Greetings, Infinite Crisis community!
I want to take some time to talk with everyone about our builds, patches, and ongoing schedule. Hopefully this will shed some light on the IC Development process and the decisions we make each day as we work on the game.
First off, let’s talk about the bad stuff. This update was certainly not our best. Part of introducing new things with updates is introducing bugs, and this update did that in an uncharacteristically large amount. For our most recent patch, we targeted the most egregious bugs, and spent a great deal of time verifying our changes and our testing process to ensure this doesn't happen again.
You may be asking, “How… How!?! HOW DID THIS HAPPEN Mr. Creative Director? WHY ARE THERE BUGS? You claim to know so much, yet apparently know so little?!?”
My answer, as always, is a bit wordy and somewhat complex. I want to start it by saying, “Thank you.” I’m happy to have an engaged community like this one. It means that you’re all paying attention, and very invested in our game. Part of us pushing on our three areas of focus (listed below: balance, gameplay options, and viewability) means a lot of things are changing at once.
We really appreciate your patience while we do so, especially since we are now working on stabilizing our next major update (which has a lot of UI polish in it alongside a final™ Gambit solution), as well as working on the next major update beyond that.
We are very proud to work on making this game the best possible MOBA it can be. As mentioned, we are focused on three main areas: balance, gameplay options, and viewability. Let’s dive into those for a minute!
Balance – This is one of the most overused (and sometimes meaningless) words in games. For IC, this means ensuring that gameplay choices are sufficiently compelling, without being ‘always right’. There are a lot of times where data shows certain characters are chosen a disproportionate amount of time. Our goal is that for each cross section of choices (Champions, Artifacts, etc.) there are many legitimate choices as opposed to an ‘always right’ one. You can see this in our modification of Gaslight Catwoman’s Steam Powered Claws; we removed the bleed effect from her ranged attack which was causing her to be better at farming than everyone else she could lane against. This same line of thought is also what led to the gambit modifications. Those specific mods were underutilized before, and the map specific ‘Support’ role has struggled. The intention of these changes was to make the mods, and the artifacts themselves, more desirable.
Gameplay Options – This is the category of ongoing content. As we add in more choices, they need to be competitive with other characters/artifacts/mods in that role, while being balanced. Additionally, they should open up new tactics/gameplay options where applicable. Blue Beetle is a great example of this! Jaime Reyes is a marksman that has a unique set of options thanks to his secondary role as an assassin. His varied kit gives him more ways to fit into a group composition than many other characters.
Viewability – This is a category unique to developing an E-sport. It combines the basic aspects of readability (ability to tell what it going on by watching someone else play/playing yourself) with entertainment (the ability to get #hype as you watch a game you may not completely understand). This is where the ubiquitous “I lose my character when I play/teamfight” feedback would live. Incidentally, this is where the yellow health bar changes would live, and upcoming cursor changes as well.
We will be talking about our next major update soon. Until then, please enjoy the recent patch, with fewer bugs, and fear the impending coming of the Tyrant of Korugar(tm).
Cardell "Annuvin" Kerr