Daniel Haddad, Creative Director (Blacksmith)
Working towards coming up with new builds for each hero. Working on a lot of cleanup and polish work based on all the feedback we received.
Danny Araya, Creative Director (DannyAraya)
Working on interaction icons!
Jay Twining, Senior Game Designer (TrendyJayT)
One of my hobbies is mountain climbing. There’s a certain introspective and highly personal quality to facing and overcoming that challenge. Your internal struggles, voices, and self talk will either push you to succeed or freeze and arrest all momentum. I’ve watched some of the most powerful people I know crumble and then push through their fears on their way to the top. There’s nothing quite like climbing a mountain… except working on a live game.
These past months we’ve been climbing up the Loot and Survive mountain. We’ve reached the top, released that patch and we’re gathering feedback. Now we’re rappelling down the mountain. We’re gathering feedback, listening to our players and releasing patches.
We’re not done yet. We’re not even close. Games are never complete. We’re looking to the horizon and all the mountains we want to climb. We’re excited to continue on this journey together.
This week I’m focused on the social aspect of Matchmaking. I wish I had a mock to show you, but you’ll have to wait until next week.
As always, keep that feedback coming in. Keep being awesome. Keep defending.
James Reid, Software Programmer (Driscan)
Oh man, where to start? This week I’m scheduled to start work on a few things:
Contextual Cursor icons (you saw these in the influence week videos). Essentially, we’ll be pulling actions you can do out of world space and into screen space. It’ll look something like this…
I’ll also be tackling some changes to the Skill Sphere UI.
However, I’ve been putting out fires with hotfixes. Still got quite a few things to tackle on that end. Damn tooltips flying all over the place
Jeffrey Bickel, Technical Level Designer (TE_Jeff)
It’s been great watching streams and reading the forums this past week - such a relief to see our work being enjoyed by you guys! There’s still lots of work left to do, though.
This week I’m taking y’all’s feedback for Onslaught and the NUE and working on polishing them up. If you have any comments, suggestions, or really any feedback don’t hesitate to post it - we’re listening.
Steven Collins, Level Designer (Esorath)
Working on a few different balance issues. After seeing the feedback on the transition from Campaign into Free Play, we will be smoothing out that transition so it’s less of a wall of difficulty. Also after watching a few streams, I’ll be fixing a few bugs with the Nightmares. I want to make sure they are the difficulty you need them to be.
Chris Flores, QA Lead (likethatwhenigothere)
Surprisingly still have a job. For now… Let’s see here. Still plowing through hotfix build after hotfix build. Getting out fix after fix while finding new bugs from the fixes. Also going through some of the user reported issues, fixing your profiles as quickly as I get to them.
Beyond that, we should start getting to work on some of the new stuff for the next milestone hopefully by the end of the week or the beginning of next. But….
Abraham Abdala, Lead Tech Animator (Broham)
Working on new content for our next milestone. More pets, more costumes, more NPCs, weapons, you name it! Also on some new rigging tools to speed up some processes.
Joshua Javaheri, Lead Technical Artist (javahawk)
Focus this week is on Nightmare Mode visual tweaks with the Tech Art and VFX teams, as well as improvements in the cosmetics and skill spheres UX.
Adam Stow, Associate Producer (TE_Stow)
Jason will be out for a little while, so you’re stuck with me. We wish him a speedy and healthy recovery from his surgery.
The biggest thing I’m focusing on is making sure we’re scoping appropriately for these hotfixes and the next patch. While we might want to throw out and completely redo the cosmetics screen, that’s not on the table short term. Can we make it less painful for you guys to use until then? Probably! But, team, DON’T LET YOUR DREAMS BE DREAMS.
Javier Barreto, Lead Software Programmer (javo)
This week I'm performing a massive merge from the PS4 branch... which means you could be getting controller support on the next update! Patrick Calhoun will be taking over after I finish the merge so you guys can have a good experience with the controller.
After the last milestone release, we’ve been pathing live almost daily, which has compromised our feature development process quite a bit. Given the size of our team reacting to users while making new features is somewhat of a challenge…. quite a challenge…. it’s a BIG CHALLENGE.
I’ll be traveling to Argentina next week as my brother is getting ordained; big family event with lots of asados, family gatherings and events…Do we have fans Argentinos?
Hope you are enjoying the game… there’s a lot of our skin on it! (Based on the expression: “Put some skin on it.”)
Dani Moore, Remote QA Manager (Dani)
If a tower is invisible and shoots invisible projectiles at an invisible Ogre that is charging an attack, does the invisible attack destroy the visible tower and if so, does it make a noise?
We discovered the answer.
Yes. It does. And yes, it does.
Philip Asher, Marketing Director (pmasher)
So much this week. We hit our highest concurrency and our highest daily active users -- which is fantastic. One of our goals with DD2 was to build a game and grow it, and it’s fun to see that continually happen with each patch. Of course, with the magnitude of changes in this patch there came a whole host of bugs. Quite honestly, some of our worst yet. But, I’m really proud of everyone at the studio working around the clock to get hotfixes while continuing on production for our next patch.
Personally this week I’ve been working really closely with Brad, Blacksmith, & iamisom to make sure the team is aware of the high priority bug and balance issues with Loot & Survive. We have a lot of work left to do for Free Play and beyond difficulty modes -- difficulty, rewards, power spikes, and more -- and are looking a lot to the feedback coming in on where to go next. Also some of these bugs prove tough to squash and some are ghosts…. downlevelling, you’re supposed to be gone!
On a side note, I really want to thank all of you that provided positive constructive criticism on the patch. It makes it a lot easier to digest, adjust, and react quickly. We try our best, but it’s hard not to let your emotions get the best of you and disrupt that process when you read feedback that is… less than positive. We try to provide that filter for our development team and I thank all of you for making that easier on us. Part of being in Early Access is releasing broken stuff, and having you guys provide feedback on it sooner rather than later helps us get it right quicker. I imagine with this complete rebalance, it will take a while to get the game back at a steady state -- but with all of your feedback and our iteration, I can already tell it will be better than before.
Josh Isom, Community Manager (iamisom)
My goodness. There’s so much feedback. I_PASS_BUTTER and I are running around like headless chickens trying to write everything down for the team. Thanks for taking the time to share your heartfelt thoughts and heart-wrenching bugs. I believe Phil covered this subject quite thoroughly, so I’ll just say how amazing it’s been to see so much activity in our community. But sleep is a precious commodity now.
If you didn’t see it yesterday, we’re now showing off our tentative Upcoming Patch Notes! Keep in mind that all notes on this thread are subject and likely to change before the final patch is in your hands. This thread will be updated whenever we get more notes for the new patch, so check back often to see the latest updates. Thanks to Naneek on the forums for the great idea!
Now if you’ll excuse me, I have to get back to the feedback!