Post by Forum Administrator on Apr 5, 2016 9:23:35 GMT -8
Developer Notes For Future Patches
Source: docs.google.com/document/d/1OzvR3nAuToqQ07yQd7WFscBb58UGiv3-mH2gx85YHbc/edit
[Developer’s Note] Issues regarding the v1.26.2 update
Greetings from the Soccer Spirits development team.
First off, we apologize for not being able to reach out to you earlier regarding the issues we will be covering today.
We are well aware of the bugs that happened after the update and are doing our best to fix them as soon as possible.
Without further delay, let’s go over the issues one by one.
[Bug Fixes]
The recent update brought more bugs than ever in the history of Soccer Spirits and we sincerely apologize for that. The development team has been working together for over 3 years now. But at some point along the road, we’ve become naive. More than ever, we communicate less with each other and not to mention, less with our users. The current incident worked as a wakeup call for us. We’ve decided to make changes within the team and put more emphasis on quality assurance to enhance the quality of our development. This will be done to ensure the production of more enjoyable content.
We are currently focusing on the bugs and errors that can be fixed right away via temporary or urgent maintenance. However, most of the issues that occurred after the update require a proper update to be fixed, which is the reason why it is taking longer than we hoped to put an end to this incident.
1) Bug Tracking
2) Bug Fixes
3) Bug Tests
4) Submitting new versions to the related app markets (Requires 5 to 7 days)
5) Making Patch Notes
6) Maintenance and Update
Currently we’ve fixed about 20 bugs, including the game freeze issue during Auto Mode, and are testing to confirm the fixes. We believe that the v1.26.3 will be available around mid April, but we will do our best to shorten the wait.
[Character Recall]
According to the Modified Recall System Policy announced on Mar. 10th, it is stated that “For new characters, if the character is overpowered, the character’s stat may be lowered down within 1 month after release. If this is the case, the character will not be subject to recall.” This clause was included to act as a failsafe for consequences of overpowered new characters being introduced to the game. We admit this was a very irresponsible decision and offer our deepest apologies.
This clause will be deleted from the Recall System Policy, which will be announced officially via a separate notice in the near future.
Moving on, ZUXX Robin will be subject for recall. ZUXX Robin’s Extreme Evolution skill “Anti - Crisis” was designed to affect Robin only. However, we later noticed a bug that affected the defense players near Robin as well. It is clearly our fault for not notifying the users that this was a bug and that the fix was not mentioned in the Major Update Details notice. For this, we believe that ZUXX Robin qualifies for a recall.
ZUXX Robin will be available for recall after the regular maintenance on Apr. 13th. We promise that we will be more thorough with our patch notes and recall reviews.
[Skills that Increase/Decrease MAX HP]
1. Pre-update (v1.25.2)
2. Post-update (v1.26.2)
As you can see in the graph, skills that increase or decrease a character’s MAX HP is based on the character’s base HP. This is a basic mechanic that has been around since the very beginning. We acknowledge that this is not a convenient way to process the numbers, but we believe it will be difficult to modify this mechanic because of the magnitude of how much the game balancing will be affected by the change.
However, up until v1.25.x, a different mechanic was applied to how skills would affect the character’s current HP. We thought there was a need to unify the different mechanics affecting the MAX HP and current HP, and adjusted the mechanic behind skills that increase/decrease the current HP to have it maintain a certain ratio between the MAX and current HP. We are well aware that certain characters have been negatively affected by this change, but we believe that those characters are still useful because of their skill effect of decreasing the target’s MAX HP.
Unfortunately, there is a bug where the skills that increase the MAX HP currently can’t revive incapacitated characters. This bug will be fixed by making the incapacitated characters be revived with 1 HP. This fix will be implemented with the v1.26.3 update. We promise to be more thorough with these issues.
[Counterattack Resistance]
In counterattack resistance situations based on the previous equation, when the reflex gap between the two characters is big, the smaller reflex value was considered meaningless. This is why we decided to modify the equation.
Also, we view the issue of players being able to cross out the risk of being counterattacked simply by achieving 100% counterattack resistance being somewhat problematic, and thus put a cap on how high the counterattack resistance can go up.
We believe that a 100% guaranteed factor nothing but hinders the fun that this game has to provide. We will try to communicate with the users more often to explain our thoughts behind these changes.
[Cooperative Defense]
Cooperative Defense was part of the Soccer Spirits system from the beginning, but it was not activating because of a bug. Cooperative Defense is even mentioned in the Match Guide Page. However, because match mechanic balancing is a very sensitive issue, we kept delaying the fix. The fix was included in the major update because we believed it would be a solution to the one-shot game meta, a method to enhance the defensive stats, and add an additional factor to the game. What we didn’t anticipate was that this change would drastically increase the overall difficulty in PvE game modes, which resulted as a change that undermines the fun. In v1.26.3, Cooperative Defense will be disabled in the Colosseum of Trials and remain active for the time being in the Colosseum of Despair. Cooperative Defense will be renewed in the future.
[Club Match]
We believe that this new content needs a lot of improvements, especially with matchmaking. The matchmaking part was fixed through a patch on Mar. 30th, and further improvements will be implemented throughout the course of time. Also, to compensate the lacking parameter value for matchmaking, we plan to greatly enhance the compensation skill to fill up large power gaps. Moreover, we will be resolving issues such as Club Scout prices being too expensive, underwhelming rewards, etc. We would like to ask for your opinion on how to make Club Matches better.
[Gold Acquisition from Quest Matches]
After the maintenance on Apr. 13th, the amount of Gold acquired from Quest Matches will be significantly decreased. The Quest Matches were designed upon the intent to allow users to acquire Penguins or Swirlies, which are normally time gated. The Gold reward was only set to be a bonus. However, comparing the Quest Match with Weekend Gold Matches, we believe that the amount of Gold acquired from Quest Matches was abnormally high and was causing a Gold inflation. We are currently discussing to increase the sources of reasonable Gold acquisition, but in the meantime, we must humbly ask for your understanding that the decrease to the Gold acquisition was an inevitable change.
[Character Balancing Plans]
Character balancing is a very important agenda for Soccer Spirits. We have carefully laid out plans to deal with important balancing issues such as the balancing of Legendary Players, Renewal of utility type Strikers, and so on. These balancing projects will be carried out step by step and may require further balancing once they are released.
We try to keep an ear on what the various communities have to say about our game and try to implement the good opinions as much as we can. We will keep listening to your voices and accept the criticism towards us. We will keep trying to provide better service and make a better game.
Thank you for your interest and love towards Soccer Spirits.
Source: docs.google.com/document/d/1OzvR3nAuToqQ07yQd7WFscBb58UGiv3-mH2gx85YHbc/edit
[Developer’s Note] Issues regarding the v1.26.2 update
Greetings from the Soccer Spirits development team.
First off, we apologize for not being able to reach out to you earlier regarding the issues we will be covering today.
We are well aware of the bugs that happened after the update and are doing our best to fix them as soon as possible.
Without further delay, let’s go over the issues one by one.
[Bug Fixes]
The recent update brought more bugs than ever in the history of Soccer Spirits and we sincerely apologize for that. The development team has been working together for over 3 years now. But at some point along the road, we’ve become naive. More than ever, we communicate less with each other and not to mention, less with our users. The current incident worked as a wakeup call for us. We’ve decided to make changes within the team and put more emphasis on quality assurance to enhance the quality of our development. This will be done to ensure the production of more enjoyable content.
We are currently focusing on the bugs and errors that can be fixed right away via temporary or urgent maintenance. However, most of the issues that occurred after the update require a proper update to be fixed, which is the reason why it is taking longer than we hoped to put an end to this incident.
1) Bug Tracking
2) Bug Fixes
3) Bug Tests
4) Submitting new versions to the related app markets (Requires 5 to 7 days)
5) Making Patch Notes
6) Maintenance and Update
Currently we’ve fixed about 20 bugs, including the game freeze issue during Auto Mode, and are testing to confirm the fixes. We believe that the v1.26.3 will be available around mid April, but we will do our best to shorten the wait.
[Character Recall]
According to the Modified Recall System Policy announced on Mar. 10th, it is stated that “For new characters, if the character is overpowered, the character’s stat may be lowered down within 1 month after release. If this is the case, the character will not be subject to recall.” This clause was included to act as a failsafe for consequences of overpowered new characters being introduced to the game. We admit this was a very irresponsible decision and offer our deepest apologies.
This clause will be deleted from the Recall System Policy, which will be announced officially via a separate notice in the near future.
Moving on, ZUXX Robin will be subject for recall. ZUXX Robin’s Extreme Evolution skill “Anti - Crisis” was designed to affect Robin only. However, we later noticed a bug that affected the defense players near Robin as well. It is clearly our fault for not notifying the users that this was a bug and that the fix was not mentioned in the Major Update Details notice. For this, we believe that ZUXX Robin qualifies for a recall.
ZUXX Robin will be available for recall after the regular maintenance on Apr. 13th. We promise that we will be more thorough with our patch notes and recall reviews.
[Skills that Increase/Decrease MAX HP]
1. Pre-update (v1.25.2)
2. Post-update (v1.26.2)
As you can see in the graph, skills that increase or decrease a character’s MAX HP is based on the character’s base HP. This is a basic mechanic that has been around since the very beginning. We acknowledge that this is not a convenient way to process the numbers, but we believe it will be difficult to modify this mechanic because of the magnitude of how much the game balancing will be affected by the change.
However, up until v1.25.x, a different mechanic was applied to how skills would affect the character’s current HP. We thought there was a need to unify the different mechanics affecting the MAX HP and current HP, and adjusted the mechanic behind skills that increase/decrease the current HP to have it maintain a certain ratio between the MAX and current HP. We are well aware that certain characters have been negatively affected by this change, but we believe that those characters are still useful because of their skill effect of decreasing the target’s MAX HP.
Unfortunately, there is a bug where the skills that increase the MAX HP currently can’t revive incapacitated characters. This bug will be fixed by making the incapacitated characters be revived with 1 HP. This fix will be implemented with the v1.26.3 update. We promise to be more thorough with these issues.
[Counterattack Resistance]
In counterattack resistance situations based on the previous equation, when the reflex gap between the two characters is big, the smaller reflex value was considered meaningless. This is why we decided to modify the equation.
Also, we view the issue of players being able to cross out the risk of being counterattacked simply by achieving 100% counterattack resistance being somewhat problematic, and thus put a cap on how high the counterattack resistance can go up.
We believe that a 100% guaranteed factor nothing but hinders the fun that this game has to provide. We will try to communicate with the users more often to explain our thoughts behind these changes.
[Cooperative Defense]
Cooperative Defense was part of the Soccer Spirits system from the beginning, but it was not activating because of a bug. Cooperative Defense is even mentioned in the Match Guide Page. However, because match mechanic balancing is a very sensitive issue, we kept delaying the fix. The fix was included in the major update because we believed it would be a solution to the one-shot game meta, a method to enhance the defensive stats, and add an additional factor to the game. What we didn’t anticipate was that this change would drastically increase the overall difficulty in PvE game modes, which resulted as a change that undermines the fun. In v1.26.3, Cooperative Defense will be disabled in the Colosseum of Trials and remain active for the time being in the Colosseum of Despair. Cooperative Defense will be renewed in the future.
[Club Match]
We believe that this new content needs a lot of improvements, especially with matchmaking. The matchmaking part was fixed through a patch on Mar. 30th, and further improvements will be implemented throughout the course of time. Also, to compensate the lacking parameter value for matchmaking, we plan to greatly enhance the compensation skill to fill up large power gaps. Moreover, we will be resolving issues such as Club Scout prices being too expensive, underwhelming rewards, etc. We would like to ask for your opinion on how to make Club Matches better.
[Gold Acquisition from Quest Matches]
After the maintenance on Apr. 13th, the amount of Gold acquired from Quest Matches will be significantly decreased. The Quest Matches were designed upon the intent to allow users to acquire Penguins or Swirlies, which are normally time gated. The Gold reward was only set to be a bonus. However, comparing the Quest Match with Weekend Gold Matches, we believe that the amount of Gold acquired from Quest Matches was abnormally high and was causing a Gold inflation. We are currently discussing to increase the sources of reasonable Gold acquisition, but in the meantime, we must humbly ask for your understanding that the decrease to the Gold acquisition was an inevitable change.
[Character Balancing Plans]
Character balancing is a very important agenda for Soccer Spirits. We have carefully laid out plans to deal with important balancing issues such as the balancing of Legendary Players, Renewal of utility type Strikers, and so on. These balancing projects will be carried out step by step and may require further balancing once they are released.
We try to keep an ear on what the various communities have to say about our game and try to implement the good opinions as much as we can. We will keep listening to your voices and accept the criticism towards us. We will keep trying to provide better service and make a better game.
Thank you for your interest and love towards Soccer Spirits.