|    S2Fielding - EM Games    Posted: 27 Oct 2010 04:54 AM PDT   Some notes on Easy Mode  I  want to take a moment to talk about Easy Mode and our thoughts and  observations. Firstly - we understand what it is players like about Easy  Mode, and that they have a good reason to want to play it. There are  some very specific things EM tries to do, such as shortening game  length, and providing a more casual less stressful experience. EM  players like to have their cake and eat it too - getting a lot more gold  and items in an EM match than normal mode. None of these things should  be frowned upon - there's nothing wrong with wanting that experience out  of HoN.    That said, since the beginning of HoN's launch we've seen EM play  percentages drop from about 50% to 28%. Ultimately we feel this has been  good for HoN, as EM presents a lot of poor mechanics and balance  issues. It has never been fixed up in a way that we could be proud of it  - it largely just contains copied mechanics from DotA's EM mode. We  don't want to mess with the reason why people choose to play EM, instead we want to fix the rest.   Our current outlook on EM isn't very positive. It uses a lot of  arbitrary mechanics to try to achieve an end result, and it does so  poorly, creating many problems in its attempts to solve others. It's no  secret to any HoN forum-goer that EM players are treated rather poorly.  Ultimately, this is an understandable reaction when you consider the bad  habits EM's forced mechanics can cause, and the frustration this  creates amongst normal mode players when they play with EM players. One  of our goals is to fix up EM in such a way that the types of player  choices it promotes is consistent with normal mode, all the while  offering the same increased game pace, faster progression and leveling,  less stressful/more casual game type that EM players prefer.   Some of goals that are attempted to be achieved in EM games actually  coincide with some of the issues we see in normal mode (gold  distribution and game length). We fully validate the desire to want a  more approachable, less stressful, fun, quicker, more action oriented  game. EM has some very poor mechanic decisions to try and force this  result. With a few modifications we feel we can provide a much more  balanced experience while still achieving some of these underlying goals  and making a game mode that won't be sacrilege to play by all HoN  players. It should be a mode that keeps all the balance of normal mode  but just makes for a less stressful environment.                                       [S2]Fielding                                                                           S2 Staff Member    original thread :  http://forums.heroesofnewerth.com/showthread.php?t=177772    |  
  |    Design Update: State of the Game - S2Fielding    Posted: 27 Oct 2010 04:50 AM PDT  This is a comprehensive update aimed to fill you guys, our awesome  player base, in on the current state of the game as we see it, and  possibly clue you in on some of the types of changes you could expect  our design team to produce in the near future. This post is somewhat  intentionally vague, I'm avoiding giving the specifics until our design  team is ready to unveil them, but I do want to open communication with  you guys and make you aware of what our design staff are currently  focusing on.   Keep in mind this is a design update - not a  general development update, so there is no update on Match Making and  our various other projects in here.    General Direction To start, I want to give you guys a very basic outline of the core goals we want to achieve with HoN's direction.   -  Faster game pace, shorter games
We  want to maximize your fun-per-minute! This goal originated with the  intent of increasing HoN's competitive viability (HoN tournaments take a  LONG time to complete), but we also believe that more casuals games  will benefit greatly from less time being wasted. Long, epic games will  still be possible, we just want to make sure that if a game is long,  it's due to intense battles the whole way through from evenly matched  teams, not because each team decided to play it safe and turtle/farm for  60 minutes.    (By "faster game pace" we're referring to the  pace at which action occurs, not changing how quickly you die or  increasing lethality)   -  More action oriented play 
We  want to encourage player vs player engagements over an excess of  farming/PvE engagements. You've likely already seen some of the first  steps toward this goal with the introduction of Striders and Blood  Chalice. Ultimately, farming will always have its place in HoN, however  we want to encourage a healthy amount of team fights, ganks, and pushes.     -  Deep, strategic options in the gameplay
This  is a constant goal that is being worked on every time we balance patch.  There's always improvements to make and as the meta game shifts with  player decision making, so do our focuses and goals with the game's  balance. Ultimately, this goal simply means we want to see multiple  different strategies remain viable, not only in terms of the line up of  heroes on each team, but the roles those heroes play.  Whether you enjoy  roaming and ganking, playing a carry, or playing support, all of those  roles should be rewarding and fun to play.   -  More content!
Heroes!  Lots of heroes! Heroes and items and maps and other content will be  coming soon, in future patches. We've especially ramped up our hero  creation process to produce more balanced, well designed heroes at a  faster rate.    Issues On Our Radar  This section is intended to make you guys aware of some of the issues  our design team is looking into - some of these issues are ones we are  addressing in the interest of achieving the above goals. Note that we're  constantly working on a LOT of stuff - so just because something isn't listed here, doesn't mean we're not aware of it. These are just some of the more note-worthy items.     -  Prohibitive Gold Mechanics
For  the most part we're happy with how the gold mechanics work in HoN,  however there are a few issues that directly damage the pace and  enjoyment of the game, regardless of if you are winning or losing.    For example, in an evenly matched game, if a team fight occurs and 4  people from each team die, more gold is lost in player deaths than is  gained in player kills (assuming no players were on a kill streak and  therefore worth bonus gold). The net result is that team fights are,  quite often, taking more gold out of the game than they introduce. This  is the type of thing that does nothing other than slow the game pace  down and indirectly discourages team fights and engagements.    Another issue we're observing relates to how gold distribution is  handled. There is currently not much of a distinction between a player  who is actively engaged in helping get kills, resulting in a lot of  assists, and a player who does not aim to help by assisting. In the  interest of encouraging more team vs team engagements, this is something  we're looking into. There's a big difference between a 1-8-20 Demented  Shaman, for example, and a 1-8-5. We want to take steps to make sure  that the player who is actively attempting to help out the team and  participate in fights is being rewarded above players that play too  passively.      -  Lack of Caster & Support hero options for progression
Another  issue we have relates to how support-oriented heroes currently progress  in the game. They naturally should be supporting their team - but often  this support comes at high personal sacrifice, and the result is that  there are very few options left to support players in terms of how to  progress their character and stay relative past the early-mid game. This  concern isn't one of balance - it's clear from competitive games that  support heroes are both necessary and effective, it's a question of how  rewarding the role is and what we can do to keep the skill ceiling high  and allow other progression options for support players. As a carry  scales in his ability to deal damage to the enemy team, so should a  support player scale in their ability to support their team. This issue  relates closely to the last point in the prohibitive gold mechanics  section above.    We also are very sensitive to the subject of how early-game  caster-oriented heroes fit into the game. There is a point in every game  in which these heroes start to lose relevance, and the physical DPS  heroes (carries) gain relevance. As we increase the pace of the game and  induce more team fights, a side effect of increased gold, experience,  and level gain will result. This may mean that caster oriented heroes  lose relevance even more quickly, perhaps before they can make a  meaningful contribution to the outcome of the game. Currently casters  usually remain viable in the late game due to disables (or buying items  like Sheep Stick if they don't have any built in disables), and while  that will likely always be true to a degree, we do want to make sure  there's a bit more depth to playing these characters, by providing other  options for them. These heroes are very important to the feel, fun, and  pace of HoN - they bring a lot of the excitement and we want want to  make sure they remain viable and interesting to play.     -  Viability of early-game pushing & tower mechanics
A  trend we commonly see in the early-mid game is, after winning a team  fight or ganking a few heroes, players will retreat to farm rather than  push. This can especially be observed in many competitive matches. It's  the safe route, due to the risk-reward ratio of continuing a push simply  being too risky. We also find that the tower AI is somewhat punishing  to push attempts and could behave a little more consistently.     As we push HoN in a direction that encourages more aggression, ganking,  and team fights, we want to make sure we don't over-do it. We could  easily make ganking worth it by having hero kill gold be a very high  value, but that undermines other mechanics in the game and makes the  progression very one-dimensional. We prefer to allow for successful  ganks and team fights to yield opportunity for the winning team to press  the advantage, rather than directly giving them too big of an advantage  in terms of gold reward. With that in mind, we're taking a close look  at the viability of pushing towers after winning an early game fight or  gank.    - Legion vs Hellbourne Map Balance & Map Layout
Yes,  we are aware of issues with the map! The issues we plan on addressing  with the map extend beyond Kongor's placement - that's probably the most  identifiable issue with the map that players notice, but there are a  number of inconsistencies that lead to some rather specific  advantages/disadvantages. Our changes are focused on not only game  balance between Legion & Hellbourne, but also ways to make the map  more enjoyable and more rewarding for skilled and coordinated teams to  use it. We'll reveal more on this as we get closer to releasing our  changes.     
   The bottom line with any changes we make, our mission statement  so-to-speak, is that we always aim to reward and encourage player skill  and decision making. The above observations and declared direction for  HoN come as the result of observing you guys, the community, and taking  what you want out of HoN and working our vision into it. We want to take the best, most fun parts of HoN and promote that type of play.    Even though we're pushing hard in a certain direction for the game, we  do want a variety of strategies to remain viable. HoN's gameplay should  be deep and rich, full of variety and possibility, such that the game  never grows stale. We aim to constantly improve HoN - nothing is ever  perfect - so as always, we'll continue to monitor the issues, deliver  our changes, and observe what you guys like and don't like and keep  improving the game the way you guys want it.                                       [S2]Fielding                                                                           S2 Staff Member    original thread :  http://forums.heroesofnewerth.com/showthread.php?t=177772     |  
 
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