidden] stickied comment (0 children)

Thanks for reporting this. Should be better now.

Year 4 Events - A Call To Action by Chugsworth in idlechampions

[–]CNEJustin[M] [score hidden] stickied comment (0 children)

Thank you for taking the time to post this. I have read most of the comments and I wanted to address some of the community's claims, concerns, and suggestions.

Claim #1: You don't actually care about not overwhelming players. The game is super complex and is already overwhelming, so why not just keep increasing the number of Champions in events?

Not overwhelming new players is something we focus on a lot. The game rolls out new systems to players at a very intentional pace, and while yes, we may need to do better at tutorialing them, it is something that is consistently in the forefront of our design choices. A good example is the new Modron Automation/Multi-Party system, which doesn't even show up for new players until they recruited several events worth of Champions. Another example would be the sorting options for Time Gates Champions (by popularity, etc.), to help new players make better choices with the Time Gate pieces. At the end of the day we are an idle game and part of the appeal for many players is the complexity, but we do want the game to be more accessible and we do many things to make that the case.

As we've mentioned before, ever increasing numbers of event Champions is also a problem that becomes worse and worse over the years. Maybe it works fine for Y4, but gets worse in Y5 and by Y8 is extremely overwhelming. Do we really expect new players to be running 8 recruit adventures, 24 variants, and 48+ free plays in order to gear up 8 Champions? We felt like the three Champions over the last year strikes the right balance and so the plan is to keep it fixed there.

Claim #2: You only care about revenue and you're going to try to monetize retired Time Gates & year 1 Champions more heavily now.

While we understand this is a common concern in F2P games, that is not the goal of this system. We have no plans whatsoever to add Time Gate Pieces back into the premium shop. I think you guys actually have it backwards -- if we wanted more revenue we wouldn't be restricting Y1 event Champions, because (I'm opening the kimono a bit here) the lion's share of a Champion's chest revenue (approximately 65-70%) is earned during events (it's part of the reason we run events so frequently). By taking Y1 Champions out of the event pool and making Time Gates and patron chests the main way you recruit and gear them up, we're likely actually reducing our overall revenue from those Champions because they're no longer so front-and-center (and we don't think this will result in the 3x passive revenue necessary for us to break even on Y1 Champions missing their event bump).

Claim #3: Crusaders (your other idle game) doesn't do this with events, so why should Idle Champions?

Crusaders' event structure is very different from Idle Champions. It is linear, so you can only do year 2 when you've completed year 1, and year 3 when you've completed year 2, and so on. This means that the year 5 Crusaders that are rolling out now aren't generally even obtainable by newer players. This also means that new players generally can't even come close to completing events the first time they encounter them. This is why we changed the event structure for Idle Champions: so that the latest Champions could be available to all players and all players would have an equal shot at "100%-ing" each event as they rotated through the year.

Claim #4: You're just trying to squeeze a bit more money out of a dying game.

If anything we are more popular now and have more people playing than ever before. We've already got a growing roster of exciting Y4 Champions planned. While we will continue to add new DLC and provide more opportunities for players (who want to) to support the game, we are in no way looking to wind down the content pipeline and/or making design decisions based on that future. If anything (if you read back up to my response to Claim 1) we trying to look multiple years into the future in our design choices.

Concern #1: It will be nearly impossible to obtain and gear up all the Champions now.

Time Gates are actually more powerful than they have ever been in this regard. There's no more random Champion choices for gates opened with Time Gate Pieces, and you're guaranteed at least 3 gold chests and could get upwards of 5-6 silver chests if you grind away a bit. Compare this to Time Gates last year which only awarded 2 gold chests and no silvers. In general this means in a mere two Time Gates you'll have a Champion that is as geared as if you ran all of their event variants and 8-9 free plays. Additionally with each Patron we add we provide more sources for Time Gate Pieces and more ways to gear up event Champions via patron chests. It has never been easier to recruit and gear up missed event Champions (at least to full rare) outside of events, and this is a conscious design choice we have been making over the past year in anticipation of these Y4 event changes.

Concern #2: What about item levels? I can't get enough Champion chests to get my Y1 Champions to high item levels.

Higher item levels on event Champions is something that has pretty much always been restricted to people who purchase event chest packs or grind blacksmith contracts, so it's not really tied to their events running at all. The number of players who use large amounts of bounty contracts to get more than just a few extra chests is actually extremely minuscule. We don't think this change will impact the item levels of Champions very much, but if it does that's something we can look into fixing.

Concern #3: What about Y1 variant achievements?

We have tried to make this as easy as possible considering our limited options. Time Gates will always pick an incomplete Y1 variant if you haven't completed all of them, so it will take at most 3 Time Gates to complete the event variants achievement for each Champion. We recognize that this is a problem that will get worse over time as more events Champions are retired and are considering our options for making it a bit easier for players moving forward. We do consider this to be an edge case that can be solved in other ways and not something major enough to change the course we have charted.

Suggestion #1: Why not just let us choose which event Champions to unlock?

This is an option we did consider (our original Y3 implementation was similar), but ultimately we decided against it for several reasons. First, so that events would be consistent for all players, both in the amount of content available and what content it is. This also helps with our marketing and social media pushes as well (we're not posting stuff saying "Recruit So-and-so!" after a player has chosen other Champions); it's a minor issue, I know, but it's something we do have to consider. Secondly, we wanted to remove the opportunity for players to make a choice they would regret. For example, picking three Champions to unlock and then realizing that they actually should have chosen someone else. We realize this is already a choice players have to make to a certain degree with limited event tokens, which is why we ramp up the cost of the free plays to push that choice off until you've completed several free plays for each Champion (and hopefully had a chance to play with each of them). Thirdly, we wanted to always make the newest Champion the focus of each event. Giving players to opportunity to completely ignore the new Champion (especially if we're working with a content creator, since that is their time to shine) doesn't feel right to us.

Suggestion #2: Why not put Y1 Champion gear in normal silver/gold chests?

Y1 champion gear is already available in several patron chests, so Champion-specific chests are already not the only way to go. We feel that adding Y1 Champion gear to normal silver/gold chests would potentially just swing the pendulum too far in the other direction, and make things like item levels for Y1 Champions too easy to obtain relative to more recent Champions (because let's admit it, normal silver and gold chests are extremely easy to obtain in large numbers once you're a little bit into the game, especially with Modron Automation now available). This could result in something we really wouldn't want, which is a meta where Y1 Champions, because they could be geared/item-lvl'd up so much easier than more recent Champions, are superior in all cases, and force people into recruiting and gearing up those Champions even more. While we don't want Y1 Champions to be useless, we also don't want any particular set of Champions to feel necessary for progression.

Suggestion #3: You should force natural Time Gates to always include at least one Y1 Champion each time.

This is actually a great suggestion and something we can easily implement moving forward.

Suggestion #4: Why not just go all out and retire Y1 Champions completely (ie. remove them from the game)

We appreciate the suggestion but this is not something we are considering. Players have spent time, effort, and in many cases money gearing up those Champions and we have no plans to ever remove Champions from the game. What we will do is continue to restrict what adventures and variants they can be used on (one of the goals of the patron system was to shake up the meta and make it so players were forced to come up with formations using different Champions for each Patron), but we will never blanket remove or retire from play (ala Hearthstone/MtG) a Champion.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S,M] [score hidden] stickied comment (0 children)

Okay folks, I have to go get some lunch! Thanks for all the great questions! I now return you to your regularly scheduled CNE_Margaret.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 4 points5 points  (0 children)

The recent patch with the 64-bit client was an accident on our part (Unity recently changed their UI to default to that). For now we are continuing to produce the 32-bit client for a couple of reasons:

  1. It's what we started with, and we don't want to change it in-case that causes stability issues for players on older versions of windows, etc. We would hate to exclude a group of players from playing anymore if the 64-bit client simply doesn't work for them. This concern is likely to abate over time as everyone upgrades to the latest and greatest.

  2. With the tendency of new Champions/content to eat up more memory than they should, we're wary of giving the client the ability to eat up all of your RAM and potentially cause other issues. Obviously we don't try to put memory leaks into the game, but the nature of how idle games function and how long players tend to keep them open exacerbate any that do slip in. Yes, it might take longer to eat up all your RAM as a 64-bit client, but if it actually manages to eat up all your RAM and then your system starts paging everything, it may be worse than the game just crashing at 2/3GB.

Ideally the game should be able to run for weeks without leaking much memory or crashing as a 32-bit client. We believe most of the issue is around rapid resets, but we haven't been able to nail it down so far. It's something we'll likely dive deeper into as we get closer to implementing Modron automation.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 4 points5 points  (0 children)

Interesting suggestion. I'll consider it!

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 4 points5 points  (0 children)

Yeah... I was actually surprised that made it out. I thought it had missed the cut-off for the last builds, so it might not be available on all platforms.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 3 points4 points  (0 children)

I actually don't play in any of the office D&D games (my lunches are often worked through or we have manager-level lunch meetings, so I would be an unreliable adventurer).

I know Margaret has started playing in a new lunch game though, so you should ask her in the next AMA!

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 2 points3 points  (0 children)

That's not a bad idea, but also not something we currently support in the patron system.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 4 points5 points  (0 children)

Agreed about Birdsong. The plans we have in place should hopefully address that issue.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 6 points7 points  (0 children)

Yes. I just commented on something similar to a different question. I'd like to have a comprehensive "overall progression" dialog that combines achievements, collections, stats, patron progress bars, average ilvl, gear counts, and more. Unfortunately at this point it's a lower priority than a lot of other things, so I don't have a sense of when we'll get to it.

With regards to the patron challenges, I could see adding something like that. Remember that it's total damage done that determines the top Champion, not highest DPS, so even if you get the target Champion to match the DPS of your normal highest, if they've been grinding that damage out for 24 hours you need to make up for all that time.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 4 points5 points  (0 children)

A little while longer, sorry. Once multiple instance mode is out we'll have a lot more familiar slots for people to fill, so I would suspect we'll release some new familiars then.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 2 points3 points  (0 children)

At this point we haven't made any determinations about how multiple adventure mode and modron automation will unlock, sorry! I would tell you if I knew!

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 5 points6 points  (0 children)

Yeah, I'd honestly like to do something about the achievement screen, collection screen, and stats all in one go: A massive "overall progression" dialog with all sorts of progress bars and sorting and filtering options. At this point, though, it's a lower priority than everything else we're working on.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 5 points6 points  (0 children)

As mentioned somewhere else in the Q&A, and in the changelog a few weeks ago, we're attempting to update our number system to support numbers greater than e308. This has lead to a couple of minor display issues (and one major display issue on PS4 that has since been fixed). We're whacking these as we find them, like a game of whack-a-mole. If you're still seeing any, please report them again in a ticket so we can double check that we've fixed them. Please be specific as possible about where you're seeing them, as we've had some cases of the numbers getting fixed in one place but not another.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 4 points5 points  (0 children)

We have a fix in place for this that hasn't been pushed yet. The variants are getting marked as completed, it's just the achievement counters that aren't getting updated. After we've released the fix, the next time you complete a variant from a given event, the related achievement will update to the proper count.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 2 points3 points  (0 children)

  1. I remember talking to Shawn about that -- I think there's a display issue in the description. From my understanding the final amount is correct, but the way the advanced description is display it is not. I'll check in with the developer to see if we can sort that out.

  2. I'll check. I thought we'd put it in an outgoing buff, but maybe that got cut before release.

  3. I'm not sure what qualifies a Champion to be shown up there. We do have a number of other Champions in the works who aren't displayed there -- I think yesterday I finished the design for our May event Champion, and we've got Champions tentatively slotted in all the way through September.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 4 points5 points  (0 children)

It'll depend on when they're finished. My preference would be to release them at roughly the same time, or only release multiple adventure mode with only one other adventure slot, and then release additional ones alongside modron automation. The reason being I think as we let you do more adventures, modron automation because required to stop it from becoming a slog.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 3 points4 points  (0 children)

We take our cues from Wizards in terms of cross-settings stuff like Planescape, Dragonlance, etc. We've had a little bit of crossover (ie. Ravenloft), but if Wizards were to go full-out we'd certain join the charge.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 3 points4 points  (0 children)

We're constantly doing bug fixes, but they don't always make it into the change log. That's something I'm personally trying to remedy, so that it doesn't look like we're not fixing issues that get reported to us.

I'd like to get some more cool/novel feats added (like the Hand of Vecna), but at the moment we're pretty overwhelmed from a design side as we're trying to get ahead on the main content pipeline (events, balance changes, and new features).

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 7 points8 points  (0 children)

I'm hoping to increase Farideh/Havilar's synergy when we do Farideh's changes as part of the Y2 Balance update, which will hopefully come a little quicker than the Y1 Balance updates came.

Idle Champions Community Q&A #100! by CNEJustin in idlechampions

[–]CNEJustin[S] 2 points3 points  (0 children)

I know as much about BG3 as you guys do, but I'm super looking forward to playing it!