zenith16
Avenger
- Joined
- Apr 17, 2008
- Messages
- 37,410
- Reaction score
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- Points
- 48
Here's more
**Question: **
Are there any updates about the upcoming Mac version?
Answer:
The Mac version is well under way and will hopefully be released in on of the next few large patches. The game enginer itself is extremely Mac friendly, so it’s just a matter of a few more engineering tasks to allow our costum systems to interact with 100% effectiveness on Mac platforms. It’s a high priority and is something David Brevik is personally dedicated to.
Question:
Hi Doomsaw!!
I'm really ecstatic about the release of Gambit and Loki (although looks like I'm going to have to earn both of them, ha). I was wondering if you guys are planning to ever release Kid Loki, Teen Loki, and Seige Loki costumes?
And if you guys have any costumes planned for Gambit besides his modern and classic ones?
Also will Rogue ever be available as an independent playable character?
I know it's a lot of questions, but even an answer to one of them would make me a supremely happy camper
Thanks! Alicia
Answer:
We are working on 1-2 more Loki costumes, but it won’t be until at least January. I’m not sure what the next one will be, but I’m sure she will be awesome.
We are determining which costume to do for Gambit next, it may not be for awhile. We may do a Valentine, but we need to work on our pectoral design and modeling. We are also considering his yellow one, if we can make it look awesome. I bet we could.
Rogue will absolutely be playable in the future. I am very excited about designing this her powers.
**Question: **
With raids currently being worked on for release, my question is that without the holy trinity class structure what steps are being taken to make raids into something other than a giant dps race. Additionally, how many players can take part in a raid considering standard group size is 5?
Answer:
Hi Coldbayne. We have a bunch of very high-level raid experience from various games as well as a lot of ARPG experience, so we have spent a lot of time working on what would the perfect hybrid type of raid be.
The goals of raids will be:
We know that we do not want to ever require any type of specific “classes” in raids, for the obvious reason of player freedom. A group of 10 Spider-Man should be able to complete a raid as well as a group of 10 Gambits, Nightcrawlers or Deadpools. Rocket Raccoon brings his own mini-party, so 10 Raccoon should do very well (that would be so fun).
- Make raids fun.
- Make raids extremely challenging.
- Provide good rewards for raids, but don’t make raids completely mandatory. Solo players will still have access to the best gear through alternate means so nobody feels left out.
We do have some heroes with “group healing” abilities, such as Iron Man and Storm - and every hero has at least one valuable group buff / debuff (especially once everyone has their full design review). None of the will be mandatory and may not even be the most efficient, but players can decide what combinations will work best. I’m sure there will be a ton of theorycrafting and actual testing to determine solid group compositions.
Raids will be 10 players. It will be extremely simple to turn your party into a raid party with a click of the user interface. You can bring your own raid or fill in with people using the new queue system (which is currently in the final testing stages with the X-Defense survival mode and the first PVP mode which is in public beta testing).
Raids will be challenging, but not incredibly long. Think along the lines of Onyxia or the final boss of any of the best WOW dungeons. A distinct encounter will include some minor “warm-up” encounters to get the raid working together and them quickly start the main event.
We have many cool mechanics to add to raids that will work great in Marvel Heroes, many of the mechanics are on existing enemies in some ways and some are original, but we can combine them and change that scale of them to make for some very fun and interactive fights.
Question:Hey Doomsaw. How did you feel the Asgard unlocking event turned out? Any chance you will ever do something like this again? I for one grinded like a madman for a few days, but could not even get into the top 500
Answer:
Greetings Hakasu! Overall the event turned out well. We learned a lot of the technology and implementation, so I think we can do it twice as good/fun next time. It’s not something that everyone will love, but that’s fine, as long as it’s fun for many people.
I was moderately surprised by how many people participated and how competitive it was, which is something we will design around next time for sure.
I think it’s good to take chances with things. If you don’t try things, you will stagnate, so we will keep trying new stuff and try to do things that you might not see in other ARPGs.
Question:
What plans do you have for marketing Marvel Heroes towards new players, being that I don't hear a lot about this game on the mainstream sites. And most of the sites I DO see reviews for have given unfavorable reviews based on the early versions of the game. How do you go about bringing those players back and convincing them to give the game another chance? Also, how do you go about deciding which heroes (and villains) will be playable in the game? Obviously the more popular ones such as Wolverine, Iron Man, Hulk, and the like are a given, but what about lesser known characters such as Squirrel Girl?
Answer:
We have a team working on our new player experience and have improved that significantly in the areas of U improvements, new starting zone, new selection of heroes to start the game with, better tooltips, better clarity of systems and overall just smoother game.
Because the new player experience is better, we’ve started to advertise the game in various areas. We’re starting to see new player registrations increasing significantly. We will continue to add more and more marketing as we go.
Convincing new players to try the game again will be mostly through word of mouth. The goal will be this: (1) Make the game awesome. (2) Keep the existing players challenged and entertained. (3) Bring in new players as much as we can.
For new heroes to add, we have a list of over 100 we are going to add. The order is determined mainly by player feedback, but also by our confidence in making a cool and unique design. Squirrel Girl was a very different type of hero with a unique feeling, so it was one of those “I bet we could do this” inspirations. Several of the upcoming heroes are challenges that we want to tackle, such as “How to make X-23 play differently than Wolverine”, “How to make Rogue feel interesting in the confines of a video game”, “How to build 20+ powers for Doop”, etc.
Question:
What is the ultimate goal of adding PvP to Marvel Heroes? Will it always be a one item (ring), one PvP mode (fire & ice) addition or, if PvP is successful, will Gaz eventually branch it out into PvP gear that fills other spots and add different PvP modes, ranks, ladders, teams, etc., or something different entirely?
Answer: CynicalSaint, good to see you here!
The answer is:
The answer is:
- Multiple modes coming after our initial mode. We wanted to start with something clean and basic to test the various systems and get the kinks worked out. We will eventually branch out to more complex and involved maps or maps that borrow great ideas from our favorite games.
- We are still deciding how many PVP item slots we want to have. Rings for sure and perhaps that’s it. We want PVE gear to work fine in PVP and simply award PVP as rewards. It’s the simplest and most player friendly system for everyone.
- We will absolutely be adding teams, ladders, rankings and seasons once we have finished our beeta testing of the mode.
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