Wednesday, March 16, 2022

[Korea] Director's Note: Future Directions for 110 Level Expansion

  • As the update is just around the corner, I (director's Yoon) think it's time to tell you a little bit more about the direction of this max level expansion.
  • First of all, the main purpose of this max level expansion was to create a first step back to the basic fun of an action game. I think the genre of action games is different from the hack and slash genre. 
    • If hack and slash is a pleasant way to sweep away monsters, action game is suppose to use the right skills at the right time, focusing on the battle with the monsters, and to lead the battle advantageously by avoiding or destroying the pattern in an appropriate way when a dangerous situation comes.
    • In recent years, Dungeon & Fighter has been continuously maintained without any major changes or challenges in terms of system or gameplay. As a result, I felt like the fun in the game was diminishing little by little. 
    • If we focus only on creating content in the same way as before, we could have released more content at a faster time, but it is too old to keep piling up the same things, so repeating the same actions no longer makes sense. Before, I thought I had to try new things.
    • Since we thought that it was impossible to simply add one or two systems or dungeons to try these changes, we integrated and added related systems while expanding the max level.
    • Of course, some people will find it difficult to make a sudden change, and some would like to start with a small change. We ourselves had a lot of such concerns and worries. And even now, I still have a lot of fear of change, but nevertheless, I decided that it would be more efficient to carry out overall innovation in line with the opportunity for max level expansion than to proceed while modifying the past one by one. I thought it would be more comfortable for adventurers to adapt.
  • Of course, forcing too big a change on you is also not a desirable direction, so we tried to make it possible for those who want to play similar to the previous one to enjoy DnF without major changes.
    • For example, elements that are helpful for dungeon capture, such as the neutralization gauge and enhanced backstep skill, have been added, but don't worry too much about those elements, and you will not have any problems dealing with monsters in the same way as before.
  • To recap, I can say that there are two things that I thought most important this time. The first is the action, the second is the equipment. 
    • The biggest direction of the action is that it is about to start a change from the existing hack and slash genre of killing monsters with powerful skills to a direction that strengthens the action, which places importance on fighting with monsters. 
    • Accordingly, it was thought that the character could be adjusted accordingly by reducing the monster's harshness first, and the monster's attack power that ignores the character's defense was deleted. After deleting all of them, those patterns were changed to be used only partially in essential situations. 
    • Second, to talk about the equipment, the existing equipment up to level 100 had their own characteristics but basically the equipment has a lot of similar options. I thought that the playstyle that was too uniform without any character distinction.
    • Although the damage is a bit lacking, there are equipment that you can play without thinking much, while there are settings that can create more powerful damage even if you embrace some penalties. we hope that adventurers will be able to enjoy the game in a way that they find enjoyable. 
    • And since all of these equipment shouldn't be swayed too much by RNG, we've increased the drop rate of epic gear significantly more than before.
  • So, in the 105 gear situation, I think it will be a time when balance becomes more important than ever, and I will continue to do my best to update balance. The direction of action and equipment mentioned above is expected to create a very big change that encompasses the game as a whole.
    • We made efforts to lower the play hurdles by strengthening the in-game guide, but nevertheless, as I said at the last festival, in the case of this max level expansion, we are prepared to have more modifications.
    • If there is still an excessively i-frame or unreasonable pattern, or if you have equipment with a strange balance, there is a high probability that we missed it because there are too many things to worry about. If you do, we will always keep our eyes and ears open, so please let us know. We will continue to do our best to improve the game. 
  • After a long period of preparation for the update, it is finally available to adventurers, but I can't guarantee that this update will be a success. The evaluation is not made by us, but by the players. However, after time has passed, this level cap was a necessary update to walk on the right path to make Dungeon & Fighter more interesting in the future.
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