CCO @ Arrowhead & Helldivers 2 Creative Director.
forging bonds of friendship through games.
A game for everyone is a game for no one.
This is my private acc.
Hello There! Since I wrote some foolhearty checks that the team had to diligently cash - I want to do a massive kudos to the @helldiversgame MARCOM team and @withsean, and all of @ArrowheadGS for picking up the torch of updating you all every other week. And this cadence of certain communication will continue!
So to my points:
- I think Micke did a solid update. What's your thoughts? More/less? Longer/Shorter? Cooler/Lamer?
- Are you interested in deep dives on topics or do prefer us to stay high level / roadmappy?
- With campaigns dropping... soon... this will be a first step to resolve some of qualms you have with Galactic War and Rewards - so... hope you are looking forward to the... stuff 😉
Sorry for the radio silence (and delay) on the promise I made earlier. But heres the stuff.
1) DLSS + TECH improvments
2) HD2 + 40k Collab
3) ??? (Unfortunately can't say, but keep your eyes peeled)
The team has heard you loud and clear, and we are working to improve our comms and attention to player feedback.
After the last round of feedback I've had many close discussions with the direction team. Key points that we are working on:
- Aggregate the player sentiment and create a shared source of truth for the development team and direction.
- Prioritize key issues such as progression, balance, bugs (the software kind), performance and galactic war significance.
- Lastly we are figuring out ways to be more transperant with our priorities and plans.
But: Acta non verba.
So, over at #F1Suzuka - met some amazing @helldivers2 fans! You guys are everywhere, and I very much appreciate chatting to you all and telling war stories from development.
The Cyborgs return - a moment we've been longing for since before launch!
Jump in, and take the fight to the terrorist home planet of Cyberstan!
https://t.co/D7aNEsP1ab
@Red_Emrald Well... the entire point of the game is that you are a human in armor, with access to a rediq amount of firepower and a cape.
When you say one-sided, what do you mean? 🤔
@Coffee_Gr3mlin@Solidus_RaKa Agree with this. Consistency is key. And also, it should always be in the interest of making the game more enjoyable.
Most of the time, this is based on the disdain of bullet sponges or higher difficulty that changes enemy health etc. without acknowledging why.
Yep, agree with that. Fun fact, in devemopment it was called "plot armor" as a reference to the game vision that there's no plot armor to save Helldivers.
We had fun with it, and as long as it feasibly works within the context of a game inspired by the 80s/90s action movies - it works since you still get thrown about and will survive the explosion but most of the time die from the impact.
OTF could have effects that "check out" - but things like increased health etc. do not resonate with the fundemental belief.
Disagree - our, as a studio, fundemental beliefs, is that the game experience should be believable - i.e. if you guess what the outcome should be based on real life experiences, the game should match that outcome.
This is however sometimes used to justify some decisions that are negative, but is applicable to positive ones as well.
For instance, the rate of fire on the minigun is unbelievable - why would you need multiple barrels to handle such low rof? (But then again, technical limitations)
Yeah, the first we still hold true to. Believability in the established universe - giving it magic abilities would separate it from the groundedness of how the game works. But having it as a rally point for seaf or aggro-puller would make sense - giving it more of a utility!
The last one is just for the camera drone 😂
Hey!
Mostly it's an issue in how patch notes and changes are tracked - where small balance changes aren't collated properly. Sometimes it's a change to one system that has a negative consequence on another.
We are improving our patch note process to be able to communicate all changes more clearly.
As for the Coyote - it was a change to how fire works that made all incindiary ammo a bit less effective.
@bingbongpin_ Hey!
Would be great but we have bigger stuff that we need to fix and build before we get there..
Surprisingly much animation work to get dual wield to work.