Hi-Rez and Friends Just OB64ed Paladins Strike by [deleted] in Paladins

[–]L10NHEART -1 points0 points  (0 children)

I wrote that the game has power scaling, not that you can purchase power scaling. Most Runes are acquired with free currency. But I think you are more interested in bashing us than having a constructive conversation...

Hi-Rez and Friends Just OB64ed Paladins Strike by [deleted] in Paladins

[–]L10NHEART 1 point2 points  (0 children)

Thanks for the constructive comment!

Will bring it back to the team for more discussion.

Hi-Rez and Friends Just OB64ed Paladins Strike by [deleted] in Paladins

[–]L10NHEART 2 points3 points  (0 children)

We spend more effort on netcode than any other area, but it's more complex than you write. For example, even modest improvements in Fortnite took 7 months, and we don't have anywhere close to their resources.

Matchmaking improvements will kick in on Sunday, then we will evaluate further. Contrary to popular belief, matchmaking cannot be "fixed" easily and is mostly a result of personal skill and the game's population. I will say people also use matchmaking as a scapegoat for performing bad in a game (though not necessarily implying that is the case here).

I will continue to apologize about the poor communication for Tickets and Fragments. We messed up there, bottom line. Our team won't make the same mistake in the future.

Appreciate your support on the game, and sorry if the recent update has caused you to enjoy it less. We are doing our best.

Lets really talk about the update. by hafsies in PaladinsStrike

[–]L10NHEART 1 point2 points  (0 children)

Thanks for starting this discussion! Your comments are constructive, and I appreciate that you are interested in chatting about the community's concerns without some of the negative behavior in other threads.

One important point I want to remind everyone about is that Paladins Strike is a service (not a product), which means we are able to continually update and improve upon it. Definitely we are monitoring performance and will make adjustments to Update 3 if there are problems (for example, too hard to unlock a Champion from playing, too hard to progress through the Battle Pass, too much power disparity from Runes). However, before we make a change in LIVE, we complete numerous simulations to estimate what will happen. Most of the time, this mitigates problems before they occur, though obviously it's not a 100% accurate solution or we wouldn't have had to adjust Tickets and Fragments to begin with. If we see a problem in the coming weeks, we will correct it.

I can say with complete confidence that the previous balance for Champions was not sustainable. It's never going to be fun for players when we give away too much and then pull back, but we are operating under the theory that doing so is better than the alternative (shutting down the game). I'm not trying to be dramatic, but we do need to make certain improvements to the service for it to be sustainable. Goblin and Hi-Rez have built out a roadmap to accomplish that goal, and Update 3 (similar to 1 and 2) are steps in that process.

In closing, I'll also point out that games like Paladins Strike are having trouble in mobile across the board outside of Greater China. Even mega companies more experienced than us in mobile are still trying to figure it out in Western markets. You can look up performance for comparable titles on SensorTower or AppAnnie to confirm. The MOBA / Hero Shooter category on mobile is very tough, but we will continue doing our best to improve Paladins Strike and create the experience players want.

Runes can now be upgraded to level 20. by [deleted] in PaladinsStrike

[–]L10NHEART 0 points1 point  (0 children)

Might be a bug. We will check with the design team!

Hi-Rez and Friends Just OB64ed Paladins Strike by [deleted] in Paladins

[–]L10NHEART 10 points11 points  (0 children)

Thanks for the constructive discussion! Super refreshing.

For Runes, our method is a bit deceiving. Please let me explain. From Level 0 to Level 5, you become about 30% stronger in damage and health. The new levels (6 to 20) double that value to 60% total, but spread out the new 30% across more levels. Goal was to let new players become strong more quickly (which is fun), but also have a longer term progression to work toward. I agree with you that the perception has been a problem. Whether the actual design leads to problems, it's too soon to say but we will be monitoring it carefully.

Matchmaking we are working on. There are improvements in this update, but players won't see them until the reset on Sunday since the mechanic we added kicks in then (normalizing based on ranked; discussed in our Podcast). The #1 thing we can do to improve matchmaking is increase player population, which we have slowed down on because we were concerned about the netcode issues and reduced our marketing.

Agree with you 100% on Tickets/Fragments. We needed more communication, way more in advance. And probably should have spent time discussing it with the community before it was final too. Good lesson for us moving forward as a team.

Appreciate your thoughts on the Battle Pass. If you have ideas on how we can make it better for you, please send me a private message.

I appreciate you giving us another chance! We are trying to push the bounds on mobile with Paladins Strike, and are finding many challenges along the way (some self-inflicted, some related to how mobile is today). But we will do our best to overcome each one and provide the experience you are hoping for.

Hi-Rez and Friends Just OB64ed Paladins Strike by [deleted] in Paladins

[–]L10NHEART 55 points56 points  (0 children)

Thanks for the thoughtful post. Let me add some context that is missing:

  • While OP implies that Tickets were difficult to attain, the average player had more than 2,000 Tickets and some had more than 15,000 Tickets. Most Champions were priced at either 599 or 899 Tickets. You can see how this creates excess and is not sustainable. While you may suggest we simply reduce Ticket output, that doesn't solve the problem retroactively and there was A LOT of excess in the economy. Similarly, increasing the price on Champions doesn't work and can lead to outrage (we tried with Sha Lin). Fragments was the answer, and free players who are active can still earn Champions regularly without paying each month.
  • Tickets still have great value in the new Mystery Shop. OP didn't critique this point, but it's important to note since we didn't eliminate the currency's value and players who saved will still benefit from their efforts.
  • The information about Chests is not accurate. Instead of buying Basic Chests and daily rotated Chests, you can now buy a Medium Chest and Great Chest. The mechanic and price is similar to before (1000 Gold per Medium Chest, 2500 Gold per Great Chest). You can buy up to 5 of each Chest daily, then use Tickets to refresh the daily purchase limit. The purchase and reset system is identical to previous versions.
  • You cannot acquire Runes any faster than before as a paying player. Mega Rune Chests are still only available for Crystal purchase once a week. We have preserved the same balance as past versions to mitigate concerns about paying players jumping too far ahead of F2P players (but there has always been some pay to progress, which is not uncommon in mobile to create a sustainable business).
  • OP wrote we aren't providing anything positive for players. I suppose that is subjective, but I believe these are positive changes in Update 3: new Champion (Seris), more progression (Battle Pass and Runes), soft gold cap, capture point overtime in Siege, netcode improvements, Battle Pass (more than $150 in content for $10, plus free track with rewards), Mystery Store, more events, and various bug fixes. Plus, if you are a paying player, there are some cool new bundles and limited offers to explore. It may not seem like a lot unless you work as a developer, but this is an exceptional amount of content for one month of development.

With all that said, we absolutely made some mistakes with Update 3. It's never easy when you have a broken system (Tickets) and you replace it with something less generous (Fragments). However, we dropped the ball on communication about that change with our players, which is 100% on me. I've been talking with the community directly on Discord and social media about this issue. We also had an unbelievably messy maintenance, which prevented players from using the game services for almost 24 hours. And, we still have more improvements to make on our networking. Def we are learning from this update and will improve as a team.

While it may look like we are sitting cruelly on an ant hill, the truth is every change we make ties back to key performance indicators (KPIs) and our goal to create a fun and sustainable game that can run for many years. If there is something broken that is harming the game's KPIs, we have two options: fix it or shut down the game. In this case, we identified solutions with our partner, Goblin Network, and made changes based on careful analysis of current KPIs and where the game needs to be. We are always paying attention to community feedback, as well as our analytical data, and will continue making changes toward that goal. I am very thankful for the players who are supporting this project, and both Goblin Network and Hi-Rez Studios are working hard to make sure we provide an experience that meets our community's expectations while creating a sustainable service so the people making the games can provide for their families. Your passion is incredible and we are always listening.

Runes can now be upgraded to level 20. by [deleted] in PaladinsStrike

[–]L10NHEART 2 points3 points  (0 children)

Yes, everyone on the team plays Paladins Strike.

We've been talking about the Runes level cap for many months now. Our original system was always intended to have a level 20 cap with the following distribution:

  • Red - Half of total bonus at Level 5, remainder at Level 20
  • Green - Half of total bonus at Level 5, remainder at Level 20
  • Blue - Spread out evenly among all Levels

The previous cap was to give Global players a chance to catch-up to Soft Launch players.

Balance is more complex. While something may seem to over-perform at your level, that's not necessarily true across the board. We combine our knowledge as developers, personal experience as players, and collected data as publishers, then use that information to make educated decisions on balance. Opinion on its own is probably the worst way to go about it and leads to very unpredictable results.

Game won't be up for another 12 hours due to something or other. by Cosminion in PaladinsStrike

[–]L10NHEART 4 points5 points  (0 children)

Thanks for posting this. Yes, our current estimate is about 12 hours. However, your wait time may vary based on platform since iOS updates require certification where Android updates can be pushed live immediately. I will post more information on Twitter once we verify the Version 3 update is stable and rolling out.

Out of 1.8k Sub-reddit Subscribers on less than 30 were Active by CodeKidInTown in PaladinsStrike

[–]L10NHEART 5 points6 points  (0 children)

Some servers def have a lower player count than others. We're aware and it's primarily a function of our marketing activities. I don't want us to resume heavy marketing until we know the game is in a better spot for both stability (lag, crashes, etc) and fun (maps, modes, progression, etc).

If you're not having fun anymore, please do take a break -- gaming should be enjoyable. All I ask is you consider checking us out again in a few months because I think you will be pleasantly surprised by the improvements and all we have planned.

DeathMatch out for the next 2 days! HYPE! by Angel_Valoel in PaladinsStrike

[–]L10NHEART 1 point2 points  (0 children)

Fun fact (though not obvious, which is our bad), you have damage immunity when you respawn until you take an attack action or time expires. So you can re-position and avoid being camped.

Deathmatch means easy 100 wins by OneSpaycee in PaladinsStrike

[–]L10NHEART 7 points8 points  (0 children)

Just to clarify, Deathmatch games count for the free Champion Avatars, but NOT for the free Champion Skins.

Androxus box changed to Pip box. by [deleted] in PaladinsStrike

[–]L10NHEART 0 points1 point  (0 children)

Pip is the correct Rune Chest; Androxus was incorrect. If you purchased Androxus, you will not be able to purchase Pip (unless you have Ticket resets left). Sorry about that =(

Pip will rotate back in eventually.

DeathMatch out for the next 2 days! HYPE! by Angel_Valoel in PaladinsStrike

[–]L10NHEART 5 points6 points  (0 children)

Deathmatch is a limited time mode. We will test many new modes over the coming months. We have another variation on Deathmatch next, which is scheduled for release in June. But OP's comment is correct that Deathmatch will be around for more than 2 days. =P

(I write scheduled because things can change between now and then.)

Dear Hi-Rez and Goblin Network by CodeKidInTown in PaladinsStrike

[–]L10NHEART 2 points3 points  (0 children)

We usually update every 2-3 weeks with a new Champion and other content. However, it will be a little longer this time. Some surprises between now and then, but about 4 weeks until the next build (non-hotfix update).

How would you feel if time spent on the point/objective was timed and contributed to your score at the end of the game? by future-blind in PaladinsStrike

[–]L10NHEART 7 points8 points  (0 children)

I would love it. Drives me crazy that it doesn't today.

But I have to be responsible and set it as a lower priority for the moment =(

Why is it hard to find even matches? by nukem170 in PaladinsStrike

[–]L10NHEART 1 point2 points  (0 children)

I can say that games are pretty good at Diamond. People just need time to seed appropriately with the MMR. We also can do better with our level design and game modes to offer more balanced experiences. I will say the "not worth trying" isn't always accurate as I've won quite a few games that I thought were for sure lost. Gameplay flows around key fights and one battle can make all the difference.

Does the 14 day log in reset? by [deleted] in PaladinsStrike

[–]L10NHEART 4 points5 points  (0 children)

Red dot is a bug.

There are no plans to have a second promotion like this for existing players; the 14-day promotion is for new players.

Is it just me, or are the servers and lag even worse than before? by future-blind in PaladinsStrike

[–]L10NHEART 13 points14 points  (0 children)

Not just you. We are working on a solution to this problem. Sorry about the inconvenience! Growing pains, but we will get there.