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As I mentioned in the latest FP Update post, there is a plan for changes/updates based on feedback and I'm waiting for a few more information sources to get back to me before I draft up the complete plan for moving forward. I will post this information tomorrow and will open it up for more feedback.
Now... on to the next steps...
Terminology:
Conflict – Considered as a campaign
Phase – The missions that make up the campaign
Pressure Points in the Community:
- Cannot select Loyalist and never have to play anything other than a Loyalist.
- Do not like having to play a singular game mode for the duration of a Phase
- Do not like Scouting to be a dedicated Phase. This is actually split because there are people who love Scouting and people who hate it. One point raised by the community on this is that Scouting would force a large group to break apart to meet the 4v4 requirement of the mode.
- Do not like being locked to a Faction for an entire Conflict. Requesting every match, but that is not possible as it would completely mess up the Match Maker and swapping frequently like that will lead to chaos in between matches as overbalancing becomes an issue. We can however, allow a switch every Phase.
- RP is not being earned. This is a bug and is being addressed as of this post and is scheduled for a hotfix early next week.
- MC Coffers not working for distribution purposes. This too is a bug and has been fixed and will be included in the hotfix early next week.
Cannot:
- Have multiple conflicts running simultaneously
- Split the MM queue
- Completely eliminate Scouting
- Reduce the length of Phases within a Conflict
- Reduce the usage of Scouting to only be a very short starter Phase if and only if the story needs it.
- Allow multiple game modes to be part of a Phase
- Allow switching Factions between Phases (Currently only available between Conflicts)
- Show a graphical representation of current Phase Faction balance (How many players are currently in each of the Phase’s Factions. This will allow players to balance the Factions prior to making their selections)
1) Phases will be shortened drastically so a singular game mode won’t be played for 24hrs or longer. This is an immediate fix after this second conflict has run its course.
2) IF Scouting is a Phase, it will be reduced to a very short Phase window and only occur at the very start of a Conflict. This is an immediate fix after this second conflict has run its course (although Scouting is not part of this second Conflict).
3) The very first thing to be implemented but requires development time, will be the ability to switch Factions between Phases. This will help alleviate Faction imbalance if it happens during the first Phase. Engineering is working on this as of this post and there is a possibility that this can be patched prior to the June patch dependent on testing.
4) The next thing will be multiple game modes per Phase. The plan for this is when a conflict is created, a subset of game modes will be included in each Phase. The game will randomly pick from these modes during the Phase. Scouting will only be used in a dedicated Phase and as mentioned above as long as the story requires it and it will only be a short Phase. Scouting will not be included in subsequent subset Phase game modes. For example, a Phase will never have a subset of modes like Assault, Skirmish and Scouting. This update will be approximately a week in development and then followed by testing. This puts it in the realm of being part of the June patch and not earlier.
5) The third thing is getting a visual indicator as to the current population of each Faction during a Phase/Conflict. This will allow players to visually see the current population balance before making their selection as to which Faction to align to. Ideally this would go out with the ability to switch Factions, but we are also wanting to make sure the ABILITY to switch takes top priority right now with a potential to be released before anything else. This update is also targeted to be part of June’s patch.
Note: There are a few smaller stretch goals that will be targeted for June's patch as well but will not be worked on until points 3-5 above are completed. If they get included, I'll update on what they are and their status.
Note 2: This is not an all encompassing list and once done we wash our hands... as development moves forward, we will be addressing other items such as the leaderboards and other items that come up in discussion threads.
The Big Issue
Playing as a Loyalist means you cannot earn LP unless your Faction is part of the current Conflict. This in turn also means the grind up the Loyalist ranks is going to be significantly longer.
There is a solution to this but it’s very robust and will need development time. It goes back to the old matrix of playing for Faction X will still earn you LP (at a reduced level) for your Faction as long as the Faction X is part of your ‘alliance’. (Davion,Steiner,FRR vs Kurita,Liao,Marik for example).
This elephant is going to have its own discussion thread because there are a couple stall points that happen and we want you the community to help make a decision on what happens in these cases.
The post will happen as soon as I get the documentation done with a few info-graphics to help show exactly what’s being planned. This is going to take a bit, it's a big information/design post that needs a lot of detail. The plan is to make the post today or tomorrow and have a follow up discussion Monday onward.
Please do not post your feedback on this particular point in this thread as it will not help keep feedback focused in one area. Not trying to squash feedback/concerns, just trying to keep things in one area to facilitate discussion and organization as per previous posts regarding the FP Update.