mercredi 26 août 2015

A reasoning on economy and magazine count

As some of you have noticed from the changelog and playing the preview several weapon prices were changes and magazine count has been reduced on several weapons.

To give some perspective, this isn't the first pass on changes in this area and it won't be the last.

Now to give some background:

Ammo, Ammo and Dosh Everywhere. That is what the data was telling us. Players had little motivation to move beyond their tier 1 weapons (they hold up well until the big guys start coming), or use their pistols, and head right for their Tier 4 (the better than average player by wave 3, some by wave 2).

On top of that players were not using weapon pickups to fire them, they were collecting them to sell (not their intended purpose). And the ammo early on saved considerable fill up expense for players. More DOSH in the economy!

This all has a downside of making the game less exciting (and fun over the long term), especially in early waves.

So how can we address this? Well we have several levers we can pull. Cost, ammo, damage, speeds, etc. But experience has shown players don't like you "nerfing" weapons themselves. So we decided to experiment with the cost and magazine size (keeping the weapons feeling as they did before), and reducing ammo/weapon pickups in early waves (they scale back up as the game progresses).

Our early testing has shown that players are now using their pistols more often (much like KF 1) and they are exploring the tier 2 and 3 weapons. Some even opting for the tier 3 over the 4.

Now is what we have done perfect? Unlikely. We will continue to track the numbers and see how players are playing. If the changes pan out like intended we may roll out similar changes to some other weapons, if not, we will try something else.


A reasoning on economy and magazine count

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