(CN, Global?)
Recently, Kalu did a stream where multiple Calabiyau content creators got to ask the developers some questions, and we got some interesting answers.
View the full replay here:
bilibili.com/video/BV1oLm2By…
Translation:
Q: Currently, in the Outbreak gamemode, there's been an increased number of bots in a game compared to last time; those bots are way too cracked, they only go for supply drops and 10 of them chase after 1 player, making the Outbreak experience not as exciting, will there be plans to reduce the bot count?
A: This is something we've fixed, the reason there are so many bots is because we changed some things which bugged out and now flood games with bots, it's not actually because nobody is playing Outbreak anymore; we've also received a lot of reports and now it should be that there are less bots in-game, and about the "bots only going for supply drops" problem, we've raised those concerns with our bot AI team, and they're currently working on improving their logic, like for example not hard targeting 1 player or only going for supply drops and nothing else, expect those changes to come into effect around January next year.
Q: There are a lot of cards and decks with special abilities available for Outbreak, but usually the game duration is very short, giving players only around 10s of fun in the Final Showdown. Will there be plans to, say, extend the Final Duration to a minimum of 30s?
A: This is something we've talked about internally quite a lot, since it does change up some dynamics of the game and extend the game duration by quite a bit if we were to implement something like a 40s Final Showdown for example. We might try to implement this in future test servers to fit the current length of the game, but it'll mostly come down to whether or not players want this to happen.
Q: So far, this year, there's only been 1 map that's released in the beginning of the year (Orcanus), are there any plans for more frequent map releases next year?
A: There will definitely be a new map next year, though it won't be as frequent as last year, because we feel that this is just about enough to keep the game fresh, and also we've received feedback in the past that a lot of players thought that most maps released far too often and that puts new players off because their layouts and tactics are far too complex to learn in such a short time, though we definitely won't let our artists and devs slack off, this freed up capacity will allow us to focus on other pressing matters, such as the "big map" gamemode.
Q: I don't know if you guys still remember, but Port Euler was supposed to have a rework to address the middle section of the map 2 years ago, what happened to 'Port Euler 2.0‘?
A: We'd rather focus our development on improving current gamemodes and pushing out better content in the future, which made Port Euler kind of an afterthought, we haven't had any plans to change the layout in the near future.
Q: About the "big map" mode, some Superstrings' guns, like Aika/Reiichi/Baimo's, have been undergoing some major changes, could it be in preparation for the "big map" mode?
A: Some Superstrings' skills and guns are very intertwined with each other, so with Gunslinger Showdown and some balance adjustments we've tried to lessen their connections, and we'll slowly release more information about this "big map" mode as we make progress on its development, so stay tuned.
Q: About Crystalline Escape, there's a lot of good maps, but nobody wants to go through the hassle of downloading a map and opening it in a custom room, will you guys make an official map for it as sort of an example and a custom mode queue?
A: There's a lot of good new maps for sure, and we're currently working on something, including queues for some highly-rated custom maps to make the gamemode more popular, I will meet you guys again in January.
Q: About Cielle, what hair color does she have?
A: Orangey-red, closer to orange.
Q: About separating Superstrings from their guns, what made you walk down this road?
A: If we want to keep making new content and new gamemodes, without separating them, it's very hard to innovate, and just focusing on Demolition is not something that everyone is looking forward to, and we've received feedback from players that indicates that we basically have to separate them if we're to make something bigger. Look at the other Battle Royale/Extraction shooters with big maps, they have more freedom in the sense that they don't need to think about this problem at all.
Q: Why are so many players quitting this game?
A: Calabiyau has been open for 2 years at this point, it's probably that we still have a lot of areas that we can do much better in, we haven't been able to satisfy everyone, hopefully we can improve in the future.
Q: There's been leaks that Lilith's Advanced Warrant will cost 398 RMB, making her skin quite expensive. Is there going to be a discount for it?
A: It's actually 98 RMB, not 398 RMB, I'm not sure what the 3 was but the dataminers probably misread it. (FALSE YOU PUT ¥398) You can buy the Advanced Warrant for 98 and get Lilith's epic skin and some Outbreak Standard Card Packs; The free Warrant only needs you to play 5 Outbreak games every week for 4 weeks to get another 5 Outbreak Standard Card Packs, which is faster than Card Express but also they have the same quests which means you can get more Outbreak Standard Card Packs at the same time compared to the past.
Q: Can there be more Outbreak events with lore, like Operation Restraint?
A: For sure, we're definitely going to invest into that since a lot of players seem to be very interested in it, as well as more lore/stories for certain Superstrings, the overall worldview and special days. To everyone who's interested in the lore, do be patient since Cielle will also be involved in some future stores, so keep your eyes peeled. Also, real quick, I need to clear some things up. Last developer livestream, I mentioned Cielle was a 'loli', but it seems that everyone's definition of loli is very different than mine, she's closer in age and appearance to Kanami than, say, Eika or Yvette.
Q: There are players out there that create some amazing maps on the Map Workshop, could we potentially get a queue for those UGC maps regardless if they're for Crystalline Escape or not?
A: I'll talk to the UGC team about that, actually I'll collect and summarize all the points you guys mentioned today and discuss them with the different teams, though about UGC map queues we'll have to see how Crystalline Escape and its maps do first if it's added to its own queue, and based on its stats and metrics, see if they're high enough to warrant further talks about UGC map queues.
Q: The current v14.1 Calabiyau Test Server has reworked quite a lot of old characters, will there be a bigger rework in the future for these old characters?
A: Yes.
Q: Could you tell us more about it?
A: Some of these older characters, for example, Reiichi, have way too big of a gap between the skill floor and skill ceiling. In the hands of a veteran, he could be hitting 180s all the time, but in the hands of someone less experienced, he could miss every shot, which is why last time we kind of reduced his headshot damage but increased his average damage. The idea was to make the gap narrower, but we found that just doing that wasn't really enough to combat him missing at closer ranges, so we decided to try out a 3-shot burst mode for the Dawn to increase its usability at closer ranges. Though, it seems that directly changing how his gun operates was heavily protested against by everyone, so in the future we might consider adding it as a buy option, which allows us to appease those who don't want his gun to change while also allowing new and veteran players to explore more options.
Q: I miss the spread from Calabiyau Season 1, because the spread in Season 2 got nerfed quite heavily, especially while jumping. Though, I feel like with the smaller hitboxes of most female characters, and also the stringification mechanic which makes the hitboxes even smaller, could we get buffs in spread and kind of move back towards S1 where it was more clumped together?
A: This is quite a heated debate, since we also have shoulder fire instead of other games with just hip fire and ADS, buffing spread would kind of make the game too easy and potentially cause issues with future gamemodes. Besides, we kind of want to avoid a similar situation like in S1 where we just have everyone jumping and dashing around while being scarily accurate when shoulder firing, which is pretty unhealthy for the game itself.
Q: I really want a new Demolition map added into the game, can we make more Demolition maps less akin to Cosmite where it's more simpler to understand? Like less mechanics, less teleportation pads, etc?
A: I feel like the newer mechanics we've implemented in newer maps aren't as good, like they don't really pair with the map well; actually we know what our maps' flaws are and we'll try to make them better even though right now we are very busy; next year we promise there will be at least 1 Demolition map that will be released.
Q: What events will there be in the beginning of next year?
A: There will of course be a lot of Chinese New Year-related events, so much that your event page will be chock-full of them, and we've also prepared a special "interactive" event where you can participate by talking in world chat, so I wonder how everyone will interact with each other.
Q: About hidden MMR, will it ever be changed for the better?
A: We'll definitely try to change it, in outbreak for example there was an uptick of bots playing because we kept trying to improve it and accidentally messed up a few settings resulting in an influx of bots. You just have to believe in us.
Q: In the future, will there be more maps for existing gamemodes or will there be more gamemodes that utilise existing maps?
A: We're definitely trying to shift our views from 'pure competitive' to becoming more casual in nature, and in the process we've developed a lot of new gamemodes, some were very successful but some were total flops. Currently we're making a lot of changes to our mentality as well as in-game stuff; we created some gamemodes which were really popular for a week and immediately dropped off a cliff like Gunslinger Showdown/Conquest/Boom Fest, but even then we'll still keep innovating Outbreak and learn from our past mistakes in developing some of those "slop" gamemodes. Instead of developing many gamemodes at once, our approach is going to be focusing our resources onto a bigger gamemode, like the upcoming "big map" gamemode. Actually, this "big map" gamemode won't necessarily be like a battle royale type of gamemode, it can mean many things.
Q: The Legendary Selection event definitely attracted a lot of new and returning players to the game, and one of the rewards that really caught their eyes was the Legendary Outfit/Gun Skin Trial Card, could future major events give away Legendary Outfit/Gun Skin Trial Cards as well?
A: Unfortunately I don't really oversee that aspect of the game (commercialisation), nor have I really looked over it, but I can assure you that there will be a lot of rewards in the upcoming Chinese New Year events, like a free Epic skin, the Bablo Packets, lots of Memory Sequences, as well as some new Chinese New Year-themed skins coming to the shop. Though, Legendary Outfit/Gun Skin Trial Cards aren't guaranteed, since I haven't inquired about them yet.
Q: The game's art style has like this anime girl theme, right? What direction do you plan to take in the future for character design, like just having Lilith as the only Crystalline agent that fits that style probably isn't enough, would there be more Crystallines themed around, let's say, succubus or those mentally unstable girl stereotypes in the future?
A: Our main focus is still on creating Superstring agents, though if I confirm that we are 100% in the process of creating them, and all of a sudden we can't fulfil that promise, we'll definitely have dashed everyone's hopes. Once we get closer to finishing some new agents, we'll meet again talk about new characters in a future (February?) developer interview livestream.
Q: In Ranked, most players don't have as much time to learn new maps unlike us content creators, so in the future would there be a feature to select certain maps to queue for?
A: I feel like this type of queue is mostly seen in games where Demolition-esque gamemodes are the mainstay, and so we haven't really talked about this internally, because we feel that understanding how to play many types of maps should also reflect your overall skill level, so we haven't given this idea any thought. If you guys really need this option to avoid certain maps, everyone should give us feedback on that whenever we push out satisfaction surveys, because we need a lot of people actually pushing for it and not just the vocal minority to implement it, since there is always the possibility that most of the players simply don't care for or don't want this to be implemented.
Q: Let's not talk about Outbreak or Crystalline Escape, what's happened to the PVE gamemode teased back in summer? How's the development for it going?
A: Unfortunately, I'm not involved in the development of this gamemode, as I'm mainly working on Outbreak and its cards more. Maybe next time we'll bring it up in the developer interview livestream, sorry guys, I definitely want to participate in the development and try out my own cards though. Also, more about Outbreak, I've saw some players who like have this playstyle where they only go for Supply Drops and farm the Crystallines after that. Part of the reason we did the EXP gain changes when picking up Supply Drops was to kind of punish that playstyle, but maybe players don't really like it. In the future, we'll also try to combat it by maybe increasing the need to interact between Superstrings and Crystallines and maybe decreasing the overall health via adjusting Superstrings and also making changes to certain cards.
Q: I mostly play Ranked Demolition, and I've experienced most of the balance changes in the test server; about Baimo's adjustments, what are your plans for him? Do you want him to become a sort of "in-your-face" duelist? Or do you want him to kind of waste the enemy's time?
A: Whatever I say represents my opinion and not the other developers' opinions, so about the changes made to him in the v14.1 Calabiyau Test Server, these are just one-time changes, he won't come with all these changes to the main server immediately without warning, so calm down. I think we've kind of made it so that everyone thinks that test server changes must come 1:1 to the main server, but in the future test servers, we'll be experimenting with a lot, for example what direction an agent could take, and rely on you guys' feedback to suitably adjust them. Back to your question, about Baimo, our vision for him is kind of this guerrilla fighter type character. I think his old stringification-blocking passive was a bit overpowered and also unhealthy, because he can just kill people and block them from running away. Our changes to his passive have mainly just been to bring him back down to earth a bit. We can't just adjust his stats willy-nilly either, since his mechanics make it so that just 1 or 2 more pellets or damage would be the difference from him becoming way too overpowered to him becoming useless. A lot of players also just downright hate his current passive, and his awakenings as well. We think we didn't really develop his awakenings or passive that well, but we also have to respect our playerbase, so any changes made would be on things that both sides think aren't that well made to hopefully cater to both sides. We can promise, though, that all changes made to him will first go through testing on the Calabiyau Test Server, before gathering feedback and actually implementing it. Also, if we were to nerf his passive, we'd certainly buff him in other aspects as well.
Q: It feels like you guys are thinking of maybe turning Baimo into something closer to Galatea, which means more mobility and a bigger ability to delay the enemy, but it feels like he's missing something, like something to keep his endurance up in his awakenings or buy menu. For example, his new passive requires him to take damage for it to activate, which basically means he'd have to have really low HP all the time just to be useful around the map.
A: Actually, when we launched the test server, we had a discussion about Galatea's awakenings fitting pretty well onto Baimo, like maybe every time he dashes he would gain some temporary armor. We did realise that him having like an option to sustain himself while doing what he does best is something that we didn't think about adding, so maybe next time when changing him we'd incorporate that into his buffs and balancing changes.
Q: About Reiichi, I feel like my views may differ from yours, but why'd you change him, especially his gun, this much? I feel like he has the most overpowered awakening in the game, which is his Awakening 3 that lets you see through his [Light Screen], and that is one of the reasons why you guys are limiting his gun's ability, but it's also partly the skill's problem. You already said that he will undergo further changes in the future, and this burst mode Dawn is just one of the directions that he could go in, so in the future what plans do you have to balance out his Awakening 3 and his Dawn's strength?
A: We have definitely thought of maybe nerfing his Awakening 3, because unless you have Flavia's ultimate or defenders flanking, in the afterplant it's basically impossible to break through and win the round. This is also something we think isn't designed that good. We've thought of nerfing his Awakening 3 in the past, for example bullets passing through the wall would have their damage reduced, or the range of visibility for the attackers would be limited. However, after further discussion, we found that these changes aren't that satisfactory either, and we're still trying to find a way to combat it, which is why we haven't touched his Awakening 3. If he is used in a team with lots of teamwork, with his Awakening 3 and his ultimate skill, the round is basically already won for the attackers if they manage to plant the bomb. I believe most of you have experienced this and find it very frustrating. Thus, we're planning to maybe change his gun up, lower the barrier of entry to use him, but at the cost of his skill's strength in the future.
Q: About LMGs and their recent changes to spread in the test server, what were you guys thinking when making the change?
A: I haven't really talked with the developers behind that, but if I remember correctly, it's to improve the usability of these LMGs when firing continuously, and also to distance the current LMGs from ARs, since as of now, the LMGs are technically almost no different from ARs. It's mainly just to innovate and create some differences. Though, this change is kind of challenging, because not much people like this change, however I think it's actually a buff, and internal testing confirms this. It is kind of hard to deal with almost full accuracy but also constantly moving characters.