Update: Thanks for reading, submitting, and voting on questions! We’re going to take the ones submitted so far and work to get them answered this week!
Hey everyone!
We’re going to try a little experiment for the January Q&A. We’d like to collect questions from the community, and answer them via a video interview with the team at Demiurge.
As usual, please post your questions here or you can e-mail us at qanda@demiurgestudios.com. If you want to ask multiple questions, please make them separate posts so we can use the upvotes to figure out which questions the community cares about most.
Please get your questions in by Tuesday, January 27th.
We’re aiming to get you answers next week so that we’re addressing current questions, and so that this is still considered a January Q&A
In a game, one way to play is to constantly scroll to see if an enemy has enough AP to launch an attack. This is tedious to do, and anything that makes the game less fun should be avoided. In many other games, there is an indicator of an impending attack, often a skull.
When an enemy has enough AP to use a power, could a dot of the color they can attack with be placed over the character?
What steps have you been considering taking to address the Roster Slot/Hero Point shortage we have currently due to the increased release of new characters?
Do you intend to continue vaulting characters indefinitely, or will you be updating the token system in the future to make all characters available at all times?
What steps are being considered to ease transition for both 2*-3* and 3*-4*? and is it possible we could see Heroic Tokens become 3* and 4* only as a result?
For most characters, their ability list is in the same order as their tile-match damage. The tile match is used for “Strongest color”, which is a mechanic for many characters. However, inexplicably, for some characters the abilities aren’t given in the same orders as their damages, which makes the game more complicated and confusing. Is their a compelling reason for having these characters in a weird state?
With it already being confirmed that more 4* covers will be introduced in 2015, it’ll make the what seems to be endless transition from the 2* meta game to the 3* meta game even harder. Are there plan in place to make that transition easier so people who are already struggling to complete in PVE/PVP events have a chance to compete for top rewards (increase in ISO/HP, easier time getting 3* covers, etc)?
I have a second question as well.
How are placements in time slices for PVP/PVE events made (is it by roster slots/characters owned, level of your covers, etc.) and are there any plans to change that format?
Did you consider developing more non-competitive pve events (like the Gauntlet) that could even be cooperative events (for example, when all players grind together to fill a progression bar but other fun cooperative mechanisms are possible)
Can you clarify what the purpose is of PvE scaling calculations based on roster? (Currently it seems to be highly reliant on highest leveled character, discouraging leveling an outlier)