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Infinity Wars => News and Developer Talk => Topic started by: Teremus on March 25, 2015, 01:51:58 AM

Title: Infinity Development: March Edition
Post by: Teremus on March 25, 2015, 01:51:58 AM
(http://i.imgur.com/FO12mNI.png?3)

Infinity Development: March Edition

Hello Infinity Warriors,

Today we start the first of a string of new communication methods that I’m calling “Infinity Development” statements.

Previously you would have heard of this referred to as the Q1 Statement, which is not the method of communication we would prefer. The Q1 statement was taking far too long to get the information together for you, and we realized something along the way.

Essentially a Q1 statement would be a culmination of 4 months of work, taking a good long while to get out, and would essentially only be useful for the “Hyper Connected” player. Meaning for anyone who’s your average casual player that doesn’t care too much to be connected to Lightmare and just wants to play the game for funzies, they’d see this kind of communication and go to global chat and ask for a TL;DR.

Not saying that’s a bad thing, but creating communication and information that’s pretty much only going to be valuable to a hardcore demographic is very limiting in it’s overall potency.

I wanted to provide a more concise, more relevant form of communication that was more globally applicable to all users. Not just ones that are frequent forum-goers. So that’s what this communication will be, something that’s more to the point, easily understandable, and will be more frequent than 4 times a year along with covering substantially less information as a result.

More concise and relevant information, more frequent opportunities to post, and easier to get this amount of information to you guys in a more streamlined fashion.

For those that ARE looking for a TL;DR, just scroll to the bottom. If you want more info, keep reading.

Now, let’s move on to the information itself so we can get through what’s happening with the current dev cycle.

The Infinity Wars Team grows with 2 more Warriors

So we’ve got two new hands on deck to support the bug fixing efforts, and issues affecting the core player experience. These fine gentlemen will assist us in optimizing, polishing, and spraying those RAID cans everywhere.

Say hello to Du-z, and TheMoot. Both of them will be joining our client programming side of things.

With the inclusion of these lovely gentlemen, this frees up our processes a bit more. We get to work on bugs as well as designing at the same time….it’s like we’re in heaven! More info on THAT subject below.

Please welcome them into the fold, and look forward to their good work in the coming weeks.

Oppression and Foundation set designs/concepts

Let’s talk about what’s happening with the Design aspect of the game.

Foundation Set: So the last time you heard about this was when we introduced the concept of “Rotation”, and we didn’t really give you too much to go on with what it actually means.

The Foundation Set is meant to keep cards and mechanics that we deem a “foundation” to the game in circulation at any given point regardless of what Chapter (Block) we’re in. Treat IW2013 as the first “Foundation” set of Infinity Wars, as Rise marks the start of the Rise “Chapter”.

Not all cards will stay, and there may even be some new cards in Foundation, but the primary purpose is to serve as a buffer for all future sets, along with assisting new players reduce the barrier to entry and allowing existing users to stay relevant in any Chapter.

Any card that is re-printed in a Foundation Set that you have an original copy of is something you can use. Consider it a legacy version of the card, but so long as it’s in legal circulation, you can use whatever version of it you own.

Oppression Set: The groundwork for your next full set of cards has begun in terms of design. Thanks to having a few more hands on board, designing a set of cards doesn’t detract from the overall process of day to day workflows. What does this mean for you? It means that we’ve been able to manage our time much more optimally to allow for re-iteration of our own designs.

It means we’re able to put forth designs, test them out, and if we feel we need to re-iterate on anything we have much more freedom and time to do that now. Then we can move into playtesting, re-iterate/tweak where necessary, and release to you a quality set of cards.

One other little note for both of these things. We’ve developed some new tech that allows our artists to have some more freedom with the artwork, as well as reducing the asset load of the cards themselves. So it means that not only will the Foundation Set introduce new artwork for cards you’re already familiar with, but it also means that both of these sets will mark brand new ways of bringing our cards to life.

Drafting

One other thing to be aware of is how we’re looking at the Global Draft pool as we move forward in development. It’s currently not in a place we want it to be with a bunch of cards that will pretty much never be picked in the pool just ruining some user’s picks.

With the advent of the Foundation Set, we wanted to let you know what’s happening with the Draft pool. The Draft pool will consist of Foundation, Order, and Oppression.

One of the first questions I’m sure you’ll have is “Won’t that make the draft pool ridiculously small?”. Well let me give you some info that’ll help you out. It’s important to remember that the primary reason we’re doing this is so we can more tightly control the draft environment and ensure it continues to be fun throughout each Chapter.

Now for that question of whether or not the draft pool will be ridiculously small. The Foundation Set will include around 200 cards consisting of mechanics and cards we felt needed to stay in the game at all time from sets that will eventually rotate out so that we can keep the game in a nice, even environment.

This gives us the control we need to make sure draft isn’t flooded with control cards or has one too many factionless in your lineups, etc. We’re hoping this makes the experience of drafting a deck much more fun for everyone, and we’ll continue to monitor it once this goes through.

New Player Pipeline and Core Player Experience

Lightmare is always looking at the best ways to improve Infinity Wars for the long-term. Thanks to the incredible amount of feedback the community provides us, we are looking at very specific areas of the game that we would like to optimize.

In the coming weeks, discussions internally will focus on (but not be limited to) the below topics. The discussions will involve large amounts of player feedback, design structures, and feedback loops for how we can assist all manner of players in better enjoying Infinity Wars.

*As a new player coming into the game, it’s important they learn things the right way. Infinity Wars takes a different mentality to play the game at a high level, and we’re going to take a look at those first 2 hours of a newbie coming into a brand new card game.

*There’s a big shift in play experience going from the Campaign out into the scary, frightening world of PvP. We want to look at how we can smooth out that experience and reduce the amount of shell shock, and help that first Mass Death that you didn’t avoid sting a bit less.

*As any card gamer will tell you, one of the primary driving factors is….well….cards. A collection is one of our greatest possessions, especially one that we can be proud of. One of the things we’re going to be discussing is the overall experience of building something you can be proud of. It’s a very open ended discussion, but an extremely important one.

*When you become a veteran player your mentality shifts. Your collection is satisfying, your deckbuilds get tweaked and optimized consistently, your friends list can get annoying. What keeps you logging in? What keeps you interested?

These are all discussions happening actively internally, and we wanted to make sure you knew what was going on with our processes there. Of course this isn't the first time these discussions have been had, but the discussion this time takes the role of getting the solution rather than simply identifying the issue. Once some development has come out of these discussions we’ll be able to let you know what that looks like.

One thing I’d like to point out, as I know there will be some questions on this front, is where “Feature” development is at. The word “Feature” can cover a wide variety of topics and I won’t touch on each one of them as it will mean something different to each one of you.

At present we would love to work on features and content, however we must be very real with ourselves. Developing features and content will pull more people into the game, and give all of you some more ways of enjoying Infinity Wars, however we can’t leave the player experience in it’s current state. Before we complete work on any new features or content, we need to make sure that the core experience of Infinity Wars works.

Beyond that point, we get the opportunity to do some things we’ve been wanting to do for a long time. Thanks to having 2 new bodies, a better internal process of handling bugs and streamlining time management, everything is going in an extremely positive direction.

So thank you to all who have stuck with us and continue to check back with what we’re up to. All of your feedback, all of your posts and questions, even just the random thank yous help us more than you can imagine.

We’ll see you back here next month for some updates, and I’ll see you on the battlefield!

TL;DR List


Title: Re: Infinity Development: March Edition
Post by: Teremus on March 25, 2015, 05:52:41 AM
Dust should be cleared up, enjoy.
Title: Re: Infinity Development: March Edition
Post by: Benionin on March 25, 2015, 05:57:43 AM
  • The war between Yobo and Puffy rages on. There will be no survivors.

Which one is the Dread Pirate Roberts?

In other news, HYPE!
Title: Re: Infinity Development: March Edition
Post by: Teremus on March 25, 2015, 06:06:42 AM
Quote
Which one is the Dread Pirate Roberts?

Yobo killed him.
Title: Re: Infinity Development: March Edition
Post by: Rethorian on March 25, 2015, 06:08:36 AM
TL;DR List

  • Monthly instead of quarterly statements to make smaller, more easily conveyable communications.
  • Two new dudes behind keyboards spraying RAID cans.
  • Oppression and Foundation are getting designed and they’re gonna be sexy as puffy.
  • Draft pool will consist of Foundation, Order, and Oppression once Oppression comes out to make the draft pool better for everyone.
  • We’re discussing some key areas of the New Player and Core experiences to polish up and streamline the game. We’ll send out more information on that subject once development comes from it.
  • Experience before content so that content works for more players. This is possible for us to accomplish thanks to having more people on hand.
  • This is likely going to edge on the longer side of these kinds of communications.
  • The war between Yobo and Puffy rages on. There will be no survivors.

This... isn't saying much. Basically, you said you have more staff (good!) along with the promise you'll work faster (heard that before...). Draft/Foundation information is interesting. And you're discussing the player experience (heard Lightmare say they were talking about stuff internally before... with no progress ever achieved).

What's more, you're saying further communication from this format is going to be SHORTER?
Title: Re: Infinity Development: March Edition
Post by: Teremus on March 25, 2015, 06:18:29 AM
It's not saying much because it's a TLDR list.

I will communicate what is happening in a given cycle, if that information happens to be less actual words and more work itself, is that my fault? Is that anyone's fault?

I'm letting you know exactly what is going on internally right at this minute, and I'm going to let you know exactly what's happening internally in the next cycle once that discussion comes to a culmination that ends in a development path.

Thanks.
Title: Re: Infinity Development: March Edition
Post by: Rethorian on March 25, 2015, 06:41:07 AM
I expected more. Actually I didn't, I expected less. The words in my head I had for my expectations was a glorified post-it note. So my expectations were exceeded.

I was hoping for more though.

Looking back at an old post:

http://forum.lightmare.com.au/index.php?topic=62548.0

We see a game plan from Elphie that included: Order, Sidedecks, Bo3, Weekly Decks. And in the coming months, we saw those features come out. That's like a 6 month game plan.

Now, ignoring the fact the 2015 Client that has never been mentioned again since, I feel that post gave me more of an idea of what Lightmare was working on, than your post tells me. You're bug fixing, and you're discussing things. That doesn't sound like a game plan.

What happened from Order until now? It's been almost 4 months. In terms of content, we've got a Thrall hotfix that came way later than it should have, broken M/A, broken weekly quests, broken cards (Bury/Boyo/Tome) which were somehow working fine UNTIL the patch. Oh, and we can speak Russian in chat now.

Oh, and remember that balance patch that's supposedly in the works? Not mentioned in your post. So either Lightmare isn't working on it, it's finished and waiting to launch, or you just skipped over it.

No mention of Ian's Death Ray, or the missing XP/IP Tokens.

Not only has seemingly nothing happened in the past 4 months, you're now saying you haven't even got an idea of what you're going to do beyond 'discussing' things.

I guess you're right. If Lightmare does almost nothing during an entire month, then the monthly report are going to be rather short.
Title: Re: Infinity Development: March Edition
Post by: Teremus on March 25, 2015, 07:04:45 AM
Quote
If Lightmare does almost nothing during an entire month, then the monthly report are going to be rather short.

That was in absolutely no way what I said, you're better than that.

Quote
You're bug fixing, and you're discussing things. That doesn't sound like a game plan.

If you really want to simplify it in that manner, then you're not giving me any kind of respect when I'm trying to discuss something with you. I'd recommend changing that portion of your post first.

2 people are bug fixing, and working on client code. What does that include? The very things you mentioned that we have stated we are aware of throughout numerous other threads on this forum. This thread isn't a "What we're aware of and fixing" bug list, that's not the purpose here. You can find that information elsewhere.

Quote
you're discussing things

Things? That's literally zero respect to what I said.

We're discussing specific portions of the game that we feel we absolutely need to optimize and change for the better health of the long-term expectancy. This included very specific topics that I gave you on what those discussions are and you've gone well out of your way to ignore those topics.

Moreover, the answers you're seeking are in NEXT month's cycle. You don't like discussion? You think discussion is wasting our time? Results can't happen without planning. Taking a few days to make sure the next month happens properly is incredibly necessary.

Quote
Thrall hotfix

No, actually, this "Hotfix" as you so aptly put it was part of a much larger bug fixing patch that you've also decided to completely neglect. It wasn't a hotfix in any sense. Getting our two new members onboarded and on the right track to start working on the bug list that we have is part of that process.

Quote
broken weekly quests

Discussed in the patch notes. They've been taken down so we can fix them. Who's fixing things again? Same people that were just onboarded.

Quote
broken cards (Bury/Boyo/Tome) which were somehow working fine UNTIL the patch

You really want me to explain a bugged card in a dev cycle communication? Well this is the wrong place for it. We've stated they're disabled until they're fixed. I'm not going to re-iterate this over and over. Bugs happened, they need to be fixed. That happens.

Quote
Oh, and remember that balance patch that's supposedly in the works?

Again, wrong place for it. It's already been discussed with the Infinity Council and that work has been compiled. Not the place to discuss it in this thread because that's not part of this dev cycle.

Quote
No mention of Ian's Death Ray, or the missing XP/IP Tokens.

Both of these have been discussed, and I'll check where the process is at for distributing the death ray art. The missing XP/IP tokens (that you intially reported) is under investigation thanks to the reports we've received so that we can resolve it. Again, this isn't the kind of information to be discussed in this post.

Quote
Not only has seemingly nothing happened in the past 4 months, you're now saying you haven't even got an idea of what you're going to do beyond 'discussing' things.

Again, absolutely and completely incorrect with zero respect.

This post discusses what happens in THIS dev cycle, and each post moving forward will do the same. Saying that nothing has happened is ignoring everything we've done and put forth. Certainly less has happened than we would have liked, but that's absolutely no reason to say that nothing has happened.

We're formulating a game plan coming out of a cycle that was largely based around Fabrika, something that's still not perfect. Sorry, but that's part of game development is discussing things. Getting information organized, getting time management organized, and having that lead into a cycle that's purely about the creation aspects. We're in a phase right now where we know exactly what we want to do, but figuring out exactly how to do it is pretty essential or we're just going to waste time re-iterating constantly.

Instead, we actually have the capability to take a step back and look at the big picture, figure it out, and get it done in a timely fashion instead of just rushing through a sprint to try and meet a deadline because we don't have enough bodies filling roles.

Don't like where it's at? Sorry, but there's no reason to understate the information that I'm giving you, and this is likely one of the healthiest cycles we've had in a long time. This is a very solid case of damned if I do and damned if I don't.

There's been some internal shifts that, I apologize, I cannot discuss externally. But basically what it means is that you won't see results from it right away. The processes we're taking is a phase of organization and getting the heads screwed on straight. While things are happening internally to make great strides towards positive results, you guys just see the eventual culmination of that and that takes time.

Trust me, I get that. That's not something that pretty words or fancy rhetoric can resolve, and I won't even attempt that. You don't deserve double speak and you won't be getting it.

What I can tell you is that all of you know me. All of you know what I do for Infinity Wars day in and day out. What has happened internally is the absolute healthiest I have ever seen this team work, and I honestly cannot overstate that.

I'm not asking for your patience, I'm not asking for your trust, I'm simply being honest with you. What this cycle will lead into next month is an incredible step forward thanks to great strides taken internally and no shortage of humility. It will turn into wonderful things for us, I am confident in this.

Thanks.
Title: Re: Infinity Development: March Edition
Post by: trivialpursuit on March 25, 2015, 07:45:16 AM
This might be hard to answer but how long until Oppression is released? If you guys just started the design process, maybe summer time?

Also, will a balance patch be released next month or will it be longer than that?

As I have expressed previously, I'm just not enjoying the game at the moment, for reasons you've already stated and are probably more than aware of. I look forward to the new draft pool, but the slow changes are seriously a killer...
Title: Re: Infinity Development: March Edition
Post by: Teremus on March 25, 2015, 07:52:28 AM
This might be hard to answer but how long until Oppression is released? If you guys just started the design process, maybe summer time?

Also, will a balance patch be released next month or will it be longer than that?

As I have expressed previously, I'm just not enjoying the game at the moment, for reasons you've already stated and are probably more than aware of. I look forward to the new draft pool, but the slow changes are seriously a killer...

The design process itself is actually extremely far along in the process as most of it was a slow buildup throughout everything else we were doing. Sorry if I didn't make that clear in the post. I try to avoid rough ETA's because they're not in any way true representations of timeframes and can easily change. Hopefully I'm able to get some communication on this front going this week.

The balancing efforts were discussed earlier this month so a patch should happen in April yes, if it doesn't happen prior to my next Infinity Development posting then I will discuss it there as well.

Trust me I get where your head is at and I don't blame you one single bit. Change internally takes much longer to manifest externally than most companies would ever care to admit. All I know is what I can see from my own perspective, and this is the healthiest they've ever been at.

With the addition of staff, and the streamlining of efforts, moving forward it's going to be a hell of a lot easier. I know that's not an easy pill to swallow because it's basically saying "hurry up and wait", but again all I'm doing is being honest. Great things are happening, and I'm excited to watch it continue along this path, especially if I can get some more puffy going. ^.^
Title: Re: Infinity Development: March Edition
Post by: Memlok on March 25, 2015, 08:27:48 AM
I just love how some people will skip the whole Wall-O-Text, just read the TL;DR and than complain about the lack of communication and/or info.  ;D
Title: Re: Infinity Development: March Edition
Post by: Rethorian on March 25, 2015, 08:49:55 AM
I just love how some people will skip the whole Wall-O-Text, just read the TL;DR and than complain about the lack of communication and/or info.  ;D

I read it in it's entirety several times. I don't feel I have a good idea the direction the game is headed in, or what work has recently been done. That's too short to me.
Title: Re: Infinity Development: March Edition
Post by: Junker99 on March 25, 2015, 09:45:30 AM
Well I'll keep this short.

I think even if smaller? More frequent communication is good, it's just nice to know there are things going on than the wall of silence. That can make a player more jittery than anything else so I'm glad the lines of communication seem to be open again.

Also hell ya for more bug slayers. :| Seriously if we don't bug hunt they might end up a new faction!
Title: Re: Infinity Development: March Edition
Post by: Nehkrimah on March 25, 2015, 10:30:28 AM
The foundation sets will have alt art? cool.

Next question is that if that's the case, will there be a pre-order for it so we can get this alt art in plat as well?

Thanks for all the work you guys and gals are doing over there,. really appreciate it.
Title: Re: Infinity Development: March Edition
Post by: IguanaMan on March 25, 2015, 10:32:35 AM
I really like what I'm hearing here, more staff hired was exactly what I wanted to hear.  The points up for discussion are all definitely worthwhile.  It's also well written and easy to follow.  Thanks Teremus.

Really interested in the comment re new art methods, can you elaborate?  I'll be happy as long as Pat Boiteux stays on as an artist. :)

I think the loss of a complete dev cycle due to Fabrika was not the best idea considering the state of the game.  If the game was solid at the time I could understand it.   I do hope that the long term benefits of the arrangement eventually outweigh the lack of attention to the original client, which is unacceptably buggy in my experience.

Looking forward to improvements.
Title: Re: Infinity Development: March Edition
Post by: zekses on March 25, 2015, 10:57:20 AM
I have to agree that I expected more. It's been more than 3 months and at least sneak peaks about next set should be available. Let me TL;DR; your tldr:

"We're working on it."

Sorry, I don't buy it. There is a lot of fluff in the original message, but it only hides the fact that the actual relevant contents ppl expected from quarterly is even less than tldr'd version. If ther eis more to come - you've chosen the wrong part to start from.
Title: Re: Infinity Development: March Edition
Post by: IguanaMan on March 25, 2015, 11:18:23 AM
I have to agree that I expected more. It's been more than 3 months and at least sneak peaks about next set should be available. Let me TL;DR; your tldr:

"We're working on it."

Sorry, I don't buy it. There is a lot of fluff in the original message, but it only hides the fact that the actual relevant contents ppl expected from quarterly is even less than tldr'd version. If ther eis more to come - you've chosen the wrong part to start from.
It's not a quarterly though... its a monthly.  Though it was worth pointing out.  From what I understand this is not meant to detail what has gone on in the last 3 months, but more to do with previous and coming month.

What else can he say other than "We're working on it" or "We've done it"?  One of the main issues I had was lack of communication.  It's better that stuff like this is coming out so we know whats going on, even if it is just telling us what they are working on.
Title: Re: Infinity Development: March Edition
Post by: suli on March 25, 2015, 11:43:36 AM
I like the foundation set idea, some cards from the IW2013 set are so important to their factions. I also hope that the 'Coyles' would be included in the foundation sets/  ::)
Title: Re: Infinity Development: March Edition
Post by: wham on March 25, 2015, 11:50:52 AM
Glad devs are taking into account the new player experience now. All that other stuff also looks good, especially having more concise updates, but having more new players will always be great.
Title: Re: Infinity Development: March Edition
Post by: Rethorian on March 25, 2015, 12:02:51 PM
Alright, constructive criticism time:


The Infinity Wars Team grows with 2 more Warriors

So we’ve got two new hands on deck to support the bug fixing efforts, and issues affecting the core player experience. These fine gentlemen will assist us in optimizing, polishing, and spraying those RAID cans everywhere.

Say hello to Du-z, and TheMoot. Both of them will be joining our client programming side of things.

With the inclusion of these lovely gentlemen, this frees up our processes a bit more. We get to work on bugs as well as designing at the same time….it’s like we’re in heaven! More info on THAT subject below.

Please welcome them into the fold, and look forward to their good work in the coming weeks.

More people, especially programmers = good. Welcome, Du-Z and TheMoot!

Oppression and Foundation set designs/concepts

Let’s talk about what’s happening with the Design aspect of the game.

Foundation Set: So the last time you heard about this was when we introduced the concept of “Rotation”, and we didn’t really give you too much to go on with what it actually means.

The Foundation Set is meant to keep cards and mechanics that we deem a “foundation” to the game in circulation at any given point regardless of what Chapter (Block) we’re in. Treat IW2013 as the first “Foundation” set of Infinity Wars, as Rise marks the start of the Rise “Chapter”.

Not all cards will stay, and there may even be some new cards in Foundation, but the primary purpose is to serve as a buffer for all future sets, along with assisting new players reduce the barrier to entry and allowing existing users to stay relevant in any Chapter.

Any card that is re-printed in a Foundation Set that you have an original copy of is something you can use. Consider it a legacy version of the card, but so long as it’s in legal circulation, you can use whatever version of it you own.
Foundation Set has been explained previously, not seeing a lot of new information, but more clarity/insight into the rotation process is always welcome.

200 cards in Foundation seems a little excessive from my first estimates. So, here's my wild guesswork:

200 Cards / 7 Factions = 25 cards or so per faction. I count 68 cards in Verore currently. Can't be bothered looking it up, but lets say Verore reaches 100 cards by the end of the Order block.  25% of the set is going to stick around. Can you even name 25 good Verore cards you'd consider foundation off the top of your head?

Considering the first foundation block is likely to heavily favor Core/Rise Block over order cards, I wonder how many cards we're even getting rid of.

Rotation sounded cool (and horrible at the same time) because it made me wonder how different factions could be without core cards? What if Genesis wasn't Lucca based? DoD without the sages? What if Flame Dawn was turned into a rush/mid-range hybrid faction and most of their early rush rotated out?

The idea seemed to be, we don't have to let old cards dictate what new cards we can add. If we're not even going to try throwing any old cards out, what's the point of even rotating? Just removing old garbage?

Oppression Set: The groundwork for your next full set of cards has begun in terms of design. Thanks to having a few more hands on board, designing a set of cards doesn’t detract from the overall process of day to day workflows. What does this mean for you? It means that we’ve been able to manage our time much more optimally to allow for re-iteration of our own designs.

It means we’re able to put forth designs, test them out, and if we feel we need to re-iterate on anything we have much more freedom and time to do that now. Then we can move into playtesting, re-iterate/tweak where necessary, and release to you a quality set of cards.

One other little note for both of these things. We’ve developed some new tech that allows our artists to have some more freedom with the artwork, as well as reducing the asset load of the cards themselves. So it means that not only will the Foundation Set introduce new artwork for cards you’re already familiar with, but it also means that both of these sets will mark brand new ways of bringing our cards to life.

New cards are always awesome. I have more faith in the Infinity Council than i've had before, I can only hope that the developers lean more heavily on them during card balancing. I found Order overall dissapointing, with the exception of Verore/FD.

Don't really care about art. I like the art in the game, but i'd play with black textures instead of art if the card game was good enough.

Drafting

One other thing to be aware of is how we’re looking at the Global Draft pool as we move forward in development. It’s currently not in a place we want it to be with a bunch of cards that will pretty much never be picked in the pool just ruining some user’s picks.

With the advent of the Foundation Set, we wanted to let you know what’s happening with the Draft pool. The Draft pool will consist of Foundation, Order, and Oppression.

One of the first questions I’m sure you’ll have is “Won’t that make the draft pool ridiculously small?”. Well let me give you some info that’ll help you out. It’s important to remember that the primary reason we’re doing this is so we can more tightly control the draft environment and ensure it continues to be fun throughout each Chapter.

Now for that question of whether or not the draft pool will be ridiculously small. The Foundation Set will include around 200 cards consisting of mechanics and cards we felt needed to stay in the game at all time from sets that will eventually rotate out so that we can keep the game in a nice, even environment.

This gives us the control we need to make sure draft isn’t flooded with control cards or has one too many factionless in your lineups, etc. We’re hoping this makes the experience of drafting a deck much more fun for everyone, and we’ll continue to monitor it once this goes through.

I'm not a drafter, so can't really offer a lot of feedback. But I can't see how having a foundation set somehow stops factionless cards popping up, or too many control cards. Foundation seems like it'd add some stability in the long term to keep the card pool viable. But too many factionless, or bad picks seems like a problem that should be solved with programming/redesigning the rift system, not sets.

But I really don't understand so I could be completely off here.

New Player Pipeline and Core Player Experience

Lightmare is always looking at the best ways to improve Infinity Wars for the long-term. Thanks to the incredible amount of feedback the community provides us, we are looking at very specific areas of the game that we would like to optimize.

In the coming weeks, discussions internally will focus on (but not be limited to) the below topics. The discussions will involve large amounts of player feedback, design structures, and feedback loops for how we can assist all manner of players in better enjoying Infinity Wars.

*As a new player coming into the game, it’s important they learn things the right way. Infinity Wars takes a different mentality to play the game at a high level, and we’re going to take a look at those first 2 hours of a newbie coming into a brand new card game.

*There’s a big shift in play experience going from the Campaign out into the scary, frightening world of PvP. We want to look at how we can smooth out that experience and reduce the amount of shell shock, and help that first Mass Death that you didn’t avoid sting a bit less.

*As any card gamer will tell you, one of the primary driving factors is….well….cards. A collection is one of our greatest possessions, especially one that we can be proud of. One of the things we’re going to be discussing is the overall experience of building something you can be proud of. It’s a very open ended discussion, but an extremely important one.

*When you become a veteran player your mentality shifts. Your collection is satisfying, your deckbuilds get tweaked and optimized consistently, your friends list can get annoying. What keeps you logging in? What keeps you interested?

These are all discussions happening actively internally, and we wanted to make sure you knew what was going on with our processes there. Of course this isn't the first time these discussions have been had, but the discussion this time takes the role of getting the solution rather than simply identifying the issue. Once some development has come out of these discussions we’ll be able to let you know what that looks like.

One thing I’d like to point out, as I know there will be some questions on this front, is where “Feature” development is at. The word “Feature” can cover a wide variety of topics and I won’t touch on each one of them as it will mean something different to each one of you.

At present we would love to work on features and content, however we must be very real with ourselves. Developing features and content will pull more people into the game, and give all of you some more ways of enjoying Infinity Wars, however we can’t leave the player experience in it’s current state. Before we complete work on any new features or content, we need to make sure that the core experience of Infinity Wars works.

... finally. I'm glad that Lightmare's finally gotten around to working on this, but at the same time i'm extremely annoyed that it's taken this long, and that it's only in the beginning stages. There's not a lot I want to add here, we have MONTHS worth of feedback on improving player retention and quality of life, and i've got nothing new to add onto that.

Advertising is completely pointless with the level of player retention and burnout we're going through.

I will say though, I think more can be done to solve the issues outside the game, in addition to development changes. I still feel that there's room for improvement in growing/investing in the community from Lightmare. I'm not laying the blame on Teremus here, because he's busy with other projects, but if Lightmare has the time, I think focus needs to go into getting the community alive and active again. The forums seem dead compared to what they once were. Veterans keep leaving, community projects keep getting abandoned, and streamers don't really seem to be rewarded for helping spread the word.



Overall, what i'd like to know more about in these reports in the future is what the developers aren't working on. I know that sounds insane, but I've heard nothing about the 2015 client. Is it in development, postponed, cancelled? If the Order Balance patch isn't considered something the developers are in involved in, and hence relevant to these reports i'd like to know why. And if the patch is still being worked on, or worked on at all.

Adorabear has brought up Draft Leaderboard rewards before. It's not really relevant to me, but i'm sure there's people who would love to know if that's ever going back on the radar.

Maybe it's silly to expect to hear about everything that's not in active development. But Lightmare has left a lot of promises and projects hanging. Some of us would just like to know they're not actively being considered/pursued.
Title: Re: Infinity Development: March Edition
Post by: wham on March 25, 2015, 12:27:34 PM
What I've heard (in the last stream) is that IW2015 is on hold until LM can accrue some funds, at which point they'll commission it and it'll get done all at once.

Please correct me if I got something wrong. It's not like I was taking notes when Teremus was talking.
Title: Re: Infinity Development: March Edition
Post by: Thechynd on March 25, 2015, 01:33:05 PM
So the draft pool is going to consist solely of foundation and the current block after Oppression comes out? I know this is pretty far off but do you have a plan in place for when the game's 3rd block comes out? Will draft then consist of just foundation and a single set or at that point will you be willing to include cards from Order block even though you don't want to currently include cards from Rise block (except for whatever gets included in the foundation)? Or is it far enough off that you don't want to make an early decision about that yet?
Title: Re: Infinity Development: March Edition
Post by: goobypls on March 25, 2015, 03:15:55 PM
Hey thanks for the effort that was made to put up this large post, good read.

Something I would personally be interested in, is the Balance Patch. Perhaps there's a chance you can elaborate a bit on the progression of it in the next Development Post? I think it's nice for players to get a look behind the scenes on how testing has turned out so far. Eventually I think it would be really great to cover things like big patches in a video or on a stream with explanations on the changes that were made. A quick forum note on what cards are currently being looked into, would already do for me, but the more the better. I remember people being hyped about the stream where Poga talked about the design and balance of the game. Hopefully something like that will return in the future. There was something about it that made it feel like there was a closer connection to the player base, easy to understand and more down to earth.

Alright, good luck and don't forget to post some pics of you lashing the whip at the new programmers to keep us all motivated.   :P
Title: Re: Infinity Development: March Edition
Post by: MakinoMane on March 25, 2015, 05:10:47 PM
Ohhh...More Veteran player content?! I look forward to more unique PvE. PvP has never interested me when it comes to gaming unless it's just playing around with friends. Some more content I would love to see is:

More Campaign/Lore with the introduction of every set:

With every Set, I think we should get 1 or 2 more additional Campaign missions added onto the campaign of every Faction still in rotation. These missions will introduce new cards from those sets and more challenges. Rewards could range from 1 or 2 new cards from the set for that faction, to avatars/titles that interact with the changes to the Faction. I.E: Order Set brought upon the end of the Sleepers. So the Sleepers campaign would show that in the final match and the reward could be a title called: the Virus Purger.

More Academy Missions:

The Academy, in my opinion, is the best place for new players to learn unique concepts to Infinity Wars. This is where I learned the game. I beat all the Academy missions before moving onto the campaign and teaches a lot of stuff that the Campaign lacks that are key to learning how to play this game. I believe this should be improved with more concepts that newer players lack the idea of.

In a sub category to this, there could be Puzzle challenges based on unique abilities. These abilities would include: Bloodthirst, Unstoppable, Untouchable, etc. Adding in these kind of missions where you must use these unique abilities could greatly help newer players figure out how to properly use each ability. It would also help every player when new Faction wide abilities, such as the aforementioned abilities, are introduced to the game.
Title: Re: Infinity Development: March Edition
Post by: OneTwo on March 25, 2015, 05:54:54 PM
I cant find the right words to express my thoughts.

Well, finally we received some replacement for the so called Q1 statement. Im sure, Teremus put a lot of effort in it, but its the complete opposite of that, what i was waiting for. I dont even understand, why such a posting needs any conifrmation or internal approval. The shared informations are good, dont get me wrong, but nothing concrete.

I waited for a great announcement with topics like the grand non-premium IW Core 2013 disaster, the IW2015 client, the balance patch, the disabled weekly quests, the buggy illegal cards we have at the moment, the missing exp/ip tokens etc... combined with a time-frame to give the gamers a outlook when something rly will be fixed! So i was expecting some kind of confindetial facts for the next 1-4 weeks. Some kind of short-time promises that keeps us motivated to log in right here and now...

its great, that u discuss the future for the game, and want to change something in the future. But today, tomorrow, next week, next month?

Well, u said that there will be no marketing-stuff or whatsoever in this announcement. I have to admit, you were right, Teremus. To the better or worse.

Maybe its not fair to share my negative thoughts all the time with you. Not at a time, were u invested much effort into a posting like that, which took obviously a lot of time and work. But u dont reach me... LM doesnt reach me.

So while ur discussing, how to keep me and frustrated players like me ingame in about 6 months or maybe later, im thinking about selling my collection and quitting the game like all the other guys in the TRADING forum (lol - never was a trading section). The only reason why i dont do it is, that too many ppl are selling right now. It feels like the rats are leaving the sinking ship, while ur discussing the end of the horizon.

Title: Re: Infinity Development: March Edition
Post by: Interesting_Socks on March 25, 2015, 06:27:16 PM
Thanks for writting this Teremus! It's good to know what you guys are up to, without having to watch all your streams :)
Title: Re: Infinity Development: March Edition
Post by: Rivenfell on March 25, 2015, 07:23:12 PM
My god. The mention of the upcoming Oppression set has gotten me wet.  :-*
Title: Re: Infinity Development: March Edition
Post by: Winsanity on March 25, 2015, 09:04:50 PM
0/10 Still no discussion of when we will be getting our jetpacks
Title: Re: Infinity Development: March Edition
Post by: Qfasa on March 25, 2015, 09:55:51 PM
Hey, look, a lot of new promises how good everything will be eventually.

I actually have wrote a lot of words about it and then I deleted them all. The simple fact is – before the release I said that deeds will show better than words what will happen with the game. Well, they did, at least to me. All I see is another bunch of words how bright and happy will be future of the game because of some "internal discussions and stuff". According to all I saw for the last half a year, I don't believe that this future will ever come. Not with Lightmare as the developer of this future.

I'm not doomsaying or anything. The game will survive. Its excellent core idea and the endless potential will help it to exist no matter of what parts of it are broken. But I'm afraid it always will be a buggy, uncompleted mess because LM cannot do better and has proved it with its deeds in multiple occasions.

Two new guys (hi, Du-z, and TheMoot)? Few months ago I would be happy to hear it. Now? By the look of how often these guys are mentioned in the article I have a feeling that they literally have saved the day. Will they be able to increase overall quality? Don't know, and almost don't care. Too tired from promises which are completely different from what I'm seeing in the game on a regular basis. Can't even force myself to believe in them anymore.
Title: Re: Infinity Development: March Edition
Post by: Chapmandu on March 25, 2015, 11:12:54 PM
Too tired from promises which are completely different from what I'm seeing in the game on a regular basis. Can't even force myself to believe in them anymore.

I'm afraid I agree with Qfasa, it's just more promises to add to the mobile client, API, card art dump, IW2015 and server-client architecture. I really do hope that things improve (not only as I've invested a lot of time into the Infinite Network but also because I loved the game itself) but like most people I'll be judging that based the quality of Infinity Wars itself rather than promises Lightmare make.

Also unless I'm wrong, the 2 new staff members are replacements for 2 programmers who left rather than 2 additional staff.
Title: Re: Infinity Development: March Edition
Post by: CaptShenanigans on March 25, 2015, 11:19:56 PM
Definitely a great article. Thanks for posting!

My favorite takeaway that some people may have overlooked. 2 new devs on the team!

Why is this awesome?

Yes, of course it means bugs will get squashed faster but you have to look at what else it means to really understand why its the single best thing we've heard from Lightmare in 2 years.

1 - First time I've seen them flat out hire two new people they weren't back filling.
2 - This means the game is healthy internally, meaning its earning money, or it's getting new investors. Either way it means the game is on a forward track more than ever.
3 - New hires means a ramp up of timelines and development activity. If there's one thing that has discouraged the vets who have been here for a long long time its that the game progresses pretty slow due to the size of the dev team. Finally stuff is going to get done faster!
4 - If they're hiring and improving things faster that may mean slow growth gives way to fast growth (growth of the company, the game, the community, the development and release of new sets and features).

Eventually they'll be kicking butt and taking names but until then its a slow increase. But for the first time ever its moving in the right direction.

I work in business folks. I interact with 30 companies daily. Some are small, a few hundred, some are mid size a few thousand, and some have tens of thousands of employees. Why do I bring this up? I can tell you based on my experience that a company not hiring is in bad shape and a company who is hiring is growing and growth is awesome. This single piece of information is a huge boost to the players of this game if you really look at all it means.

Keep it up fellas!
Title: Re: Infinity Development: March Edition
Post by: Teremus on March 25, 2015, 11:21:12 PM
Quote
Also unless I'm wrong, the 2 new staff members are replacements for 2 programmers who left rather than 2 additional staff.

Actually they fill two separate roles, much more important roles for the state we're in.
Title: Re: Infinity Development: March Edition
Post by: Teremus on March 25, 2015, 11:27:39 PM
Allow me to re-iterate something for my prominent nay-sayers out there.

I'm not asking for your trust, I'm not asking for your patience, I'm simply being honest with all of you. A lot of you have acknowledged that the way the announcement disappointed you is simply with expectations of something different, something of a more complete scale, something that would be "X is being programmed and will be released Y" would have sated you.

You've also acknowledged your understanding in my role in all of this, and I appreciate that.

I'm simply informing you that from my perspective this is the absolute healthiest I have ever seen this team. That, unfortunately, is an internal deal. When a shift internally in any direction happens it takes time to manifest externally.

What has happened internally, I honestly cannot speak to, but good lord is it incredibly positive for this company and any of it's projects.

All of you know that I'm more than aware of your mentality if you were disappointed by the information in the post. Seriously I get it, and a large majority of you know that I do.

I'm not going to say "Wait for the next one." because that's not the end of it, nor is it fair to anyone. This announcement sets the stage for incredible things to come, and I get to do far more than I ever have.

So I'm simply informing you. If you appreciate what Infinity Wars can be, stick around, it finally gets to happen the right way.
Title: Re: Infinity Development: March Edition
Post by: ORISOLVE on March 26, 2015, 03:42:54 AM
I'm sorry, I love you and all, Teremus and have tons of respect for what you do, but I would rather watch a Cat video than read this post. This statement states nothing I haven't already known. It isn't new information, and was good waste of 15 minutes of my life.

If you are forced to type such non-sense in such an elegant style, I would prefer it if you didn't have to type these monthly statements. You're time would be better appreciated chatting with players in Global or continuous monitoring of forum posts, etc.

These statements will be short and a constant repetition of "We are working on the next set and we are bug squashing,". I expect Lightmare to already be doing this and don't need to hear that you just started working on it.

Just my two cents regarding this post.  :D

Congratulations to the 2 new team members joining the Infinity Wars family. We will fight a lot but just know we will always love you. We're stuck with each other, so in your face! :-*

Title: Re: Infinity Development: March Edition
Post by: Qfasa on March 26, 2015, 08:39:05 AM
I can tell you based on my experience that a company not hiring is in bad shape and a company who is hiring is growing and growth is awesome.
I agree with you. But I'm looking at this at another angle. Those are first two people LM ever hired in almost two years! What would you say about them a month ago, before this statement, and before information about new guys was available?

I'm not really confident to discuss internal stuff because I know nothing about it but I have logic. Never before LM did an announcement about them hiring someone (well, artists. No disrespect for you guys but this isn't the same). And now, when it's finally happened, it looks almost like worshiping to them, to be honest. They've arrived and now LM can do this, and that, and something else, and everything is going to be great. I'm sorry, but behind this I see "we weren't capable to do all of this stuff before these two guys". Yeah, that explains me couple of moments from the past few months.


Actually they fill two separate roles, much more important roles for the state we're in.
And who replaces those who had left? Their roles were less important but not useless I suppose?

See, Teremus, I'm not dissatisfied with the post. For hyper-connected user as I see myself it's "meh" but you explained that you want to keep it simple and short. Well, I can live with it, newcomers need info too and if you think this format is better than I won't argue with you.

I'm dissatisfied with the fact that this post is late for at least 3 months. Back then I could be excited about something you do "internally". But instead we had promises about Q1 statement and lots of excuses about how it should be approved, and improved, and updated. Month, after month, after month. In the mean time what were your deeds?

The gap between 1.2 and 1.3 is 3 months and for that time nothing happened here. Those are your deeds. Russian server was launched. It was a terrible mess and as far as I know it isn't recovered in full, it still has some troubles. 1.3.12 deed a few good things and broke another ones. As usual. Those are also your deeds. Besides that we've had promises for the balance patch, and IW 2015, and some new exciting feature with first info about it in the February. Nothing of it ever happened and those are also your deeds (or no-deeds if this is a word).

And now your post says "everything will be great. I won't tell what happened with all that stuff we promised you before, instead I will tell you lots of new stuff about our great future". You know what it reminds me? Russian politics. Well, I suppose you can tell it about any politics in the World but I know only Russians. Promises, after promises, after promises. Always about the future, never about current situation. Later no one cares to fulfill them, instead we just have new promises. Yes, you're talking about current problems but when they will be solved? In the future guys, in the future. Everything will be amazing in the future, just stick with us and you will see.

In the mean time, six months since release, we still cannot play without risk of being screwed by one bug or another, patches' quality isn't getting any better, people are leaving but hey... great future awaits.
Title: Re: Infinity Development: March Edition
Post by: schumisaurus on March 26, 2015, 10:25:28 AM
I agree with you. But I'm looking at this at another angle. Those are first two people LM ever hired in almost two years! What would you say about them a month ago, before this statement, and before information about new guys was available?

I will say this. More than the just announced two have been hired in the past 2 years. I was hired with 3 others, including Poga, 1 year ago. There just wasn't a big announcement or anything.
Title: Re: Infinity Development: March Edition
Post by: Qfasa on March 26, 2015, 10:48:28 AM
I agree with you. But I'm looking at this at another angle. Those are first two people LM ever hired in almost two years! What would you say about them a month ago, before this statement, and before information about new guys was available?

I will say this. More than the just announced two have been hired in the past 2 years. I was hired with 3 others, including Poga, 1 year ago. There just wasn't a big announcement or anything.
Thanks for the info, and I apologise for my mistake then. Still can't see this as promising as CaptShenanigans sees it but at least this part of my concerns not as bad as I thought.
Title: Re: Infinity Development: March Edition
Post by: The_Fallen on March 26, 2015, 08:28:24 PM
It's really good, that nothing has changed. Therfore I can quote myself: [end sarcasm]

Quote:
"Re: [Dev Blog] Moose Report #1
« Reply #23 on: July 03, 2014, 05:05:33 PM »
Tbh I'm not very happy with this post, as it is mostly general talk.  Much more specific details would be very appreciated: For example the discussion about [...] (insert any topic brought up by the players in the last few months)  I' know you can't say that this [...] will be like this in the next patch, but you could point out the pro/contra arguments discussed by lightmare."

Title: Re: Infinity Development: March Edition
Post by: Sir_T_bone on March 27, 2015, 02:01:15 AM
I just wanted to say that I'm really exited about the coming changes, especially new card art and improved flexibility for the artists.  I have to say that is one thing that really drew me into the game and I still always enjoy.
Title: Re: Infinity Development: March Edition
Post by: Caberman on March 28, 2015, 03:24:17 AM
So since I'm a draft fanatic I think I have to drop my 50cents on your decision in terms of draft pool.

Obviously alot of what I will be saying here are assumptions considering we know nothing but the relative size of the foundation set (~200 cards). For this post I'm just going to guess that, let's say, cards like Masked initiate or Scramble are not going to be part of it ("trash"-tier cards, considered useless by the majority of the community).
First off you need to ask yourself: What brings a player to play draft instead of constructed? For newer players it's often the fact that every player, no matter how long they have played, are put on an even playing field card-wise. For more experienced/veteran players like me however it's often the fact that draft offers a unique type of games, in which you see cards/decks played that simply can't find a place in an optimized constructed deck.
You mention in your article that you don't like the state of draft because cards exist that "will never be picked" and thus "ruin some user's picks". For once this won't change if you restrict the card pool in the way you currently intend to. At this moment, the cards you speak of are cards like Scramble, Soldier of Fortune, something like Unfazed etc. However, simply cutting off the bottom of the card pool (in terms of viability) won't change anything. There will be new cards which never will be picked, like for instance Power of the Underdog, Prayer of the Dragon, probably Purge the Unworthy. You might say that, since the complete trash cards are out, the new bottom of cards are "more fun" to play, but in reality, since the average deck is of higher quality now, these cards end up being just as non-fun as the old bottom-tier ones.
It's the fact that drafts are non-optimal, that sometimes you end up in a situation where that Soldier of Fortune (yes it happens) is maybe the correct pick, and you need to make the best out of it. A big part of the fun of draft (at least for me, but I know for a fact that I'm not alone in that opinion) is seeing those non-optimal cards, since you won't ever see them in constructed anyway. I would say that the more similiar draft decks become, the less desire I have to play it. And the current measures you want to take will cause exactly that to happen.

I want to add that I don't want the entire card pool to be always available in drafts. As time passes and sets get released it will simply clutter up and become somewhat of a clusterpuffy (as other cardgames have proven). The best solution IMO is the one you already proposed before, simply let the draft pool be the same one as the ranked pool. But by simply cutting bad cards you don't necessarily "keep the draft fun", in might actually cause quite the opposite.

Heck, personally, my favorite solution would be to have a seperate "chaos draft mode" where the entire cardpool is able to be chosen, but given how small of a playerbase there is in the first place, splitting it further seems not like a good idea :-X.

I'm tired atm so chances are I left some important points out here/wasnt too specific, I'll talk more about this tomorrow.

Title: Re: Infinity Development: March Edition
Post by: Teremus on March 28, 2015, 04:13:23 AM
You did leave a very important part out of your statement, but you said you're tired so I won't hold it against you.

You misinterpreted the execution greatly. When sets like IW2013/Rise were designed, we didn't have any kind of Drafting. Drafting didn't factor into our design decisions whatsoever.

We're not "Cutting off the bottom tier" as you say, we're designing an environment with draft in mind. There will always be cards that will be picked less than any other cards, it's like any villain story in a comic. Kill one villain, that just leaves a gap for another one to replace them.

It's not about cutting anything out of the draft pool, it's about creating an environment that is healthier due to updated ways of thinking in the design process. Not because of eliminating cards, that's not the point of it, that's just a side-effect.

As for the draft pool copying what's ranked legal, that's the long-term plan. If you look at the route IW will go, the Rise block will be phased out of ranked by the time the chapter following Order will be brought into the game. It's a little bit of a drawn out process, but if it started later rather than sooner it would simply do exactly as you said, get clusterpuffed.
Title: Re: Infinity Development: March Edition
Post by: Abyss on March 30, 2015, 07:01:50 AM
In regards to Draft, it sounds like part of this is 'fixing' the draft pool in regards to things like getting neutral picks ALL THE TIME, or the same cards always showing up (Which from previous comments is a bug....Maybe?)

Are you able to comment whether we'll also see a better representation of Epic/Legendary cards in Draft? This seems to have occurred at the same time as the above, and is one of the main reasons I no longer bother to draft - lack of variety. Is this something that will be looked at specifically, or just as part of the overall changes?

Moving forward, will the rarity of cards be balanced (at least partly) around Draft? The other major reasons keeping me from drafting is the overall randomness of it, and building a deck around a certain theme is essentially a crapshoot. While shrinking the cardpool and removing some issues will help here, will there also be a dedicated attempt to build this kind of balance into the sets themselves, now that draft is a thing?
Title: Re: Infinity Development: March Edition
Post by: supermike on April 04, 2015, 11:00:33 PM
I enjoyed reading about the upcoming improvements and continued developments in this game.  I just found this game on Steam a couple months ago, and I cant stop playing it.  So much fun.  With all the complaints I keep reading about fixes and changes not coming fast enough for some people.  I just want to say, thank you Lightmare for making such an excellent game, take your time and do it right.
Title: Re: Infinity Development: March Edition
Post by: Andras on April 09, 2015, 05:09:59 AM
I'm a little disappointed in the lack of specific information, but I know you guys are building up steam.  I've been away from IW for a while, and with some major releases coming out soon that I've greatly looked forward to, I might not return for yet a while still.  But know that when pre-orders open for the next set, my wallet is ready! Thanks for all your hard work, guys.
Title: Re: Infinity Development: March Edition
Post by: Redaktor on April 28, 2015, 05:33:58 PM
Nothing about the super cool and fresh IW2015 client?