Hi!
So this is where we ask? Anyway, I'm going out on a limb here and hoping "anything" may refer to things beyond the update. Aren't questions regarding pvp balance such lovely fun?
Yeah, those are all fine, and this is the right place to ask!
- How is testing new mechanics done? Is there anyone within the company who plays pvp?
Playtesting, feeling them out in game design, and then getting our last impressions during the beta playtests. We have some people, particularly in game design, that do enjoy PvP and we have plenty of people who enjoy PvP games. I don't think anyone is actively playing on a PvP server right now, though, and we don't have anyone in the studio who actively does regular PvP or plays on an arena server.
- Why was the decision made to further increase the power of defensive abilities after the Gloomrot? Was it a mistake?
I only vaguely remember this, so I'm asking around about it and will come back when I have a good answer!
Edit: Some folks on the design team were hoping for more context, but ultimately the answer is that there is a LOT of reasoning that goes into individual design decisions like this, and it's hard to go back and pin-point the exact reasons at that time so long after Gloomrot. It's a big game! A lot is happening!
- Looping back to question 1: it seems like there's is a large emphasis on adding new content rather than refining what already exists, is this accurate?
Yes and no! Everything is interconnected, so adding new content redefines a lot of what already exists. By and large,
yes, we are focused on adding new content instead of redefining what already exists when it comes to pushing a major patch. However, we're very aware of how adding that content changes the entire journey and, more than that, changes the relative experience of everything around them. For instance, in our
latest dev blog we talk about adding the fusion forge. It's new content, yes, but it completely redefines how you interact with legendary weapons at every level.
- You've mentioned before that SLS is hesitant to make drastic changes to defensive abilities and things generally considered problems by the PvP community, perhaps fearing that hasty action may cause even larger problems. However, considering the meta has been stale since Gloomrot, what was the purpose of asking for specific PvP feedback without any worthwhile changes? Furthermore, since the "last minute whip change" apparently almost pushed the patch back entirely, what was even the idea of asking for this feedback? A miniscule attack speed nerf which fails to address the core problem of the weapon was almost too much, after all.
Woof, this one feels a little more aggressive, hahaha. I don't mind, though. I like that you care about the game, and I appreciate that you can obviously disagree with us on some points, and you're frustrated, but you're still respectful and able to have a conversation. I just want you to know I recognize that, and I'm always happy to answer any questions as long as we can talk to each other.
So, this question had a lot of questions in one so I'm going to try and break them down one at a time to make sure I'm actually answering every bit of it.
FORMATTING BE DAMNED.
You've mentioned before that SLS is hesitant to make drastic changes to defensive abilities and things generally considered problems by the PvP community, perhaps fearing that hasty action may cause even larger problems. However, considering the meta has been stale since Gloomrot, what was the purpose of asking for specific PvP feedback without any worthwhile changes?
That is true; we are concerned about making sweeping changes targeted at PvP, largely because it can be very easy to completely break things with what feels like very small changes. V Rising is a dark fantasy survival vampire game; it's a bit of an action RPG, and it's a lot of things. A part of what it is is a game with PvP, but it is not, first and foremost, a PvP game. However, we're happy to spend some time on PvP-related changes where we can!
This is where asking for feedback comes in. We recognize that we only have a limited amount of time to make changes, and we tried to be very clear that we were limited in what we could do. Certain changes mess with underlying systems in an incongruent way with older saves, so things would break on updates, and interactions would be a mess without forcing a game wipe. This is a pretty non-negotiable option unless we're doing a major content update.
For that reason, and because we don't have time to do two more balance passes to adjust for every balance pass we do, we tried to ask for feedback to get the most we could out of the one.
Furthermore, since the "last minute whip change" apparently almost pushed the patch back entirely, what was even the idea of asking for this feedback? A miniscule attack speed nerf which fails to address the core problem of the weapon was almost too much, after all.
There were multiple angles we looked at to try and change the whip in a way that addressed the issue, which is that the whip does too much damage compared to how easy it is to hit. We tried a few changes, including ones very popularly suggested, and some things sound great on paper but just... feel awful. It just felt bad. Some pacing changes mess with animations in an untenable way, mess with the game feel of movement, mess with readability, and all sorts of other issues that on their own might seem minor at first, but its attention to these sorts of details and making the game a good, all-around game that in my opinion makes V Rising what it is, and makes it great. At the end of the day you can choose not to trust us on that, and that's alright! I can't make you trust our sense of game design, but I will say that there is probably a reason why you like V Rising, and it's not an unbelievable series of coincidences that birthed the game.
At the end of the day, we weren't going to add a whip change because we thought it was insufficient because it couldn't address the core issue, but we decided to add something that pushed it as far as we thought it could handle without breaking animations or severely impacting the feel of the weapon. We only added the last-minute change because of the strong community reaction to the patch notes not having anything for whip, and because it was so last minute it almost pushed the patch back into a time frame where we wouldn't have time to properly test it so it wouldn't risk breaking the game for everyone.
Edit: A lot of the feedback we received from the PvP community is also still relevant, even if as we explained in the follow-up blog we couldn't implement a lot of it. We're hoping to try and implement a lot more of it in relation to some other changes we're going to be doing, and further balance PvP for when we release arenas and dueling.
Thanks in advance Jeremy, and twofold thanks for everything you do for the community.
Any time! It's what I'm here for. At the end of the day we're a studio of regular people, and while not all of our decisions are perfect, I want to stress that they make sense. We're logical, rational people who are generally at least pretty decent at what we do, and all we want is for everyone to enjoy our game. (Then we want to go home and feed our cats.)