We're still building it out and testing, but I'd love for the video to be a learning tool that the more savvy members of the guild can look at see "hey our healing output was slower than we thought because of the boss debuff. We should add one more next time." stuff like that.
This is a balance question I have pretty regularly with the team. It would suck right to have all the boxes checked and still fail? But there so much more going on in combat that can't exactly be a check box. Looking for ways to make it clear that a team is TRULY ready
Each raid has a list of potential rewards that guilds can use to determine whether or not they want to participate.
At soft-launch Raids are async. So When the entire raid is prepped and the guild leader in charge hits the [go] button a timer starts. When that time reaches 0 everyone in the guild is notified and can view the results. So yeah very hands-off. Our intention for this feature at full launch (2023 maybe) is for this to be much more involved.
Raid Rewards are different for those who donate a Hero and those who contribute through other methods. Also a player who donates a hero can still donate via the other methods too should they choose. I expect Guild Leadership to curate who exactly is doing what in these raids. A Guild Leader can look at the list and see "oh Carkisx donated Morax again. We don't need that for this raid. Lets just remove him real quick and add Firebolt in his place real quick..."
5 elements with four tiers each. So twenty types
No merging for cubelets planned atm. I'd like instead for players to specialize in the collection for specific types. I think a good guild will ensure that everything is being collected efficiently to be prepared for anything.
consumables. they're pretty new still so lots TBD
I would say it depends on the abilities of the guild. At a high level they exist to increase your raid success chance. Perhaps a SUPER good guild can do raids without needing any contributions other than Heroes. We'll see how the balancing turns out.
They are currently designed to be purchased (and I think dropped. I'll have to go read the design documentation again). Craftable consumables sounds like a cool idea
whew. Lots of arguments around this.Some want there to be limits and some want it to be free for all. Free for all would mean someone THEORETICALLY could fill up all the silos by themselves and get all the rewards. Limits would mean that someone who worked hard or owns a bunch of stuff couldn't make use of it. negatives and positives to both. Also another option that was discussed is to let the guild leaders decide. Letting guild leader set limiters per silo"cubelets are free for all but gems are 5% per member" for example.Anyways this is definitely still in development. I had two economists join my team recently and this is their problem to solve now. 🤣
yep one hero per player (guild member)
I would love for GvG leaderboard to be based around Raid performance.
At the moment it's better stats = high power.
Yep each Hero has a max level. Ascension raises that max level and can be done multiple times. More TBD. I plan to write more diaries like today's soon covering each system
More Details TBD
Not in soft-launch.
Good question. I'll look at the balancing again, but I think everything is based around having the Hero slots completely filled.
I think pet name changes are actually in a feature wish list somewhere. lol Definitely not in soft-launch
Currently we don't lock away Heroes that are being used for other gameplay modes. We've discussed it though. Adds a bit more realism to the whole thing
At the moment no. But we've talked about doing something like that post soft-launch.
I think there should be A LITTLE RNG, but like I said before. I'd hate to lose a raid if the prep screen says I set up everything right.
Yep that's currently how it works
So for soft-launch that's how it'll work. We had some long discussions over whether or not it should be automatic and ultimately it came down to ensuring the market stayed active and that Guilds can't just hoard all the wealth. Without gear getting to everyone the resource supply would slow down.Later on down the road though... I think it'd be cool if guild members got the first dibs to buy before it went public. Not sure how that'd work yet though
Currently earned by completing a dungeon. I think failing also gives rewards, but a significantly lesser amount.
I actually just talked about that last week. The exact requirements for unlocking autoplay are under development, but it should work like Draglia Lost IMO.
Nothing at the moment.
Good question. I've discussed all purchases being bids instead of direct and I think someone actually used that scenario for a justification for things like that. More details TBD