Hello everyone, we are ZGGAME. We sincerely apologize for the delayed update of our developer's note due to a recent increase in our workload.
We always hope to use these developer's notes to share the game's current development progress and status with our players as transparently as possible. We also hope it serves as a bridge for communication. Therefore, we will continue to actively update this content in our spare time during development. Starting with this note, we are changing the format to two main sections: 【Future Exploration】 and 【Community Hot Topics Response】. If you have any feedback on the current version, you are welcome to discuss and share it with us in this thread.
Future Exploration
Match History Function: We have received many suggestions for a match history feature, such as being able to view a specific player's skill details after a match for analysis and learning. We agree this is a very valuable feature, but there are still some technical hurdles to overcome. Therefore, this is a long-term exploratory goal and is difficult to implement in the short term.
Prestige of High Ranks / Sense of Achievement for Top Players: Some top players have given feedback that the game's ranks are too easy to achieve. We are therefore considering how to design content to increase the prestige or requirements for these ranks, or to enhance the sense of achievement for top players. This is a systemic project and it's hard to provide a perfect solution in the short term. However, in a near-future update, we will add an Average Placement leaderboard, where only Overking players can be ranked, sorted by their average placement.
End-of-Match Animation: The issue of the lengthy end-of-match animation has been repeatedly mentioned by the community. We have this on our records and will look for a suitable opportunity to optimize it in future version iterations.
Mechanics of Certain Treasures: Issues regarding the mechanics of the Goblin Rocket and Adsorption Bomb have also been frequently mentioned by the community. We have also recorded these and plan to find a suitable opportunity to optimize the mechanics of these two Treasures in the future.
Spending Path for Red Crystals: Some players have reported that there are no ways to spend their Red Crystals, turning them into a useless resource. We have noticed this issue as well, but designing a new and interesting system for a resource takes considerable time. We are currently brainstorming some possible solutions, but this also requires time and is unlikely to be implemented in the short term.
The order of these future development items is not indicative of their priority. Priority will be determined by development difficulty, production capacity, and the impact on the game environment and overall player experience. The specific implementation time for some of these items is yet to be determined. If you have any good suggestions about the content revealed, please feel free to share and discuss them with us.
Community Hot Topics Response
Q: Can you develop new modes?
A: We once launched a speed mode in the Warcraft mod version. Although it was popular for a short time, players quickly grew tired of it. Given the current situation of the standalone Steam version, we are concerned that investing resources into a new mode would lead to two major problems.
1. The current player base might be further split, leading to longer queue times.
2. A new mode might fail to keep players engaged long-term and end up being abandoned.
Therefore, it is difficult for us to implement this in the short term. However, depending on the game's situation, we may still introduce new modes in the future.
Q: Can you reward aggressive playstyles with more points to counter players using healing/recovery treasures?
A: If we explicitly use system mechanics to encourage a specific playstyle, it will inevitably affect the frequency of other playstyles as players are driven by rewards. We will not favor any non-malicious playstyle, as this contradicts our philosophy of encouraging players to try various strategies. Our current thinking is to impose certain limitations on recovery-based playstyles rather than using point rewards to drive player behavior.
Q: The random match order affects the use of some treasures. Can you revert to a fixed order or show the next opponent?
A: We received feedback previously that the information disparity from a fixed order led to unfair situations. That's why we introduced a degree of randomness in the March 17th update to make the combat order difficult to fully predict while maintaining some regularity.
With the recent addition of actively used Treasures like the Referee's Whistle and Piggy Bank, there have been calls in the community to restore the old match order. We understand this concern. The initial change to random was to solve the information disparity and unfairness of a fixed order. The recent calls are due to active Treasures like the "Whistle," making players miss the predictable order.
We fully understand why players miss the predictable fixed order. The design philosophy behind some of these active Treasures is to involve a degree of risk and reward. If we were to display the next opponent, the strategic gamble of Treasures like the 'Whistle' (i.e., whether to risk using it) would disappear, making their returns significantly higher and more stable than auto-use Treasures.
The current match order ensures you won't face the same player two rounds in a row (unless only 3 players remain). However, if you encounter situations like facing the same player 2 or 3 times consecutively, or 3 times within 5 rounds, please save detailed screenshots of the remaining players and match log and contact us through the community. This will help us analyze, locate the issue, and further optimize the matchmaking system.
Regarding this issue, the current mechanism may have solved some problems, but we admit it might not be the perfect solution. If you have better ideas, please share them with us. We take every reasonable suggestion from our sincere players seriously.
Q: Have the probabilities of some heroes been secretly changed?
A: We often see discussions in the community about whether the probabilities of some Heroes are inaccurate. These questions usually focus on the ultimate abilities of Blade Chief, Frostborne Lord, and Lord Stingy.
We want to take this opportunity to state clearly: No. We have checked our code multiple times, and all probabilities strictly follow the underlying game design. Making extra probability adjustments for any hero would not only increase our workload but also benefit no one. We understand that players might feel skeptical during a streak of bad luck, but please trust that the backend mechanics are fair and consistent for everyone.
Q: Why were the chests in the Battle Pass removed? It seems like the rewards are worse now.
A: We adjusted the Battle Pass content based on feedback from core players. The overall value of the pass remains the same. We replaced the chests with an equivalent value of Red Crystals and distributed them throughout the reward tracks. The specific reasons for this change are:
Players felt that the random draw mechanic in the chests forced them to get content they didn't want.
Players wanted more choice and the ability to unlock content based on their preferences, especially since new seasonal content varies in strength, and they didn't want to randomly get weaker items.
Based on this feedback, we changed the presentation of the Battle Pass rewards, but the value has not changed. You can now use Red Crystals to unlock new season content. We believe this change gives players more freedom and is also more friendly to free-to-play players, as new content is no longer exclusive to the Battle Pass.
Other News
We are still working hard on launching the game on the Google Play Store and are optimizing our content to comply with the platform's regulations. Please be patient with us for a while longer.
The new season's content is in its final stages and is currently undergoing internal testing. A cute new companion will be joining us temporarily. Stay tuned.
Regarding the one-way feedback channels in the game, we have been diligently reviewing content in all languages. We cannot reply to each one due to the one-way nature of the system, but we understand the players' eagerness to see the game improve. Although we cannot have in-depth public discussions on every single suggestion or explain all our internal decisions, please believe that we take every voice from our players seriously.
That's all for this developer's note. We welcome your discussions and will see you next time!
