As work is progressing towards more new content (perks, weapons, maps, etc.), we are also moving forward with changes to existing systems based on player feedback. This ranges through perks, game mechanics and more! But the focus of this post it to give you some insight on how we are looking at the feedback on perks and game mechanics.
Perks
All of the existing perks are being examined for potential updates. These updates include moving skills around in the unlock tree, the change of some skills to passive unlocks and the introduction of new skills, to complete redesign/overhauls of perk systems. We are looking at what skills the players like, what they dont like (or do not understand) and what they are actively using (or not). Currently the Berserker is receiving the most attention (yes, that is the perk being overhauled), and many are in a state of flux as we trial some things in house.
Our perk design doc is going through several iterations as items are discussed, tossed out, trialed, and implemented. Some of these changes may take a while before they are public facing, others may show up in our next update. Given the amount of feedback we've had, across so many topics, we're not just changing single numbers and throwing out daily updates - that would just confuse the feedback even more. We're looking at each system (i.e. a perk) as a whole, figuring out what is driving each bit of feedback and planning out coherent solutions. So it takes a bit longer to plan, code and test.
Systems
Game mechanics and systems can get complicated very quickly. And making changes to those systems can often result in [deep booming mysterious voice] "unintended consequences". Mechanics are also often misunderstood at first, and then, like a light bulb turning on, are understood and exploited to their fullest potential.
We are looking at many systems across the board, but we would like to let the community know about some of the higher ones that are being discussed or actively refined/redesigned. Keep in mind that because we are looking at something does not mean that public facing change will be seen soon.
- Melee - Getting general refinement and additions
- Zed Teleport - Revamp this system so that it serves the intended purpose, without breaking the illusion (too much)
- Zed Spawn Sounds - Looking at ways to deal with the fact that some people love them, others hate them
- Player Grab - Looking at ways to deal with the fact that some people love it, others hate it
- Circle Strafing - We need to react to the fact that it is really exploity, non-exciting gameplay
- Large Zed (and boss) Gameplay - Refining this in general to make it more obviously skill-based and exciting
- Communications - Increase available options
- Weapons - Look for ways to improve on the M4/Eviscerator
- Input - Add more options in the Options menu
- Gameplay - Looking at the wave intensity peaks (and troughs)
- Perk - Balance, from skill tree skill movement, to entire overhaul
As these items firm up well be telling you all more about the proposed changes. so we can get the feedback to those as they develop. It is going to be an explosive next few weeks as we churn through some great new content and refinements in preparation for the next update! And as an added bonus, here is a first look at one of the Firebugs weapons: The Caulk N' Burn.