Space Clouds

Update on Support Revamp and Community Meeting

Status of the revamp

Over the past few months, the dev team has been working hard on a revamp that focuses on the Shield Monkey and Engineer classes. While the project’s main goal is to give these classes more interesting and active combat roles, it has also led to broader changes to ship stats as we attempt to produce a more balanced damage mitigation experience in the game.

We held three community testing events over the summer to solicit player feedback on the project. While we did receive a lot of feedback that helped us improve the project, the testing events were plagued by glitches and the overall lack of polish, resulting in much frustration and wasted time for the players who signed on to help us. While our goal was to make our development process more transparent, we lacked the capacity to receive and process the massive amount of community feedback that you all provided. We had aimed to close testing on August 31 and move the project into patch preparation, but we didn’t hit this goal and are currently reassessing to develop a new timeline.

To the players who participated in the testing events or otherwise spent time discussing and theorycrafting this project, we are sorry for the frustration we have caused you. The dev team has lost a few members over the past year and this project is just too big for the current team to finish as quickly as we had hoped. However, it was still my responsibility to make an accurate assessment of the team’s capacity, and I apologize for falling short in this respect.

Player concerns and our reponses

To help show that we’re listening and attempt to repair some of the damage, Jeff and I held an emergency meeting a few days ago to address the concerns brought up by the playerbase. The meeting focused on responding to a list of five concerns that had been circulated by the player Jiraque. We’ve listed those concerns below, along with a summary of the responses we gave during the meeting.

1. Never again use the player base as an ad-hoc QA team. If there is insufficient testing manpower in the development QA team to test changes, extend the duration of your testing events and/or decrease the scope of your projects.

The last few community testing events were too early and disrespectful of your time as players. We won’t open up testing events in the future until they are much more polished and ready for community testing.

2. Be fair to your players. If you are changing augmenters or ships, compensate the player base accordingly with augmenter resets and/or opportunities to ship form (once per affected ship).

We had assumed that five augmenter resets would be enough for players to adjust to the changes in this project. We didn’t realize how large of an impact these changes would have on heavily invested players. Now that we have a better understanding, Jeff has authorized me to grant a free augmenter reset to every ship that logs in before February 6, 2021, plus three additional augmenter reset missions that will also expire on February 6, 2021. We will give more details on how to use your free reset when we are closer to launch. Note that the Community Testing Event galaxy on the Test Server will also stay open until February 6, 2021 to facilitate player theorycrafting and setup testing.

3. Respond to our concerns about the feel of the classes we play. The feel of playing the game is just as important as the numbers are. If there’s a general sentiment that something feels bad, prioritize fixing it.

We’ve taken this to heart and we will be asking focus groups of the classes that are changing for their opinions on the reworks to make sure any changes are considered fun or helpful.

4. If there is an extremely overpowered object of any kind in the game (item, ship, augmenter, equipment, etc.), make it your top priority to correct it. Do not let it linger in game and become the meta, then punish the player base for adopting that meta by nerfing it.

Distorting ships or strategies like the PBF, Battle Sphere, passive mod-stacking, and solar panel stacking all fall into this category. We’re working to address these and others in a way that satisfies the player base in order to open up design space in Tech 23 onwards.

5. If you increase the cost of things in-game (repair costs, AI base items, blueprints, etc.), add or tune active/passive income sources to compensate. Inform people of scrap price changes before patching.

We are dialing back repair costs in the project (see below). More broadly, we are making better communication and documentation a priority as we continue working on this project. This includes a changelog (of which we have started doing on test) and better patch notes.
All Test Changes
Outline of Healing Revamp (but see below for possible changes to Engineer)

Specific changes and initiatives

Here are a few noteworthy changes that we have made to address some major concerns before the next version of testing:

  • Zen of Shield, Energy, Spin, and Acceleration are now trainable to level 50 instead of 100 with doubled values per level. This results in a required level of 3-4k to max these plus ZoFR and all core skills.
  • Death, towing, diffuser and repair costs are being looked at to try and even out the total credit costs. This includes Engineer’s drone sets. We have set for ourselves the rough goal of a 500 million credit cost death for endgame players.
  • Bot agility complaints have been noted. Combat Bot Tweaking has been buffed which should help alongside the Zen changes.
  • Lastly, we’re currently evaluating an experimental change to Engineer. In the spirit of Concern #3, we acknowledge that our earlier concept for the class wasn’t quite doing what we wanted, resulting in imbalances and lack of enjoyment. Early testing suggests that the following change would move the class in a promising direction:

  • New Engineer Concept (under review): Drone Ops bonuses will be removed from all augmenters and items, replaced by increases in the Drone Ops bonus from Engineer (+60) and Drone Deployment (+2/level). The cap of 100 Drone Ops will be removed, as well. Any existing augmenters and items with Drone Ops bonuses will be redesigned to provide alternative stat bonuses of interest to Engineers.