Hello distinguished Subverse users. I have complied a mini-Q & A to answer your questions and discuss your suggestions about the upcoming Devotion Meter.
Q: “I suppose my first question would be: what about pooter points?“
A: The pooter points aren’t going anywhere. Initially, we considered removing them for the sake of unlocking sets of scenes as you progressed on the Devotion Meter, but that would take away your ability to choose the ones you wanted most. All available (40) pooter points, per Waifu are distributed throughout the Devotion Meter.
Q: “Since there are 40 devotion level and 40 scene slots for every waifu in PANDORA, does that mean it’s a point per level and the other rewards are extra?“
A: Correct. All forty (40) points are distributed throughout the Devotion Meter – one point per Devotion Level on the Devotion Meter. Each level will come with additional rewards that vary in value for the player.
Q: “I’m also not quite sure what you mean about ‘Unlock Pandora scenes without forced combat requirements.’ Can you elaborate on that? Meaning you can do the dating system to level if you don’t want to do all the extra planets? If so, will there also be enough combat to level all the waifus in case you’re not interested in the dating system?“
A: My apologies for the confusion, but this quote is from an older version of the overarching document, back when we were attempting to balance the use of the Dating System with the rest of the core modes of the game. Due to recent changes, it remains to be seen as to how this will play out.
Q: “I agree the devotion system can use more love. I’ve seen talk of the space combat kit of waifu and honestly that’s probably one of the most important thing is that the waifu you bring in space combat needs to mean more than just your side weapon. They have so much personality in grid combat with passive abilities, two attacks, two ultimates. Then you look at space combat and all they boil down two is what side weapon you want.“
A: We are looking into embellishing the overall experience of space combat. I do agree with the lackluster feeling you have regarding a Waifu’s personality in Space Combat. One of the main ways we could change this is by elevating her presence during combat, however, this is a phrase with a rather large scope and budget requirement, so if things are going well, we will do it. Another way we are looking into bringing more life to space combat is by embellishing the secondaries of the Waifu – transform them into abilities that are indicative of her character and have the possibility of a multitude of uses depending on the way the input is executed.
Q: “‘It becomes increasingly harder for a Waifu’s meter to progress as the Devotion Level increases.’
I don’t think this needs to necessarily be the case, having a standard threshold for Devotion level up, lets say, 1000, for every level, would mean that players can anticipate when they will get the next level and what activities they can do to get there. This allows players to search for something they might want on the reward path, and map out how to get there(I can do X amount of space combat missions and +5 gifts to reach this Devotion Threshold).
With increasingly higher meter thresholds, player’s are left more in the dark when it comes to how long it will take to grind a Devotion level, doing 2-3 space/ground combat missions and not getting a level makes the grind feel hard to reach in a bad way, it works against player expectation.”
A: The proposed design here is more akin to Battle Passes, where the player can see the maximum number of levels available, and the rewards underneath each one, and take the necessary, calculated steps. Your proposal is solid, however, the current Devotion Meter’s progress was set up based on the current nature of our experience acquisition system; scaling. This means that a mission at the start of the game may give you 100 experience points, but a mission two acts later that is rather identical will give you 2000 as the experience threshold of a level has been raised and therefore a boost in experience acquisition was needed. If we were implement your proposal, that would mean we would need to look into changing the experience points acquired in all missions (which are many-many), so as to evenly distribute them and make the predictable/planned player engagement as per your proposal. It is not a bad idea at all, in fact, it was a path we were looking into when the design started, but it all depends on the capabilities of our manpower and the scope of said task.
Q: “The best way to handle catch up mechanics would probably be through the dating/gift giving minigames.“
A: Your suggestion does make sense. Having such dating/minigames would help from a planning and experience point distribution perspective. As always the issue is development resources. We will try to add and associate with the Devotion Meter as much minigames as we can.
Q: “Outside that, I’ve been saying for awhile that Pandora Scene acquisition should be handled mostly through Devotion Levels, like all the girl x captain scenes, and that all other scenes should be acquired through some other method, like side quests and events while exploring planets. I also believe the scene you get should be played immediately after acquisition, as it’s an easy way to immediately reward the player for their hard work devotion level grinding/unlockable hunting, reminding them that the scene can be seen again in your captain’s quarters.“
A: These are all very valid points, especially the Captain x Waifu scenes being attached to the Devotion Meter. We are a bit sceptical about the rest of the scenes being rewarded via missions though. We think perhaps there is a different path exists to this one. Either way, this will require more brainstorming.
As for the software development, I have been intensely debugging the application in the last few weeks to identify the cause of crashes, memory leaks and potential software bottlenecks. We must have a stable and smoothly running app by 0.9. As some of you may know, the team started the development of Subverse with zero commercial game development experience. It is inevitable and understandable that quite a few (software engineering) issues exist in this software. I am filtering out those issues. Some reengineering of the code will be required to address these problems. We will have to decouple a few currently unnecessary dependent modules/assets; utilize delegates and events to achieve such decoupling and generally create a more optimal software; redo some spaghetti code; expose a bit more things from C++ to Blueprint; etc. Following this exercise, the software should be more maintainable, and the remaining elements e.g., Cloud Save will be easier to implement.
Take care for now and thanks for supporting Subverse, and the team!
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