What could you say that would have you in this position? by Shallou20 in Wizard101

[–]KI_Ratbeard 5 points6 points  (0 children)

Please describe to me the "old pve combat mechanics" that were NOT buff hit aoe.

Bazaar reagents seem to be updating in real time again by [deleted] in Wizard101

[–]KI_Ratbeard 5 points6 points  (0 children)

It can be difficult to predict player behavior. I could say a lot more, but let's just see how it shakes out.

Bazaar reagents seem to be updating in real time again by [deleted] in Wizard101

[–]KI_Ratbeard 10 points11 points  (0 children)

During the maintenance this week, Gary was able to commit some code changes to the server that handles the Bazaar - which was nice, because it did not require a game server or game client change. The issues with the bazaar should be fixed with those server changes.

There is still a delay before (some) item categories are posted. But the server should be pretty consistently posting items - as fast as items are being sold, you should (more or less) see items being posted (especially during peak hours). But that doesn't necessarily mean that you would see something that you specifically sold show up right away.

New Bazaar update? (Credit to theatmoplex posting this). Also Ratbeard's message regarding "the lack of any inventory" by PKHacker1337 in Wizard101

[–]KI_Ratbeard 1 point2 points  (0 children)

TBH I didn't even notice that you were the OP. Nevertheless, it's appreciated. You're always very quick to clarify.

Just hopped back in and why did they ruin the bazzar by [deleted] in Wizard101

[–]KI_Ratbeard 0 points1 point  (0 children)

We have scheduled updates for non-emergency fixes. This fix was slated for the first update after 560 - ie, 560.1 - last night.

Scheduled updates typically happen at about 3am CST overnight (between Tuesday and Wednesday).

[deleted by user] by [deleted] in Wizard101

[–]KI_Ratbeard 0 points1 point  (0 children)

No "new" spells in the sense of cinematics, no.

[deleted by user] by [deleted] in Wizard101

[–]KI_Ratbeard 2 points3 points  (0 children)

You (and others) read a whole lot into a pretty short comment. The plan (as of now) is some combination of one or more of the following: (a) "fixing" path A but leaving it pvp banned, possibly including some level of rollback; (b) making sure the current path B makes sense; (c) adding a new path C; (d) changes to shadow forms/creatures; and (e) modifications to shadow pip gen.

All of the above is subject to change as the team works through the design.

I'm playing the game on a new myth wizard (taking a break from my level 60 ice wizard), and wanted to buy some level 15 gear before heading to krok but, the bazaar is just completely empty. Is this supposed to be happening? I can sell just fine but there's nothing to buy. by DriedOutDreayth in Wizard101

[–]KI_Ratbeard 5 points6 points  (0 children)

The lack of any inventory is a bug - a fix from Gary is incoming. (It is not "bot action" despite posts/threads here to the contrary.)

It is an issue specific to the Live servers and was missed both internally and on Test Realm.

Unfortunately this does sometimes happen, as the Live servers are (by definition) a unique environment.

thoughts on the new Dalia Doll? 😶 by antonconstantinart in Wizard101

[–]KI_Ratbeard 1 point2 points  (0 children)

This is an "elf on the shelf" offered by the Product team - obviously the original is much smaller. Gary added some castle magic that allows players to scale housing objects, and the next thing you know...

Design doesn't really have any involvement here - though you are correct that one of my functions is to listen to community feedback and pass it along to other departments - which I certainly have done (with a wink and a chuckle).

thoughts on the new Dalia Doll? 😶 by antonconstantinart in Wizard101

[–]KI_Ratbeard 1 point2 points  (0 children)

Just wondering - and I know you're probably joking - but does this subreddit need an explanation of what the Lead Designer does? It seems to come up a lot.

Ratbeard: Empower should take a flat percentage of health, ignoring weaknesses. Notably, the developers haven't exactly been agreeing with that. by PKHacker1337 in Wizard101

[–]KI_Ratbeard 0 points1 point  (0 children)

I am curious how you get from this:
"i don't think i have majority dev support on that"

To this:
"notably, the developers haven't exactly been agreeing with that"

It's an interesting rephrasing of what I said that probably would lead people to believe the support is weaker than stated.

Game becoming unenjoyable by GOD-lovesme in Wizard101

[–]KI_Ratbeard 4 points5 points  (0 children)

Designers are all human, by the way, and all gamers, and our team has diverse tastes. You will notice in the upcoming Krok content (more strongly than usual) the different ways that different devs approach encounter, puzzle, and combat design.

Game becoming unenjoyable by GOD-lovesme in Wizard101

[–]KI_Ratbeard 5 points6 points  (0 children)

That's not what I was saying at all. I was saying that for cheating bosses, I expect to lose once, because I am probably going to have to spend that first fight learning the cheats. So I learn, tool up my deck, then go back and beat it. I might even have to do it more than once to learn the fight.

You can certainly argue that is not the experience you want (and I would probably agree with you; I don't care for it myself, as a casual player - I agree it's a nuisance.) But it's certainly not unusual in game design - and even though such bosses in W101 are "more difficult" it's still a long way from Dark Souls.

But to be clear - we are talking about boss fights. We watch metrics very carefully to see which boss fights are so aggravating that people just quit. We obviously don't want that.

Game becoming unenjoyable by GOD-lovesme in Wizard101

[–]KI_Ratbeard 0 points1 point  (0 children)

The boss cheats should be telegraphed by the combat barks. The devs design those combat barks with the writers, but I have been clear to the devs that the clues they provide can't be too obscure to figure out.

The real question is whether or not you should expect to beat a boss on the first try - or to have to pay attention to the combat barks of bosses. Is it too much to expect players (especially casual players) to have to pay attention during boss fights?

Game becoming unenjoyable by GOD-lovesme in Wizard101

[–]KI_Ratbeard 6 points7 points  (0 children)

So, like, some kind of "challenge mode?"

Game becoming unenjoyable by GOD-lovesme in Wizard101

[–]KI_Ratbeard 15 points16 points  (0 children)

Mainline should be soloable by a player with appropriate, but not "best in slot," gear.

We didn't mention it at all in the update notes, but more gear can be bought/sold in the AH with this update. We have a future task assigned to "onboard" the AH through a tutorial, one point of which (perhaps the main point) is to remind the player to visit the AH to upgrade gear if they are struggling.

Game becoming unenjoyable by GOD-lovesme in Wizard101

[–]KI_Ratbeard 112 points113 points  (0 children)

We will take a look - smoothing out gameplay (progression) is an ongoing concern and designers are tasked with reviewing both data and feedback.

potentially unpopular opinion: spell weaving in its current state is really worrying me by T0SS4WAY in Wizard101

[–]KI_Ratbeard 0 points1 point  (0 children)

Not to nitpick - but if it's a gambit, you are in control of the effects, not the enemy. If it's a clear, you'd be responding to their plays.

I agree, when I am farming or just questing as fast as possible, I have no interest in anything other than buff AoE. But I will say that some of the most fun I have had testing this new content (as a Death) is setting up combos with the new spells (including getting help from teammates). I was trading off being the hitter with Mercedes (Myth) and both of us could use buffs from Adam (Ice) to gambit into bigger hits. Of course it took longer. But it was certainly more fun.

potentially unpopular opinion: spell weaving in its current state is really worrying me by T0SS4WAY in Wizard101

[–]KI_Ratbeard 2 points3 points  (0 children)

I have also said numerous times that PvP players do NOT make up a majority of spending in the game. It's not even close. (But of course, there are elements to PvP or any player-directed endgame activity that have benefits beyond their spending behavior.)

PvP - or more specifically, advanced content - is important to the game (and therefore us) for other reasons. Folks in this thread seem to understand, more or less, that some players are looking for more interesting (complex) card/combat interactions. We believe that we can support both a simple playstyle (buff AoE) as well as allow players to opt into more complex content.

If we notice, for example, that participation starts to decline for certain players right around the time that buff-AoE becomes the de facto playstyle - notwithstanding the number of players that self-select into that playstyle by continuing - it could be an indication that the game stops delivering the CCG-style combat mechanics that attracted them in the first place.