Just balancing updates? How does the development team work?

Thank you very much to the forum staff, and we hope you can convey our gratitude to the developers on our behalf

I know that several of your account managers and community managers have been very active in collecting feedback from the forum recently, but I still have some questions

–When collecting, do you only focus on discussions about balance and ignore issues related to gameplay??

–Balancing changes is relatively simple for R&D work. Why do you have to test for so long? Actually, changing once or twice a month does not take up R&D time at all. However, you can say that balancing work itself is very difficult, but the fact is that you cannot meet everyone’s needs. Therefore, changing multiple times and updating only small changes each time will be more suitable for all players - except for China (where Battle.net has not yet returned, and 2.0+players who do not go to foreign Battle.net and W3C rely entirely on the KK platform for gaming, which will bring a lot of challenges to the adaptation work of the KK platform) - whether your R&D team cannot support frequent updates, perhaps it is a problem with the working mechanism

–As I said, you have no interaction with feedback outside of balance, and many problems - some of which are left over from recent updates - you don’t want to fix them at all. Does it mean that every year the R&D team doesn’t want to modify the historical code, especially the low-level issues and editor problems reported by the community

–I think the updates between 1.33 and 1.35 are excellent, at least bringing new features and APIs to the game(they still haven’t dealt with the underlying issues). How do you evaluate the KPI of the current R&D team? Only adjusting some balance is more of a numerical design job, not a programmer’s job. If you have an outsourcing agreement, then I can only say that either you give very little money or the money is very easy to earn. The mainstream of the Chinese author community has been resisting the new version, and they have been staying at 1.27a. Their core statement is that the copyright of the new version of the map no longer belongs to themselves (they really use the map for profit) and the new version no longer opens up third-party editors (they were able to use some official APIs of 1.29 and 1.33 as early as 1.24, thanks to third-party editors). However, it is understandable that they have done better than the official in terms of low-level mining and editor optimization, Due to encapsulating APIs to obtain the underlying interfaces of the game and avoiding many underlying issues, these maps cannot run in the new version, resulting in version fragmentation(This is very heartbreaking). But what I really want to say is that if your outsourcing work is so easy, I hope you can consider finding a team in the Chinese community to handle updates. They can definitely fix the bottom layer of the game once - including various translation and crash issues

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what gameplay issue that isn’t a balance issue are you referring to? If you’re going to criticize this, you should describe what you’re referring to and what you think should happen. I’m not disagreeing with you but I’m interested to know what exactly you’re talking about here.

It’s not easy to just change existing work that someone else wrote. in order to change it you need to study it and understand exactly how it works, otherwise you’re almost guaranteed to break things massively if you attempt to change it. This is why other changes have been very slow to occur. Most of the updates done over the previous couple years was work that had already been completed or partially completed by the original dev team before they were axed from the project and simply hadn’t been actually implemented into the live version.

Former devs have said that it would likely take years for an outsider to analyze the engine’s code in order to make more than minor changes without breaking the game. Heck, this is probably one of the principle reasons there’s been so many game breaking issues since Reforged launched- a green dev from that studio Blizzard originally contracted to release the later updates probably edited code or script without realizing the impact it would have.

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