Kaz's Answers will go here.
Yes. They may be featured in events and offers as many Talismans are.
It's hard to say what percentage has been covered, as there is always new content being created (i.e. we are always discovering something new that could be brought to life in the game in some way, such as new Maiden T-Shirts featuring cool Eddies, commissioned artwork by talented artists like Dan Mumford, and so on.). At the very least, in our eyes there is still a TON of content and themes left to explore (years worth). What's amazing about Maiden's catalog is how many diverse time periods and mythologies it touches, opening up entire pantheons of characters and lore related to the songs to explore.
As any live service game grows, some degree of power creep is inevitable. The main reason why is that players always want new ways to play or things to do, which requires new content to support it that wasn't there at the beginning of the game when it was first designed. This can end up creating a larger degree of asymmetry and mixed strategies that emerge and inevitably some content will end up underpowerd or overpowered based on the strategies that become dominate in a given time (a.k.a. whatever the Meta becomes).
Getting the balance perfect in any game is difficult, but it's exponentially more so the more content you have and we are indeed a content heavy game, because that is the primary way we keep the business running. We have been looking at other ways to generate revenue that do not rely as much on a constant treadmill of content that will help slow the rapid shifts in the meta, but not all of those initiatives are in play yet and some are going to require more work and fine tuning to balance community sentiment and our business needs (such as Frontier Keys, Guilds, and other unannounced features) in order for it to finally reach a good pace.
At the very least, when it comes to balancing all of the content we do create, we use 3 main approaches:
A.) Adding Trade-Offs - We try to ensure that content has some inherent trade off so that it's not the single answer to all of the challenges present in the game (i.e. the health stats of a high damage character might be low or they might lack some important utility for a given game mode).
B.) Creating Counterplay - When it comes to PvP focused content, we want to make sure there are various ways to counter the content, which helps reduce its overall power (i.e. Using Marks, Doom, Ghost, and other highly specialized characters vs Labyrinth / Eclipse / Viper Talismans, etc.).
C.) Buff / Nerf Content - If we've found that a certain piece of content (Character or Talisman) is just too dominant / underpowered in terms of both win and play rates over an extended period of time, despite having things like counterplay introduced, then we will ultimately choose to adjust that content to maintain a healthier competitive environment. We also do go back and amp up some of the weaker allies and Eddies on a constant basis, but of course there are only so many we can get to each release depending on where all the resources have been committed for a given release.
The end goal, from my stand point, is to make sure there is a purpose and place for as many characters and talismans that exist as possible for our various player groups (Early, Mid-Stage, Late Game, and Elder players across the various game modes). This will ultimately mean some content IS intended to be a bit weaker or stronger based on player progression and the game mode it is intended to be used in. Not all content is actually meant to be strong in PvP.
This is somewhat answered in my response above, but to clarify, the answer is Yes. We always try to get some updates and tuning adjustments in for characters every month, which often includes improving older Eddies as well.
We will continue to monitor the reception and performance of these dungeons and will indeed adjust the costs if it makes sense. More likely though, they will just be balanced to grant better value for the time and cost added to the dungeons as they are intended to be an easy way to convert resources like Sands of Time into other, more valuable, resources (e.g. Frontier Coins, Sands of War, Talisman Soul Fragments, High Value Talismans, etc.) so the Sands of Time investment can only go so low in order to maintain an overall balance of resources in the economy. I hope that makes sense.
We are looking to increase the number of Cosmic Evolution Materials you can get from both the Cosmic Talisman Dungeon as well as the number of opportunities you have for acquiring them in our Monthly Events.
The difficulty of the Gauntlet is based on your account strength. This basically allows newer players to at least start to play and enjoy Gauntlet up to around Grade A. At Grade A, difficulty becomes tiered and is the same for everyone (it scales from a given account power level up to the max account power level at SSS, with some variation created by the selection of opponents and filtering of characters and talismans from the list to, as best as possible, avoid repeats).
This is a bug. Unfortunately we have not been able to reproduce it in house and so have created tools to allow us to better monitor and catch the issue on live, as it happens very sporadically and doesn't appear to have a consistent repro case. It is VERY high on our list of things to fix and was only second to the Arena Disco hang and Gauntlet Reset issues, which were recently tracked down and fixed.
The high-level design summary is along the lines of:
- Create and Recruit members to your guild (between 15 to 30 members)
- Battle powerful Gods together with your guild to obtain their blessing.
- Wield the power of the Gods in combat versus other Guilds.
As Matt mentions, this will not all be available at the launch of the feature, but is the ultimate vision for the experience we are creating for guilds. It will come online one part at a time and is intended to include critical social features like Chat, Resource donation, and unique shop items and rewards exclusive to Guilds.
The first phase of Guilds is currently looking to launch this year, though I can't give specific dates.
That is the expectation, yes. Years!
As far as the second question, Events will always be a part of the game, but we are looking for other ways to engage players and give them new ways to play without piling on so many events. Initiatives like Frontier Keys and a soon to be revealed feature, as well as new game content that is more infinitely repayable, such as Silent Planet, are all part of this.
For our monthly character dungeon events, we've been continuing to improve the reward structure to ensure that there are multiple tiers of payouts (low, mid, and high fragment rewards) so that more players are able to walk away with something new from the event. We'll continue to adjust and expand on that idea so that eventually, if you complete all the event challenges, you will guaranteed walk away with something new from the event.
It's actually the opposite, we have, over the last year, dramatically increased the amount of rewards flowing into the game. At this time last year, players were hardly obtaining rewards like Ironite, Frontier Coins, Souls, Fragments, 4* essence value, etc. at the current rates they are now. The tuning change was to better balance this inflation such that it didn't cannibalize the value of the overall economy and still allow us to maintain granting these rewards at good rates.
I think Matt is answering this one, but I'll just add that we have a variety of price points that offer different value. Some people actually prefer to buy things in bulk (like Ironite) as oppose to doing it piecemeal, because they want to go ham in the Cosmic Talisman Dungeon all month, non-stop, like me. Others may prefer a direct character purchase at a lower price point, like Sirius, and so we try to offer that as well. But most interestingly, most people who play the game don't spend any money at all and enjoy it perfectly fine.
The point is, the game is free to play and is, for the genre, one of the most generous games in terms of rewards or the need to actually spend any money to make progress or acquire useful and iconic characters for players to enjoy. I mean, I wish we could give everything away for free and still somehow be able to produce content and keep the game servers up and running, but it's not really economically viable. Early days even things like Kickstarter or a donation system were considered, but unfortunately wouldn't actually cover the cost of operating a game studio, as many Kickstarter projects have come to learn :/
Nevertheless, we are always open to feedback on what people like and don't like about our offerings and attempt to do our best to adjust and provide value at the level various players appreciate.
The main reason is that most players use Echo Talismans on the Nomad at the moment, so we're hesitant to change the current strategy of so many when it works well for them. We've mainly changed Talisman Slots in the past of characters that are not used as much or are underpowered and would benefit greatly from the change without creating a new imbalance. That being said, there is a feature on the horizon that would allow us to open up the talisman slot restrictions on certain characters, like the Nomad, so that players can experiment with new builds, but keep any strategies they currently use if they would like (this would not be something that will for sure apply to every character, but just a few select characters).
One of the goals for the Cosmic Talismans, which we haven't quite finished executing on, was to give players the opportunity for more unique and customizable builds as well as to embark on a distinct adventure to complete those builds. While we have been seeing lots of diversity and creativity in the Cosmic Talisman use, we're still a bit behind on adding in the unique farming areas where you can acquire specific materials in bulk (such as Black Rain, Ashes of Ice, etc.)
The point of this is to create different motivations to play different challenges and areas in the game and break up the monotony of only grinding the one dungeon or quest all day, every day. That's part of the rational of why there are the distinct materials, but I can understand the current frustration off not being able to adequately pursue the completion of your specific Cosmic Talisman at this time.
In the short term we are increasing the drop rates of these materials in the Cosmic Talisman Dungeon (which is meant to be a more general source of evolution material) while we continue to develop the locations that will allow players to farm specific evolution materials.
We have had discussion about an "auto-complete" currency or "familiars" system that would allow players to strategically auto-complete certain content (such as your Trooper Runs, Skull Quests, Auto-Arena, etc.), but it is currently further down on the priority list since we are working on larger initiatives like Silent Planet, Guilds, Avalon, etc.
That being said, we have been generally making moves to reduce the time commitment required from the game by lowering the number of Events running and adding in features such as Frontier Keys that allow players to engage with the game at their own pace.
As mentioned in my post above, there are features further down the design backlog to potentially address issues like this, but they will not likely be something we can action on in the short term.
We're always looking at what we haven't thoroughly explored and what can bring a new or different flavor to the game than what currently exists when it comes to new themes. We have a huge backlog of possible worlds. characters, and talisman ideas that we discuss for months in advance of making them. We get input from Maiden as well in terms of what they would like to see and we plan around and balance the various interest of all the creative voices involved to come up with a final roadmap of content.
You will definitely be seeing more Mega Events. One potentially quite soon...
Gauntlet characters are intended to be the most recognizable characters from Maiden Lore (who don't already exist in the game in some form), so we always are looking at iconic songs and imagery that most Maiden fans can identify by name or otherwise.
The Gauntlet is currently the home of Final Frontier Eddie, in the same way the Trooper Feature is the home of Trooper Eddie and Eternity Eddie is tied to the Arena, so he won't be going away. However, a longer-term cast may be added to expand his world at some point which would give other characters a home there as well (similar to the Eternals in the Arena).
Our talented artists work hand in hand with designers, such as myself, to come up with ideas about the world and gameplay concepts for the characters and then produce concept art that marries the themes and imagery from the songs and lore with the expected gameplay or use in the game. This is then sent over to Maiden for feedback and goes through some iteration until it is finally signed off. From there, we build and implement the character for the game.
We definitely would like to revamp some of our older worlds, likely continuing in sequence with Kingdom of the Sands, Battlefield, and then Underworld. This would ideally improve updates to the characters, similar to Wicker Man Isle.
We probably had the most fun with the 2018 Christmas Dungeon as there were a lot of interesting Easter Eggs featured in that level. I, personally love the Ferryman's design as well as the Shadow Wickerman that came with him. In terms of something I would change, it would mainly relate to the complexity of our gameplay systems and lack of communication and / ease of use of things like our inventory system. I know I'm not alone on that here, so hopefully all of these get sorted out in a reasonable time frame.
I wouldn't count it out
I'll attempt to break this down as best I can.
In many games, particularly RPGs, there a concept of level progression (usually acting as a vehicle to take players from a weak power state to a strong power state). The purpose of this progression is to pace out the player's growth and gameplay experience such that when you start the game you can tackle a certain amount of content up to a point at which you need to diverge and "grind" to level up and take on the next layer of content, which grants higher levels of rewards but takes more effort, resources, and skill to obtain.
This is mainly a pacing tool used to give players the sense of development as they advance further and deeper into a game. When you start a new game, it doesn't feel like a grind because you have a consistent feeling of advancing and new things to discover beyond each challenge wall.
At a certain point, players inevitably reach an "end game" state where their level caps out (dependent on the game) and the value of the rewards remains consistently high (relative to their early player state), however, the amount of time / skill /effort to reach the highest tier of rewards doesn't actually decrease. On top of that, if the actual gameplay objectives or activities remain the same and it doesn't feel like there are new things to discover behind each challenge, this can lead to the feeling of "grinding".
So, the general structure and meta of our game has had a very similar development in this regard and there are aspects of it that have become a bit of a grind. One of the ways that we look to improve this feeling is to introduce different gameplay activities or create meta-goals that break up the need to do one thing a thousand times and provide players with a new experience. The Gauntlet is one example of this, the ultimate vision of Frontier Keys is another (the idea of taking your own journey at your own pace). In addition, with the upcoming reduction and removal of miscellaneous "grinding" Events and more interesting Event Challenge Types, we hope to improve this aspect of the game in the short-term.
As mentioned above, we have some ideas to reduce the investment for things like running Troopers and routine tasks further down the road, but our focus right now is to get new and different gameplay experiences introduced into the game that we feel will have a bigger impact all around.
See some of my answers in posts above.
The "meta" will constantly shift so long as new content gets added to the game, as per some of my explanations above, but what's interesting is that, right now, the time to clear battles heavily varies between players and is largely based on the specific strategies each player is using.
I should also note that the engagement with Arena is actually higher right now than it has ever been outside of running and Arena event, possibly due to the new revamp. All that said, we definitely want to make sure fights don't drag on too long and if we do find that to be the case for players on average at certain tiers, we will address it.
In general, we just try to create answers and balance out dominate strategies based on win/play rates, so you can expect to continue to see tuning changes and content focused in that direction.
It's true that not all characters drop with an equal rate, but this is mainly for characters that are given in the story campaign and not really with other content. You also have to pay attention to the size of the pool for a given class. The larger that specific pool of characters, the lower the chance you will see any specific character within that pool.
Silence Planet is currently in front of Avalon, but there is other "content" planned ahead of that. Silent Planet is definitely more than just another world. It's a resetting monthly challenge with its own metagame that is unique and different from other dungeons or worlds in the game.
Yep. It's being saved for a very special piece of content down the road atm
Yes. It is in our quality of life backlog.
Because after 5+ years of code piling on code, that would take about 5+ more years.
We do both. See some of the answers and explanations in the posts above.
Something we can consider, yes.
I believe there is an event planned in the coming months that will allow you to do something like this. We also have some ideas for a "Fusion" feature that will build upon Sacrifice, but it's too early to really comment much on that.
Yes! Part of the inspiration behind doing Wrathchild on a bike was to allow players to take a whole biker team and ride through Night City. It's one of the characters on our list to do for sure.
We currently have these or similar features in our Quality of Life backlog and they are nearish the top. So yes, they will hopefully become the priority after the current load of features are wrapped up.
We've begun to add common soul purchase options to many upcoming events and you will be able to sink around 5K common souls a month on various valuable items and resources if you are sitting on them.
I assume you mean Drop Rates? Our base drop rates are not up for changes any time soon, as it causes the whole economy of the game to shift, which is a large undertaking. Instead, we try and provide more focused opportunities for players looking to obtain specific characters they may be missing from their collections. Also, due to soul fragments dropping from each Rare / Epic Soul, you are always guaranteed a 4* and 5* Character at a consistent rate based on the number of that souls you open. We also attempt to add this to any event souls that we can and, as mentioned above, will be looking to do so even more in the future where content and event design allows.
I don't have the code in front of me, but it essentially randomly selects one of the characters in that loot table with an equal chance. We know that some players will get unlucky and so we include Frontier Coins in souls like this that allow you to purchase the Lilith of you choice if you run into a string of bad luck. There are other bad luck protection features we have in the backlog, but have not gotten an opportunity to action on as of yet, that might also help with this,