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#dev insight
l3rking · 8 months
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We got a HUGE Dev Insight post today full of the nerdy detail I love reading about. I'm gonna try and point out the big stuff and summarize the longer wordy bits.
WEAPON BALANCING
This first part is just going over weapon Usage Rate/Kill Rate pre and post mid season balance patch across both high skill and all-skill lobbies. TLDR is Immortal was top pick in high skill lobbies despite not performing higher than intended. Top performers were Hand Cannons and Pulse Rifles (Bungie once again proving airmchair dev pvpers wrong). Post patch Hand Cannons and Immortal stayed the same and Pulses went down a bit.
Interestingly, across all skill lobbies, Auto Rifles were some of the highest performers. Both in Usage and Kills. Hand Cannons, however, were still the most picked. Peak shooting and playing cover are ubiquitous to higher skill tiers, preventing autos from becoming too effective in those particular lobbies. Thus, the Hand Cannons come out. Really neat stuff. Check out the graphs on the OP.
SEASON 22 WEAPON BALANCING (the one about the Range rework)
Double Special will no loner drop more Heavy than intended
Although I will say, unless they addressed how much special you can get off Heavy kills, I don't see this changing the effectiveness of double special too much. We'll have to wait and see.
Range. Range and Zoom are being decoupled. Mid Range options are being brought closer together and down in regards to effective range and damage falloff. At 100 Range stat: Hand Cannons, Autos, and Sidearms are going up. Pulse Rifles and SMGs are going down. Bows and Scouts will remain the same. Several exotics received hand tuned adjustments (i.e. Ace of Spades (when Memento Mori is active) damage falloff range penalty has been increased to 15%, more on the OP).
Weapon Archetype Adjustments
Hand Cannons. On top of the range buff they will receive:
General
Increased reload speed at 0 stat by 15%.
PvE Damage
Increased damage against minor combatants (red bars) by 20%.
Increased damage against major combatants (orange bars) by 75%.
Heavy Burst
Changed Warden's Law to be the first member of a new sub-family, Heavy Burst
Fires a 2-round burst.
Bows are having their projectile adjusted to be more reliable.
SMGs. 750s have been 720s this whole time (visual UI bug) and will show the appropriate RPM now.
Sidearms. Aggressives are receiving a bodyshot damage nerf. 32 to 30.
Pulse Rifles. BXR is back to 20 zoom
Shotguns. Please use The Comedian (UI bug fixed).
Fusions. Fixed a bug with crafted fusions, charge times, and damage
Heavy Wave Frames. Made it harder to kill yourself with.
Swords. This is an enormous rework. The TL;DR is Sword Guard is about to be way more effective. No longer drains energy while guarding. provides 82.5% to 95% damage resist (whoa). Has duration increased across the board and increased movement speed while guarding. Huge.
Exotics:
You can now use the bayonet on the Monte Carlo (new catalyst)
Verglas Curve works with Fissures now.
DMT and Quicksilver got bug fixes.
Two-Tailed Fox + catalyst now fires a 3 rounds of rockets instead of 2 (with an extra rocket in the 2nd)
Le Monarque. Hoo boy. Is being converted to a Lightweight bow. Damage is going down. Rate of Fire is going up. Damage over Time effect duration down from 3 to 1.75 seconds. Same DoT damage as before (more per tick, 6 ticks). Poison damage INCREASED 50% in PvE. Net buff for PvE. Obvious nerf for PvP.
Vex Mythoclast's RPM is being reduces to 360. Increased damage against minor combatants (red bars) and major combatants (orange bars) by 25%
Tommy's Matchbook scorch stacks adjusted but overall the same (w/Ashes)
Touch of Malice got some big changes. The Blight will now stun Unstoppable Champs and deals Arc damage. The Final Round will no longer kill the player and instead hold you at 1HP and deals 20% more damage in PvE. Self damage reduced from 10 to 7. Health on multikills up from 30 to 75 and now functions like Unrelenting. Excellent excellent buffs. The Scout Rifle Enthusiast Club will be ecstatic.
Cloud Strike will be less effective vs players. Lightning strike kill distance reduced.
Wicked Implement also getting some buffs. The timing window for Creeping Attrition has been increased from 3.5 seconds to 4.5 seconds. You can now also active Tithing Harvest by destroying Stasis crystals. The catalyst now gets Headstone (yay). I'm personally very excited about this.
Perk Changes
Bipod is getting it's nerf to damage reduced.
Envious Assassin's weird timer has been removed. Much easier to activate now.
Over-Under now does bonus damage to Woven Mail, combatant shields, and the overshields provided from Dark Cabal and Lucent Moths. Still not a good perk.
Under Pressure. Too good on Fusions. 25% nerf to accuracy scalar.
Shoot-To-Loot works with explosive rounds now.
Bug fixes to Valiant Charge, Ambush, and Explosive Light.
Chill Clip will now take 3 shots to freeze. Slow stacks reduced from 60 to 40. Big nerf. RIPtide amirite?
CRAFTING ECONOMY CHANGES
They're essentially buffing how much weapon XP you get across the whole game. Neomuna red borders will be easier to farm.
And that's about it as far as what you need to know. Some very very nice changes in there. Very excited about seeing two Exotic Scouts getting substantial buffs. Range rework seems like a net positive change. I suspect Scouts may be more useful now that their ranges just got a lot more rigid. I hope the Hand Cannon buff feels substantial. I've been itching to use them in PvE again for a long time. The insight on PvP usage was very interesting to see. I love this kind of stuff but it can seem a little dense in places. Hope this helps!
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witchscadence · 1 year
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I found the original concept sketch I did of festus. It's not technically impressive in anyway, but it's interesting to see how he changed from his original concept and also how he didn't change all too much.
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Also he was heavily inspired by a musicain known as Cazok, and more specifically this song by him
youtube
The music he made for his circus and games project definitely had a big influence on the final boss theme and character theme for Festus.
Festus definitely wouldn't be the same antagonist he is without Cazok's work, honestly a huge inspiration to me musically.
Also jesters just make great villains.
Or at least I like to think so!
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sidewalk-scrawls · 8 months
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Fellow game devs who are fleeing Unity, what are your thoughts on Godot vs Unreal for making 2D games? I know Unreal is pretty over-powered for most 2D development, but given I'm used to Unity, how is Godot feature-wise? Are there any features it's noticeably lacking?
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sunsetzer · 5 months
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As a certified FF6 enjoyer I really loved the attention the characters got in OO so much. I think maybe the writers had a soft spot for a few games in particular and 6 was definitely one of them. They really captured the charming spirit of the Returners, and they were also multi-dimensional in characterization as well, which they absolutely could have been lazy with for a mobile gacha game. I think there was a lot of love put into it and I can't imagine how the team feels having the game axed before the story got a chance to finish. :(
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mewtwoevolution · 24 days
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how did you meet the Lucardevior duo, then? They’re hybrids of Pokémon that require evolution, after all. I’m kind of surprised you’re not more hostile towards them.
(not that being hostile is a GOOD thing, of course.)
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“Hybridization creates a final evolution hatchling. Its viable if actually cared for how it should be but neither parent back then would know how to care for s final evo hatchling. So in thier case the parents were smart enough to give the hatchlings to humans that can more easily care for them how they needed. Now that all pokemon in my world are final evos and have children as such many hybrids now make it because its normal to have a regular final evolution child.
So i have no problem with them. They’ve always been lucardivior..” -Stone
((( “Could you imagine if we had to somehow go through both evolutionary lines?”))) -Dev
((( “I feel like itd be a nightmare, our two lines dont have the same amount of evolution it couldn’t work… im glad we were born as we are and not something else to have to change so drastically…”))) ~Lucia
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bahadurislam011444 · 1 month
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moonilit · 3 months
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you're not crazy about the voice acting stuff in genshin!! this event did feel different, I definitely noticed a difference in yanfei's voice, and I saw a few people pointing out kuki's too! I wonder what's happening,
You heard it too?? Its like they all were on slow bills, the event itself felt too brief? Its like they did it in 30 min, one take, without being too sure what the event actually about and left lol
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lyriumsings · 5 months
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i’ve been bingeing face off while i draw and the way these judges talk to these artists like ooohhhh my god i would die they are the most ruthless judges i’ve ever watched on a show i’d rather have tyra banks tear down my appearance than these people tear down my art like i would walk right off stage and then die SHAHS
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hassianlovebot · 6 months
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ik there's a lot of debate about how palia is mixing heavy lore into what's supposed to be a relaxing, coxy life sim but also like,,, i feel like the way they're doing it now is literally fine?
the lore is definitely part of the world and the quests, but there's literally no in game timer or consequences. nothing bad happens if a player doesn't want to complete the temple bundles or skips lore dialogue or puts certain quests on the back burner (and you can choose to not see certain quests on the main ui so there's no stress there either). like,, i get that the lore Is heavy and that some people don't want that in their cute farming sim but again, there's literally nothing forcing players to interact with or care about it. i genuinely do not see the issue??
#like?? im not trying to be mean#if anyone has insight on this and could explain Why its such a big deal thatd be nice!#but i really just dont get it?#like who cares if the cozy life sim game has a dark lore when you arent forced to care about it at all#completing the temples literally just gives you some resources and rewards#there's zero consequences for not finishing the lore quests or the temples#and like maybe im wrong but i seriously doubt the devs are going to add monster fighting mechanics in the future#like Maybe but i really doubt it#and even if they do its probably just going to be like hunting?#idk man like i keep seeing discourse about the lore being too much for the game and its like..#you dont have to care? youre not forced to interact with it? there is zero consequence if all you do is farm and fish?#so whyyy are people upset or worried about the future state of the game??#if they meant it to be an intense gory action fighting horror game then it wouldve been like that from the start#like im sorry but theyre not going to add something like that to a game theyve always marketed as a cozy life sim/mmo 😭#if theres a high demand for it maybe theyll make a second game or create content like a fucking webtoon aldhg#but theyre most likely not going to introduce it to the core game#like i feel like this fear is really unfounded? the devs havent said anything about changing the tone of the game?#theyve always stated that no matter what happens with the lore they want the game to be a safe and comforting space for players#so Why would they add gore or horror or force players to interact with the lore#what!!
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l3rking · 8 months
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Holy cow this dev insight post from Bungie is INSANE. The detail is almost overwhelming. I'm gonna dive into this for the next several hours and post my findings and thoughts later tonight.
It's......a lot. Datto video for digestiability and the original post on Bungie.net
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girlbob-boypants · 7 months
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Kinda glad that a game I had an interest in was released way before it should've been from a purely selfish level. On a sympathetic level it was bad cause of everything that comes with that, but selfishly I've really enjoyed seeing the iteration process where mechanics are smoothed out, expanded on, and made fun. Purely cause I like game development and this process is interesting.
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nicholasandriani · 1 year
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"10 Key Takeaways from LudoNarraCon 2023: Insights and Inspiration for Narrative-Driven Games and Beyond
LudoNarraCon 2023, the annual digital convention dedicated to narrative-driven games, was a huge success. Over the course of three days, attendees were treated to a wealth of exciting new games, insightful discussions, and thought-provoking panels. With so much content to absorb, it’s easy to feel overwhelmed. That’s why we’ve put together a list of the top 10 key takeaways from LudoNarraCon…
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subhashdagar123 · 2 months
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divukanwar · 3 months
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master-suite · 6 months
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I will discuss the next title soon, I promise, but first, a bit of insight into the process.
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Generally it is better to give descriptive names. I believe this is descriptive enough.
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