What changed
0 fixes5 additions0 changes0 removals
addedNew skills
addedNew unique items
addedA new class (Pathfinder)
addedUber beacons (a new type of beacon with high difficulty and high rewards)
addedThis update started with the aim to improve weak skills. For the game to be enjoyable, players should feel like they are owning. Skills should be designed to make the player feel that. It is good if skills are powerful if they give the player dopamine when used. It is okay if skills are powerful. Buffing one skill doesn't make other skills weaker. It just makes them weaker relative to the buffed skill. But, if players own the game with one skill, and even complete it, the hypothesis is that it will make them want to try other skills and beat the game again, which is one of our main goals. We have too often nerfed skills that were fun just to make the game balanced. Fun is more important than balance. If players remember that they were owning, they will remember the game and want to return to it later. To make players feel like they own, they must overcome obstacles. Therefore, the game should not be too easy. Owning the hardest content should require skill, but mainly better items that require time to craft (because you need gold and other crafting materials). If the player finds a character that they like, there should be ways to make that character stronger, and further challenges as well. In particular, crafting and rare item properties can be motivating. Getting a new and better item feels like you just got a new toy.
Spellwake changes
addedNew skills
addedNew unique items
addedA new class (Pathfinder)
addedUber beacons (a new type of beacon with high difficulty and high rewards)
addedThis update started with the aim to improve weak skills. For the game to be enjoyable, players should feel like they are owning. Skills should be designed to make the player feel that. It is good if skills are powerful if they give the player dopamine when used. It is okay if skills are powerful. Buffing one skill doesn't make other skills weaker. It just makes them weaker relative to the buffed skill. But, if players own the game with one skill, and even complete it, the hypothesis is that it will make them want to try other skills and beat the game again, which is one of our main goals. We have too often nerfed skills that were fun just to make the game balanced. Fun is more important than balance. If players remember that they were owning, they will remember the game and want to return to it later. To make players feel like they own, they must overcome obstacles. Therefore, the game should not be too easy. Owning the hardest content should require skill, but mainly better items that require time to craft (because you need gold and other crafting materials). If the player finds a character that they like, there should be ways to make that character stronger, and further challenges as well. In particular, crafting and rare item properties can be motivating. Getting a new and better item feels like you just got a new toy.
This update started with the aim to improve weak skills. For the game to be enjoyable, players should feel like they are owning. Skills should be designed to make the player feel that. It is good if skills are powerful if they give the player dopamine when used. It is okay if skills are powerful. Buffing one skill doesn't make other skills weaker. It just makes them weaker relative to the buffed skill. But, if players own the game with one skill, and even complete it, the hypothesis is that it will make them want to try other skills and beat the game again, which is one of our main goals. We have too often nerfed skills that were fun just to make the game balanced. Fun is more important than balance. If players remember that they were owning, they will remember the game and want to return to it later. To make players feel like they own, they must overcome obstacles. Therefore, the game should not be too easy. Owning the hardest content should require skill, but mainly better items that require time to craft (because you need gold and other crafting materials). If the player finds a character that they like, there should be ways to make that character stronger, and further challenges as well. In particular, crafting and rare item properties can be motivating. Getting a new and better item feels like you just got a new toy.
Full change log: https://www.dropbox.com/s/g8deyhsrg73c2an/Changelog.txt?dl=0