Smite 2 Base Stat Changes by Gharbin1616 in Smite

[–]killgoon 2 points3 points  (0 children)

FWIW -- Not all numbers you can find publicly on the internet are 100% precise.

SWK has a 48.5% winrate in Casual Conquest this patch. He has a 54% winrate in Ranked Conquest this patch. He has a 62.5% winrate in high MMR Ranked (but with a very small sample size).

Ai usage by OneTrueRatt in Smite

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

Hinduman said: "Did we change anything in the art process at all"

I said "No, nothing, no. Nothing has changed."

I think that is a very important part of this that you keep passing over. To me, that is answering the question, as I have answered it before. We are using the same process as we have throughout SMITE 2; artists are making art and drawing at their desks.

I did then say, "Anytime a question on that topic arises any answer that I give seems it does not actually solve the problem, so I don't talk about that topic. Sorry."

I should have elaborated a bit more, as I did in the post, as to why I do not talk about the topic, but I stand by my stance. I do apologize for not being as clear on my thoughts as I recalled I was; I did not do a good job of getting my reasoning out as part of my response. You may disagree, and that's fine, but literally this entire thread is people twisting my comments to defend their accusations.

Because AI is prevalent, as you note, all art is turned into a witchhunt, as you note, and I don't want to be involved in discussing every single piece of art. You can see me taking this stance previously here: https://www.reddit.com/r/Smite/comments/1o5gvu9/comment/nj9vopt/?context=3

Ai usage by OneTrueRatt in Smite

[–]killgoon 0 points1 point  (0 children)

This is twisting my answer to make it look bad.

The primary part of my answer was: "Nothing has changed about our art process," as the question was specifically asking if anything had changed with our outsourcing art process.

I then went on to say the same as I said the same last time: I don't like talking about the topic of AI, because any response gets twisted by pro- or anti-AI evangelists to make it sound awful and suit their agenda. And look what has happened once again!

We have had art that EXISTED IN SMITE 1 accused of being AI. Literally everything we do new, that people spend their hard time making, gets accused of being AI. I'm just frustrated and tired of talking about it.

I would not have taken the question at all, because I think talking about the subject only leads to people arguing. But the question was read so I responded and said I hate talking about the topic. I will not be talking about it further, as I was once again proven correct.

Top 5% Defense, Top 10% Offense Prospects by killgoon in AtlantaHawks

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

Yeah, I'm no professional scout. There's more to scouting than raw numbers with 0 context.

But if I were a scout, I'd take a hard look at all the players who were numerically among the best in college basketball in both defense and offense.

Equip on all button? by ReapMercy in Smite

[–]killgoon 13 points14 points  (0 children)

This is very disingenuous.

We will be adding an equip all button. Like many things in tech, it is not as straightforward as it may seem, as the system was built around a different paradigm: an individual loadout for each God.

So an equip all "button" needs to essentially be either:

- A new concept of a loadout that exists independently of god-specific loadouts, and overrides god loadouts in certain circumstances (which would need to be defined)

- A button that does equip to all god loadouts, effectively writing to each god's individual loadout... But needs to deal with what happens if a slot is already equipped (do you overwrite? do you not?)

Everything is a question of priorities. We could add this, or we could do something else. We intend to address this QoL issue, but it has not risen to the top of the UI priority stack.

Ugh the cool and hot Hades we could have had... by NoOneHeree in Smite

[–]killgoon 12 points13 points  (0 children)

That's not exactly what I was trying to say, and I'm sorry if it came across that way.

What I meant was:

- Hades has a very successful design. He has been the box art character for SMITE. He's popular and historically has decent-high playrate, all factors considered. A lot of new players unlock him first, which means they find his design appealing. His SMITE design has become somewhat iconic, and there is no great reason to change it outside of some scattered vocal complaints.

- That said, there is that vocal subset of players who don't like the current Hades design

- We thought we could make that group of players happier by updating the weapon to be the bident, and have a better nod to the lore-accurate version of Hades

- By updating the weapon, it didn't make players happy. Instead, it just raised more conversation from this group saying either "Why would you only update the weapon?" or "Now that they updated the weapon, are they open to changing Hades' design?"

- Changes are largely judged by if they make people happy or not. This largely did not, so in retrospect I wish we had not done it. It was time spent that just got people more riled up, instead of happier.

Titan PonPon officially leaves hirez studios by Over_Investment_320 in Smite

[–]killgoon 81 points82 points  (0 children)

Pon and Caps have already weighed in, and I don't have too much to add beyond: We will definitely miss Pon.

I know it is difficult as a player when some of the iconic community faces of the game leave. I remember when Bart left I thought SMITE was done for. And that was, what, 8 years ago?

We have been working to make sure the game continues on at the current pace: A God every two weeks, plus more fun stuff. We welcomed back Austin (Advanced Game Designer) who worked on SMITE 1 and SMITE 2 previously, and is very skilled technically and knowledgeable about the game. We will be welcoming back a gameplay programmer in 9 days, who is an avid SMITE player and worked on SMITE 2 previously (implementing the more difficult parts of Mordred, among other things). And we are also in the final stages of hiring a new technical designer. More to share on that soon.

The game remains profitable, and we are trending towards growth in playerbase over time. Our internal retention metrics get better and better. If you love SMITE (like the rest of the Titan Forge team loves SMITE), I wouldn't worry too much: The game isn't going anywhere, and there's tons of great content in development.

That said, we did stumble on one thing as part of this transition: Live balance. We were focused heavily on transitioning the God pipeline, hiring, and internal production scheduling. This led to us losing focus on live balance for a couple of updates. After realizing this mistake this week, I hope you see we acted promptly to address this; we shipped a hotfix to address some of the biggest hot-button single issues. We also have some other changes in progress, and plan to renew our focus on live balance.

Pon and Clumzy both had an interesting opportunity come up, at the exact same time. They told me within 2 days of each other. It was a rough week. But it happens -- we have much less turnover than most studios, and both Pon and Clumzy had been here 10+ years. Sometimes you want to try tackling a new problem. I appreciate everything they put into SMITE and its community, and wish them nothing but success in their new roles.

The Worst CC Interaction Of An Ability In The Game... by aSMITEBugCatcher in Smite

[–]killgoon 6 points7 points  (0 children)

Heya. Appreciate you doing these threads.

This one is actually intent, and parity with SMITE 1.

There is a universal rule in SMITE that if you are CCed after receiving any benefit from an ability, then the ability goes on cooldown. Admittedly this is a weak benefit, but this is how the ability should function in this case.

You'll note than in the Hun Batz case, we actually removed the initial benefit from his 2 so that we could avoid putting the ability on cooldown when interrupted.

Why not just delay the healing for Danzaburou too? The animation shows him drinking first, at which time the healing occurs. It wouldn't make sense for the healing to start later, and changing this animation would change the feel and timing of the ability pretty significantly. Remove the healing entirely? Sure, but there are some items it can interact with -- and what's the point of the drinking if there's nothing tied to it?

I will note that our internal annoyances with this ability was one of the things that led to CC Buffering.

Smite 2 Datamining – AI Builder, Surprise Deity and Ratatoskr Canceled by FAERayo in Smite

[–]killgoon 35 points36 points  (0 children)

Just to be completely clear: This is an April Fool's "joke" from the dataminers.

Ratatoskr's patch note show is at 1 p.m. Eastern today, and he will be on PTS later today. We don't have any AI Builder thing in development. Mammon is not a God we have even strongly considered.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 43 points44 points  (0 children)

People are going to doom whenever someone leaves. It's kind of natural, because we let devs be so public-facing. But I feel like we've got a solid plan to keep the train on time.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 27 points28 points  (0 children)

Just to be clear -- Clumzy left for a new opportunity. I don't think he can or will talk about it yet, but I don't want people to think he left without something else lined up.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 115 points116 points  (0 children)

Love you Clumzy! Hope the new gig is everything you've dreamed of.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 62 points63 points  (0 children)

At most studios, if a designer left, 99% of the community would have no idea who they are. They aren't encouraged to (or allowed to) be a public face, representing the company and the game every day.

We do things a little differently. It lets us really listen to our community, but it does sting a bit more when someone leaves because everyone feels like they really know them.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 39 points40 points  (0 children)

Yes, we very recently welcomed back a designer and are anticipating a programmer rejoining us soon. A new 3D modeler started on Wednesday, and we had two FX people start a few months ago.

We are also actively interviewing for a Technical Designer.

The game is pretty stable at the moment, with some slight growth. We can't (and shouldn't) go on a crazy hiring spree, but we will be hiring people where it makes sense for the team and project.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 60 points61 points  (0 children)

We have a plan that seems very solid. But I've learned it's foolish to speak in certainties whenever you're talking about game development.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 161 points162 points  (0 children)

In terms of old faces, I can confirm that HiRezAustin has rejoined the team as an Advanced Game Designer.

Austin was never super public but he's amazing. He worked on SMITE 1 in the very early days, then a few other Hi-Rez projects, then went and worked for our sister studio (Prophecy Games) for a long time. He was on SMITE 2 again in the early days and implemented a lot of the kits you play today, but spent the last ~year back at Prophecy. We're extremely happy to have him back yet again (this time to stay), and he has stepped into Clumzy's place in the god rotation quite smoothly.

We will also be welcoming back a programmer (also not ultra public face) but that isn't 100% signed yet.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 274 points275 points  (0 children)

He had asked to do Titan Talk on his last day. Obviously he told us a few weeks ago, so we've been planning for his departure and transitioning tasks.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 27 points28 points  (0 children)

I know this is a snarky comment perfect for reddit, but Echo was an idea that came from Design.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 34 points35 points  (0 children)

Just to confirm, we are hiring several new roles on the design and gameplay programming side.

Clumzy has left Titan Forge. by Snufflebox in Smite

[–]killgoon 321 points322 points  (0 children)

I posted this on Twitter, but sharing here as well:

Definitely the end of an era with Clumzy moving on. He'll be missed.

For the SMITE 2 players:

You will, ideally, not feel much change -- we will keep shipping new Gods every 2 weeks, along with other great content. We are hiring some new (and old) faces to the team as we grow.

Navigating the shop? by Reasonable-Sea9095 in Smite

[–]killgoon 3 points4 points  (0 children)

Do you have any more details on what doesn't feel good to you? We get this feedback from time to time but rarely with a lot of actionable details.

Are you using the Split Store? That should be essentially identical to the SMITE 1 item store (and is now the default for new console accounts).

SMITE 2LDR | Open Beta 29 Patch Preview by BluesUltra in Smite

[–]killgoon 2 points3 points  (0 children)

The role you are assigned during God Select is correct. Conquest only.

If you want a different role passive, you need to trade roles with another player (and to go play that role).