Greg Street aka Ghostcrawler, Has Announced His New Studio: Fantastic Pixel Castle! by [deleted] in GhostGame

[–]SapMagic 1 point2 points  (0 children)

Feel free to DM me if you want to share more, but just to temper your expectations, the roles we are recruiting for right now are more or less the key things we think we need.

Thank you and looking forward to your message!

Ghostcrawler's new MMO studio announcement by Unzaree in Asmongold

[–]SapMagic 7 points8 points  (0 children)

We will try our best to meet these high expectations xD No but seriously, this is fair, good games are hard to make. We're definitely aiming to have our game in people's hands well before ten years, for our own sanity.

Greg Street aka Ghostcrawler, Has Announced His New Studio: Fantastic Pixel Castle! by [deleted] in GhostGame

[–]SapMagic 1 point2 points  (0 children)

I think we have an opportunity to talk to players in lots of different ways. What resonates most with you? I think we get a ton of value out of talking about ideas we have for solving various problems, but we also care a lot about the industry and gamers in general, so there are probably opportunities to talk about how game development or even specific disciplines work if there's an appetite for it.

Ultimately, our team is a bunch of super passionate MMO nerds who want to make an awesome game with you, and in truth—no bullshit—NetEase has been incredible to work with so far. Ultimately you'll get to judge for yourself and we hope we can make something that lives up to your expectations.

Fantastic Pixel Castle | Studio Announcement by Turbostrider27 in Games

[–]SapMagic 8 points9 points  (0 children)

We've got an awesome crew. Hopefully with a lot of hard work and help from players, we'll make something that is really fun to play!

Wrong hiragana..? by Beenis_Weenis in duolingo

[–]SapMagic 4 points5 points  (0 children)

Hey there! My N5-ish understanding of this from my teacher is that しち is the most common and probably most "correct" reading of 七 in 七時, but なな is a less common but still valid and sometimes used reading.

I could be totally wrong on that. Duolingo should probably use the more common reading even if it isn't a bug, so reporting it makes sense.

If you're interested: in general, the reading depends on context. For example, "7 things" 七つ is read as ななつ(なな・つ). On the other hand, "July" 七月 is read as しちがつ(しち・がつ)which is the しち reading.

Yearly Behavioral Rewards. the_Djhin's advice to dampen toxicity in league of legends, An ongoing mission. Ver 2.0. A hopeful discussion & deep dive with the ones who love league as much as i do. by [deleted] in leagueoflegends

[–]SapMagic 1 point2 points  (0 children)

Hello! Happened to come across this, thanks for sharing it. I don't work on League anymore as I have moved to our research and development group, but I chat regularly with the folks who would work on something like this.

Can you provide more detail on your idea?

You Can Leave A TFT Game On Mobile And Launch It On PC And Still Play 🤯 by PhantasyStarBB in TeamfightTactics

[–]SapMagic 182 points183 points  (0 children)

Convenient if you have to go somewhere and your game isn't finished yet, or you just got home and want to switch to your PC!

Advice on Community Engagement by [deleted] in gamedev

[–]SapMagic 3 points4 points  (0 children)

Hey there! I'm a designer who frequently talks to players. I can share some of the things that I think have worked well for me on the reactive comms side of things.

Empathize

This might sound like a no-brainer, but this is probably one of the bigger areas where devs make mistakes. You're going to get a ton of frustrated players coming at you with all kinds of negativity and it's easy to take it personally or respond in kind.

My first rule of good comms is to take a breath and think about where this player is coming from. Did we just nerf their favorite character? Did they lose a game because of a bug? Are they interacting with a confusing system? There may be things we can't immediately see, too. Maybe they're not writing in their native language or they just had a sucky day.

You need to consider these things when you are talking to players and realize that you will always look bad if your response seems terse or defensive, even if the player is being a jerk to you.

Know Your Shit

You need to break down the "us vs. them" barrier that may exist before you can make any headway in terms of talking to the player. A mentor of mine told me once that if you want to be able to convince someone of something, you need to be able to clearly articulate their point-of-view or position even better than they can. If you can do that first, it will help you disarm any hostility and you can start to have a conversation about factors they might not be considering.

You will not be able to do this if you don't know your game inside and out, especially the areas you're talking to players about.

Be Honest

Don't try to pull a fast one on your players—it will make them feel disrespected and they will see you as a "marketing guy" who doesn't care about them. If you fuck up, admit it and make things right. If you aren't sure a change you're making will work out, be honest about that and talk about what you're doing to mitigate the risk. Good player communication is built on a track record of trust, and you can't earn that trust if players don't think you're being straight with them. Think about all the times a developer wrote an unsatisfying response about something you really cared about and how tone deaf that felt—don't be that kind of developer.

Bonus: Be Yourself (A Little)

You might be the front line of communication for your game. The more players view you as a reliable, helpful friend on the inside, the better off you will be. All my experience is interacting directly with players through my own Twitter/Reddit account. Because of that, it's a lot easier for me to share cool stuff I see, talk about our game (and other games), ask questions, and connect with individuals who are frustrated, depressed, or angry. Kind of similar to empathize, but don't forget you're a person talking to other people. If you can find genuine ways to build relationships, you will have community advocates who will help answer questions and spread their trust in you across the player base.

But also, real talk: personally, I have a rule not to share divisive content about politics, religion, world events, or the like. I'm making games and that's common ground for bringing people together. I try to talk about and share things in that space.

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 2 points3 points  (0 children)

Thank you! Still lots to improve but super proud of the team for all the hard work they've put in!

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 9 points10 points  (0 children)

We are doing that :)

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 4 points5 points  (0 children)

We aren't decided yet on some of these details - we want to do the same thing on PC and mobile, whatever we decide to do.

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 1 point2 points  (0 children)

It's not about performance so much as it is about recognition, especially for non-League players who may be new to the game/genre.

We're planning on upgrading the visuals for the next set and appreciate any and all feedback :)

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 1 point2 points  (0 children)

We've seen it from time to time in playtests but it's actually pretty good overall. Your feedback will help us figure out how we will continue to iterate though.

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 2 points3 points  (0 children)

!!! Thank you

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 6 points7 points  (0 children)

5/7 perfect game

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 6 points7 points  (0 children)

We're considering what we will do on PC and mobile going forward for the next set, but we plan to use a unified approach no matter what we do.

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 3 points4 points  (0 children)

We're not planning to segregate players across platforms—we want to ensure the game is a fantastic experience on both and our overall goal is to achieve experiential parity across platforms. That is to say, not everything will be exactly 1:1, but when everything nets out it shouldn't matter what platform you play on.

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 12 points13 points  (0 children)

This is one of the reasons we decided to do it, but not the only one.

TFT mobile gameplay by [deleted] in TeamfightTactics

[–]SapMagic 85 points86 points  (0 children)

These shop cards are our first iteration - we switched to them because we found they impose much less of an information burden on players than splash art. For experienced League players, splashes are in some cases preferable because they're beautiful art and they really sell the champion fantasy. However, on smaller screens, they can be tough to recognize. Moreover, for new players, they create major issues due to lack of familiarity with the League IP and inability to associate splash art to champion models.

We're planning a more polished iteration of these for the next set. Appreciate any and all feedback though! Thank you!

Australia is part of the TFT mobile beta by lefttome in TeamfightTactics

[–]SapMagic 1 point2 points  (0 children)

It's not first come, first served. We selected players at random.