[Skip to Main Content]
이 사이트는 자바스크립트를 사용합니다.
브라우저에서 자바스크립트를 활성화 해주십시오.
라이브
PTR
12.1.0
PTR
12.0.7
Tettles Interview with Blizzard Encounter Designers - Resilient Keys, Splits and Updating Mythic+ Dungeons
1 일 전
에
Squishei
에 의해 작성됨
Tettles hosted an interview with Blizzard encounter designers to discuss resilient keys, splits and updating Mythic+ dungeons.
On Friday, Tettles was able to interview encounter designers Taylor Sanders and Andrew De Sousa on the upcoming Venomous Abyss Raid and Mythic+ Season 2. You can follow Tettles on:
YouTube
X (Twitter)
full interview
on his YouTube channel, and we've summarized some of the largest discussion points below:
Favorite Things They've Made
Andrew's favorite things that he has designed over the years are Mekkatorque and he also enjoyed the Encrypted affix
One of the first things that Taylor made when he joined the team was creatures in Nazjatar, so that has a special place in his heart. Both Taylor and Drew worked on Castle Nathria
Lairs
Tidebound Grotto is a one-boss raid instance.
If you tackle it on World difficulty, they want it to be a bit more of a higher quality experience than a world boss. Jumping into a group when the boss is at 2% HP isn't a great experience.
It's also launching with Flex Mythic difficulty and it's going to feel a lot more like Sporefall. One of the things that they've liked about Sporefall is that it can act like a stepping stone.
Flex Mythic
Right now, they don't see Flex Mythic as a replacement for traditional Mythic.
There's still a lot of value in a fixed raid size. They know exactly how much of certain things you have and can design challenges around that.
Flex Mythic has a place, and they're working on figuring out how much is the right balance for it.
12.1.5 Raid
No spoilers, but while the Tidebound Grotto is supposed to be a side raid, the 12.1.5 raid is not that.
Popularity of Season 1 Mythic+
They attribute Accessibility to be the #1 reason for the popularity, but there's also some other things.
Some of the design decisions have also changed, such as how casters work, and the interrupt updates.
They had a solid dungeon pool overall; Pit of Saron was pretty popular.
The class updates were also a good hit this season.
1% Title
The Top 1% rewards is something they've wanted to do for a while.
They're always looking for more ways to add more rewards and milestones into Mythic+.
It felt like the right time to inject these rewards into the system.
Updating Mythic+ Dungeons
The blog post that came after they announced the dungeons was something that Andrew would like to see more of when they announce the dungeons themselves.
This helps show the player base that they're already thinking of these things: the problem points, the themes, the motifs, the damage profiles, etc.
Then once it's adopted by the Mythic+ team, they look at old feedback threads, they're playing it themselves, reviewing every creature.
The new dungeon should still have the theme and soul of the original, but everything is fresh and more modern.
One of the things that has worked really well is batching their testing weeks on PTR
Separating the dungeons into this method really allows them collect feedback easier, allows them to iterate dungeons more, and provide changelogs the way you do now.
It also allows players to digest the changes better.
More Straight Line Routes
There are more straightforward dungeons this time around, but that's just a byproduct of where the patch took them.
There is a non-trivial audience that prefers non-linear dungeons and what they provide.
They are still making changes to non-linear dungeons such as choosing left vs right in Voidscar Arena and what buff you get.
For King's Rest, they added some options for trash routing and similarly for Ruby Life Pools.
Resilient Keystones
They're paying attention to the way Resilient Keys are functioning.
No plans to change anything today, but they're monitoring Resilient Keystones.
Mythic L'ura
Watching Mythic L'ura was a lot of fun for the encounter designers.
Being able to hide the Secret Phase was a not only a cool experience for them, but also having it televised for a lot of people to enjoy.
Raid Metrics
There are some metrics of various player things that they track such as "How many players get AOTC?", how many players are still engaged, or have completed various milestones.
They also track general velocity, if you track the number of guilds that kill a boss every week, you generally want that number of increase every week. That could be general strategies, increased gear, external factors, etc. As long as that is increasing, they don't want to rob players of an opportunity to improve on their own.
Designing Fights
Mythic hides many difficulties inside of it.
They always want the core hook, or the core challenge to remain whether you're Race to World First, or Race to World Last.
They never want to try to remove progress. It's why they very infrequently touch a raid boss' schedule due to muscle memory. It feels very bad to relearn.
They also try to design ahead of themselves. They know they're going to get nerfed after the RWF and after the Hall of Fame, and they don't expect that to change.
Splits
They've always viewed splits as somewhat problematic. That's not really how they want you playing the game.
But they've always been part of the high end community for a while now.
They're keeping an eye on how far that goes down in the competitive player base. The reality is they need to keep track of how much of it is a trickle down psychological effect from the highest teams, and also how many guilds are actually doing splits.
It's been more of a focus due to the split raids from Season 1.
Shaking Up Raids
They're always looking for new ways to engage players in raids.
It's a cool thing to go back to an old encounter and imagine what it would look like in the modern day.
For example, going back to the first encounter of BWL and Socrethar from WoD, they have a similar theme of driving the boss around, but you can see how they're done in different ways.
The narrative team takes them in interesting new directions, they've never made a raid before that's a giant snake infested ancient troll temple.
Listening to players will tell you when it's time to shake things up and playing themselves. Doing the same things over and over again is not what players want.
As players and playstyle changes, it's important they're reacting.
Excitement
Taylor is very excited about the raid reward changes in the Vault.
Drew is excited for people to get into Season 2. If you had a good time in Season 1, players are gonna have a great time in Season 2.
댓글을 달려면 로그인하세요
영어 댓글들 (53)
댓글 달기
로그인이 되어있지 않습니다. 댓글을 남기려면
로그인
하거나,
회원가입
을 해 주세요.
이전 게시물
다음 게시물