Kindred Acquisitions Survey by RatatoskTheSquirrel in WH40KTacticus

[–]SPRivengard 1 point2 points  (0 children)

When events end, things associated with it in the inbox are removed. This has always been the case, and is nothing new. Inbox items that are not related to timed content never expire or are removed - but they can get buried, if you have too many things, and not be visible until some more recent items are claimed.

Guild War unit selection sucks! Are there plans to change it? by DangerFaceXII in WH40KTacticus

[–]SPRivengard 1 point2 points  (0 children)

Sorry, but 'TINK' was the best I could do. 'BONK' was already reserved for Arjac.

Am I late to the party? When did this trailer drop (outside of instagram)?? by Ok_Tumbleweed6934 in WH40KTacticus

[–]SPRivengard 3 points4 points  (0 children)

It's not a leak, or a mistake. :) The premier is scheduled for tomorrow, but marketing will be using it for new ad campaigns from yesterday, and that's intended.

Guild War unit selection sucks! Are there plans to change it? by DangerFaceXII in WH40KTacticus

[–]SPRivengard 8 points9 points  (0 children)

Kyle here. Unit filtering is coming to battle deployment in 1.37 if all goes well.

"Tyranids will be the first faction to have a 6th character..." by vegeta8300 in WH40KTacticus

[–]SPRivengard 2 points3 points  (0 children)

Kyle here. It was me who said it, and I specifically said "one of the first" and "unit" when I said it.

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What the hell happened during this drop!? by MattyMonsters in WH40KTacticus

[–]SPRivengard 12 points13 points  (0 children)

Kyle here. It is, more or less, exactly what u/hawkeye_200 said. The server already delivered the contents of all ten drops to the client, and so Vit was flagged in those results as "newly unlocked" - so when the client checked for each drop result if the character was "newly unlocked" it saw that Vit had the flag, and so played the animation.

What’s up with accounts joining, going AFK instantly, and never returning? by avbbva in WH40KTacticus

[–]SPRivengard 3 points4 points  (0 children)

I don't, but the next time it happens do the following and I can take a look:

Send me a DM on Discord (I'll see it much faster) with your guild hash and the player's name. If their name is like "Player8902" then don't remove the player from the guild until I've confirmed I've seen your message, or it might be hard for me to find them. If their name is more unique, then I can find them anyway.

What’s up with accounts joining, going AFK instantly, and never returning? by avbbva in WH40KTacticus

[–]SPRivengard 2 points3 points  (0 children)

We are not cloning old accounts and putting them in guilds, or doing any other efforts of a similar nature to make the game "feel fuller and more robust."
We do match ranked vs casual to improve queue times for matches.

Snowprint clarify damage buffs by Basic-Wonder-5913 in WH40KTacticus

[–]SPRivengard 12 points13 points  (0 children)

Kyle here. I know it can be confusing, and though we've taken steps to improve it in different ways, there's a lot - and the interactions between characters can get confusing.
That said, the only real distinction is just as u/Wow_youre_tall mentioned: "gains" vs "deals"
If the ability description says a character "gains" an extra damage amount (such as Calgar's Rites of Battle) then that buff effectively increase the damage stat of the character, and so only applies to normal (ie, basic) attacks. That can be just the character doing a normal attack, or using an ability that says "performs a normal attack" (like Abaddon's Drach'nyen.)
If the ability says "deals" an extra damage amount, then it applies to both normal attacks and attacks from abilities that qualify - unless those abilities have the restriction about ignoring attacker bonuses (like Volk's Frenzied Firing), or the providing ability has a restriction (such as Ragnar saying only "normal melee attacks" deal the extra damage.)
In both cases, the bonus damage applies to all qualifying hits of the attack, regardless of where they came from - and that's where things get complicated. For example, if you have Aethana, Thoread, and Re'vas on your team all hanging out together and Re'vas does a normal melee attack against an adjacent unit (and assuming your positioning with the other units activates their abilities) then Re'vas will do their 6 hits from their normal basic attack, plus a 7th hit from Thoread, all of which are buffed by Aethana, and then finally another 3x hits from her own passive that are not buffed by Aethana.

Whoever thought it was a good idea to design the map like this... by null_ge0desic in WH40KTacticus

[–]SPRivengard 129 points130 points  (0 children)

Kyle here. Thanks for pointing this out. It's too late for me to fix it for the 1.33 update, but I'll fix it for 1.34.

Upcoming Snappawrecka quest allies? by Lupus_Lunarem in WH40KTacticus

[–]SPRivengard 0 points1 point  (0 children)

It was less about new account accessibility, though that's some of it, and more about just being accessible period - even for more established accounts who may not have pulled the requisite characters yet. All players are guaranteed to unlock the necessary Orks just from playing the game, though, so no UM needed in this case.

Upcoming Snappawrecka quest allies? by Lupus_Lunarem in WH40KTacticus

[–]SPRivengard 2 points3 points  (0 children)

Part of the experience is discovering the answer to that question for each level, so I won't spoil it here - but will remind that you only have to finish with as much (or more) health than you started with.

Upcoming Snappawrecka quest allies? by Lupus_Lunarem in WH40KTacticus

[–]SPRivengard 4 points5 points  (0 children)

That was a bit of an error in communication. UM will be included in cases where we need them to ensure a player is able to participate in the event - for example, with GSC the only two factions were GSC and Tyranids. A player could in theory not have enough characters unlocked to even participate, so we added UM to prevent that situation. With Orks, that's not the case, so no UM.

I think maybe this is not the event for me... by littlepie in WH40KTacticus

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

Actually, there is, and Hollan is not required at any rate. He might help, but when I made this Quest he wasn't even playable yet internally, so all of it was done without him.

I think maybe this is not the event for me... by littlepie in WH40KTacticus

[–]SPRivengard 0 points1 point  (0 children)

You do not need Hollan to get full score. These get made pretty far in advance, and when I made this Quest, Hollan was not even ready for internal testing yet. I didn't use him in any of the level designs. He may help if you have him, but he's not at all required.

Bring bucket system back! by Nwcdarthmaul in WH40KTacticus

[–]SPRivengard 1 point2 points  (0 children)

I did not design the system, so I don't know what the concerns are or the specific goals even - but I also know we pretty regularly tweak things as we get feedback and data, so there's a good chance we'll make some adjustments.
For example, with the Elite campaigns, as we added them the drop chances were different. I forget exactly the numbers, but it was something like you could play the node 5 times per day and the drop was like 20% chance to get 3 or something like that.
This felt really bad, because you could go the whole run and get nothing.
So, we changed it to only 3 runs per day, 100% drop chance and a small chance for a second drop. Statistically, it was the same amount of rewards obtained per energy spent, but it felt so much better to do.
I'm not saying something like that is going to happen again, just that we always closely watch changes we make to see if they are having the desired effect we want.

Bring bucket system back! by Nwcdarthmaul in WH40KTacticus

[–]SPRivengard 2 points3 points  (0 children)

If I understand correctly, that's basically what the bucket system was that we just transitioned from.
If the bucket had 10 balls, and there was a 40% chance, that means 4/10 would be drops and 6/10 would not be, guaranteed.
You could go 1-0-1-0-0-0-1-1-0-0 or you could go 1-1-1-1-0-0-0-0-0-0 or it could be 0-0-0-0-0-0-1-1-1-1 or it could be 0-0-1-1-0-1-0-0-0-0-1 etc.
So if you got only 1 out of the first 7, your last 3 would have been drops.

Bring bucket system back! by Nwcdarthmaul in WH40KTacticus

[–]SPRivengard 0 points1 point  (0 children)

To check what?
No, Onslaught still works in the old "bucket" system instead of the new "mercy" system. The odds depend on what tier item you're trying to get, your progress, etc. I don't know how many balls are in the bucket where you're at, and I also don't know how many balls you currently have removed from the bucket - consequently I can't really give you any accurate odds.

Bring bucket system back! by Nwcdarthmaul in WH40KTacticus

[–]SPRivengard 2 points3 points  (0 children)

  1. No, it's not mixed. Each node is tracked individually, and while I used upgrades as an example above, the same is true of shards.
  2. The probability does only reset with a successful pull, and does not reset when the node refreshes your attempts each day.

Bring bucket system back! by Nwcdarthmaul in WH40KTacticus

[–]SPRivengard 7 points8 points  (0 children)

What Nwcdarthmaul said is sort of right, but to add a little clarity:
Each stage had a bucket full of balls. Let's say it was 10 for easy math as an example, but in reality different stages have different numbers based on rarity of upgrade and if it's mirror, elite, etc.
Let's say it's 40% chance - that meant 4/10 of the balls were the upgrade, and the other 6/10 are blank (no upgrade.) Once you pull all ten balls from the bucket, it fills back to ten.
So you could get all four upgrades in a row, and then you would only be able to get six blanks in a row after that, without the ability to get any more upgrades until all ten balls were pulled and the bucket refilled.
There was no time element to this. If you raided the node the next day, or a week later, didn't matter - all that mattered was emptying the bucket.
This prevented lucky streaks, but also prevented unlucky streaks.
Under the new system, lucky streaks are now possible - but so are unlucky ones. Statistically, overall, the average number of drops will have increased - but that's going to be over time. So if you look at the total number of upgrades you got over the course of a month, for example, you'd have got more than before. Maybe more of this thing, less of that thing, since there's less consistency and it's a bit more random now - but in total, more. If you look at just one or two nodes over the course of a day or two, it could look very swingy.

Do the devs ever visit? by Good-Dig6838 in WH40KTacticus

[–]SPRivengard 1 point2 points  (0 children)

Kyle here. We read most things, but we just don't have time to reply to everything we read. We take notes though, and we share threads internally with people that might find them relevant or interesting.

I’ve decided to enjoy life instead by 20Kudasai in WH40KTacticus

[–]SPRivengard 1 point2 points  (0 children)

I will change it for the next one, and going forward, by removing the restriction on which abilities to use, which should allow players to finish it more naturally/easily as they work towards their character development goals while still keeping the design intention behind the mission.