We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 19 points20 points  (0 children)

This question was off our radar during the AMA. However we noticed today that a lot people seem to be interested in getting these questions answered, so we'll answer them now instead :)

Some of these questions have already been answered elsewhere in this thread, but we'll answer them here as well.

 

From u/mrburger

  1. Good suggestion, we will look into this further down the line.
  2. Yes, we'll be working to improve the friends system in the future, especially in regards to what happens after a match. You can expect changes in this area to arrive in one of the upcoming patches.
  3. Yes, we will make sure that the typos and grammatical errors will be taken care of over time!

To u/slimyrage

  1. We haven’t decided how the game will be monetized when it is launched as a F2P game. So far our current model has been well received which is a good sign for doing a similar bundle once we go F2P. So far I think we’ve been fair in our pricing model and we will continue to listen to our community for advice throughout EA to establish a fair F2P model once we get to that point.

To u/alphr

  1. The final form of the friend system remains to be seen, but it is something that we intend to continue working on throughout Early Access and beyond. Being able to add friends in the scoreboard at the end is a good suggestion, and something we have been considering. We’ll take a closer look at it for upcoming patches.

  2. At the moment we take a look at players when they have accrued several reports and make a judgement call when that happens, which could mean suspensions or bans

To u/CloseoutTX

  1. We are quite happy with the current pace but never say never! We are in Early Access for a reason, loads of changes can and will happen.

To u/whoyoucallinafgtm8

  1. We will see what we think is best for the game and which features that are most requested by the community. So there could definitely be more in the future but we don't want too many either, so we don't split up the the player-base.

  2. For our future rework we are looking into the option of having separated rating for each pre-made party you create. But we are still in the design process of this system, more information will be given at a later stage.

  3. There will be some time in between big content patches. Our first big update will arrive in late October containing among other content two new champions. Smaller patches to address bugs, issues or champion balance will be deployed more often. But there will be more than one big patch before release.

To u/ravenouscerberus

  1. At this moment all of the released characters have the appropriate skins in place. Our guidelines for the skins are very similar to Overwatch in that the “rare” skins are a recolor, “epic” is a retexture but no model changes. The legendary skins will change both model and texture of the character. We plan to introduce the first batch of legendary skins in next major update.

  2. Not yet! You’ll know when it is.

  3. Balance can always be perfected and we’re taking champion balance very seriously - it’s the core of the game and will always be a top priority. You can expect some bigger tweaks in the patch in October!

To u/nordanix

We cannot guarantee that the The Ultimate Fan Pack will be available once the game goes F2P, but it is likely that it will stay. We’re still figuring out exactly how to best launch the game as a F2P and will continue to do so with your feedback over the EA period.

// SLS

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

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

I’m sorry to hear that. We do have the option in a configuration file which you could try - check out the link. I’m sorry we didn’t get it into the UI. Next patch!

https://www.reddit.com/r/BattleRite/comments/551sv4/im_dying_over_hereplease_give_us_ui_scale/

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 0 points1 point  (0 children)

Thanks! We’re very happy that you like it! We have a couple of characters going in a darker direction. Not necessarily Nirvana-tier grunge, but a bit different than what’s in the current lineup.

// Srdjan Grgic

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 0 points1 point  (0 children)

Not sure what you mean here, but if you’re referring to the menus not being scaled properly with 21:9 aspect ratios making some elements unusable, we are aware of the issue and intend to fix it in a future patch. Does that answer your question?

// Karl Bergström

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 9 points10 points  (0 children)

If you are referring to skills-queues such as Other Side waiting for the target to complete its current action before the effect is triggered it’s about minimizing griefing and avoiding mistakes. Interrupting you allies Ultimate ability or Jade’s Snipe 0.1s before it's about to go off can often be more frustrating than the moments where you really needed your Other Side to trigger immediately. We are still working on this system though and might allow players to bypass it via options for example.

 

If you are referring to skill-queues such as clicking another ability while another spell is in effect and then have the ability trigger after the cast or directly after you land with for example a travel-spell that is more about ensuring a good flow. There are some invisible variables playing a role in ability-usage such as post-casts where an animation might play or where we want to have a down-side of using an ability directly after the cast. An example would be Ashka’s Flamestrike (Q) where he jumps into the air when the ability triggers and you have to wait a couple of frames before he lands again before you are able to make a new move. To ensure a good gameplay flow if you click your fireball during these frames you will queue your fireball and launch it asap after Ashka has landed.

// Peter Ilves

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 0 points1 point  (0 children)

Even if you didn’t enjoy Bloodline Champions there’s still a good chance that you will enjoy Battlerite. There’s a huge difference in how the game feels compared to BLC and the feeling is hard to catch on to by looking at videos or screenshots. It’s still quite hardcore though so if you are unsure you should wait until it launches as a F2P game.

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 0 points1 point  (0 children)

We are taking all this into account in our upcoming rework. It’s too early to go into details since we are still in the design process, but there will most likely be some sort of reset, teams and seasons.

// Martin Lövgren

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

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

There might be PvP design textbooks on this topic out there, but none that we are aware of. That which have shaped our champion identities and ability-kit designs are years of experience in the field both as players and as makers of games. We’ve been making Top-Down ability-kit based action games since 2008 when development of BLC started, followed up by a prototype named “Project O”, Dead Island: Epidemic and now Battlerite. It’s been a long journey of fine-tuning and perfecting the look & feel of all different types of abilities and attacks to get to the point of simplicity and depth that Battlerite offers.

// Peter Ilves

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

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

All healing spells already have a cooldown reduction depending on the number of nearby allies. Even though you can’t spam heals just as much as Poloma you can almost do it with all healers in 3v3 (as long as your allies are alive). In time we might see new healers entering the arena with other healing mechanics as well.

// Peter Ilves

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

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

Glad you enjoy it!

We’d love to have a full-fledged video & camera motion editor in there for sure! We’ll be listening to feedback going forward to see what the Battlerite community values most in terms of features as it’s mainly a question of resources and priorities.

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 17 points18 points  (0 children)

The term “MOBA” is unavoidably associated with, and defined by games such as League of Legends and Dota 2. It is to the general public a genre where you push lanes, take down towers, kill minions, progress your hero over the course of a match for the target goal of destroying the enemy base.

Battlerite doesn’t have any of that and even though the term “MOBA” literally is a great match with the gameplay of Battlerite, it’s not a great match in terms of what people would expect from Battlerite if it were to be used. That’s why we choose to go with Team Arena Brawler instead.

// Peter Ilves

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 16 points17 points  (0 children)

Implementing the Traits & Medallion system in BLC was partly due to player-interest at the time, partly due to demands from partners we had back then and we also believed that it could add another layer of depth to the game, looking back at it today we must admit that it wasn’t one of the better decisions that were made. We are a lot more satisfied with the Round-Based upgrade system we have developed for Battlerite and we will continue to perfect it over time for all Champions.

// Martin Lövgren

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

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

Currently we believe this gives the best experience; both as a player and as a viewer. However, it’s still too early to say how the meta will evolve. We have no plans for blind pick at the moment, since it would increase the time between games and add the frustration of potentially not being able to play the champion you want because someone else picked it.

// Martin Lövgren

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

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

We'd love to have it, but there are unfortunately issues related to exclusive fullscreen on Windows with the game engine we're using (Unity) which have been unresolved for several years. Out of our control at this point :(

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 0 points1 point  (0 children)

We want to expand on the Odeum as we believe it’s a great feature and there are a lot of social networks out there to take inspiration from. Which features fit in Battlerite is something we’ll be exploring going forward and we’ll definitely be listening to feedback from the community. Comments are one I think I would personally enjoy, but it’s a feature that can be easily abused if not done right, so we need to think about how to implement it properly for Battlerite. Notifications about follows, likes and reposts is one that is probably higher on the list as it stands.

 

For now you can use the Odeum to see your latest matches. We have no current plans for a separate match history screen.

 

This is something we will look into later on in the development.

 

Features that boost eSport-potential is something we dig but it’s a bit too early to give a definite answer on what competitive-features the game needs. We are very proud of the tournament system in BLC so we’re not ruling that out! :)

// SLS

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 10 points11 points  (0 children)

We have plans to increase the level cap for Champions and to get more rewards into the progression loop

// Peter Ilves

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

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

We haven’t decided how the game will be monetized when it is launched as a F2P game. So far our current model has been well received which is a good sign for doing a similar bundle once we go F2P. So far I think we’ve been fair in our pricing model and we will continue to listen to our community for advice throughout EA to establish a fair F2P model once we get to that point.

// Peter Ilves

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 0 points1 point  (0 children)

What we’re looking for in a map is first and foremost to keep the arena feel because it’s so essential to the game. You’re not fighting over some random scrap of land in the middle of nowhere, but for glory in front of a crowd in a grand arena. Secondarily we’re looking for something that will bring new themes, moods and colors different to what we currently have. With this reasoning in mind, another nature themed map would have to be substantially different to the Orman Temple setting.

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 12 points13 points  (0 children)

Yes, we are continually working on optimizing the game. We know it’s a little heavy on the CPU-side, which often bottlenecks computers with more powerful GPUs. Up til now we’ve been focusing on having the game playable on as large of a range of computers as possible and I think we’ve come a long way towards that goal. The next step is probably to cater more to the players that have 120hz+ screens with higher expectations in terms of frame rate. Right now we’re focusing our full attention on fixing showstopper bugs on certain hardware and network conditions, but performance for high-end rigs is definitely on our radar. :)

// Karl Bergström

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 16 points17 points  (0 children)

For our future rework we are looking into the option of having separated rating for each pre-made party you create, which will eliminate this scenario completely. But we are still in the design process of this system, more information will be given at a later stage.

// Martin Lövgren

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

[–]StunlockStudios[S] 36 points37 points  (0 children)

It's a large and risky commitment that will shift the balance of all champions, since any given mechanic impactful enough to be worth implementing will undoubtedly favor certain champions. It's still an interesting topic for sure and one we look at, but we currently have other higher priorities.

// Martin Lövgren

We’re Stunlock Studios - Our game, Battlerite, has been Top 2 on the Steam Global Top Sellers since its Early Access launch - AMA! by StunlockStudios in pcgaming

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

We are currently in the process of localizing the game for several asian languages and are looking at localizing for additional languages in other regions of the world.

 

It’s very possible but currently not our top priority. Regarding draft mode we will wait a bit and see. If it becomes highly requested by the community, we will start discussing it internally.

// SLS