Heist Feedback Wanted!

Dont like it really takes to long for teammates to show up even if they are close need to be made easier I have a pretty good team and I cant figure out how to catch one guy after 2 days of trying lol

Did you happen to capture more of the battle on video? The team is very interested to see what happened before this.

I have played a few Heist’s now and while I think it’s definitely an interesting concept and has a lot of potential, the current execution could definitely use a fair amount of improvement for quality of life. There are a few issues that I can think of off the top of my head that I feel should be addressed including:

  • Wait time/lobby before starting the actual heist
  • Displaying power of heroes in a legend/on the map in some way
  • Speed of the game sometimes feels too fast, sometimes drags on
  • Not being aware of what is happening in fights/being able to see a fight in progress/toggle between map and fight
  • Who controls the fight once one has been initiated/who has the ability to press the ‘fight’ button
  • Making heists more accessible (one per day is rough, especially when most people don’t know what they are doing early on)
  • More transparency in scaling of damage/fight difficulty

Though there are more issues that I could add, and may as time goes on and I have had more time to play around with heist; I want to extrapolate a little bit on the issues listed above that were forefront on my mind after playing a little bit. As a note as well, some of these things may improve as time goes on and people have had more time to get used to the system and strategizing, but from a first (and past) impression these would be issues that could be addressed.

Wait time/lobby before starting the actual heist: I think this seems to be one of the most consistently noted problems from players. When you get into heist the actual game mode has started before anyone has a chance to join the game, you are effectively playing at a disadvantage unless you have pre-organized a group to start heist before initiating the game. It seems nearly impossible to have a perfect 10/10 game because you have no time to get 5 players ready before some points are already being stolen. This could be easily remedied by making a pre-heist lobby where people have to click a ‘ready’ button before starting the game. If people prefer to start the game before having a full party, that can be an option of the heist leader (with a warning of potential consequences). As an added note, I once started a heist and within 20-30 seconds one of the jewels was stolen that was on the total opposite side of the map, where I couldn’t have physically sent a hero if I had wanted to, this should not be possible.

Displaying power of heroes in a legend/on the map in some way: I have found, especially in public games, that it is impossible to know the strength of the heroes in the vicinity of a fight to be able to judge whether or not you actually want to start the fight. If there were a legend added to the map, or power displayed with a hero icon this would greatly aid in determining whether a fight is worth starting or not. It seems that this was considered by adding the 1 minute timer before starting a thief fight. This would seem to give a period to move heroes closer to be able to respond to the fight, and position things to have an advantage. In theory, this is great, and leaves a lot of options for developing strategy; in practice it is hard to tell how to position without being able to see the power of other heroes on the map.

Speed of the game sometimes feels too fast, sometimes drags on: In the three games that I have played, sometimes the game seems to go quite quickly, and other times it seems that you are grabbing all the points of interest and nothing is happening. The flow of the game seems to be fairly inconsistent and may be worth looking at quality of life. One frustration, that seems to be a common note from other players as well, is that the movement of heroes on the map, especially given the size of the map, often feels way too slow, annoyingly so. I don’t have any specific suggestions on improvements to this, but in its current state it feel like it could use a re-visiting.

Not being aware of what is happening in fights/being able to see a fight in progress/toggle between map and fights: I think it would be very helpful to be able to know what is happening in fights, when a fight has been initiated there is no way to see how things are going for anyone who is not controlling the fight itself. It would be great if there were an option added to toggle into the fight screen to see how the tides of battle are going. This may have been worth noting in a different point, but I also find there seem to be multiple fights happening at once and I am not sure what this is. Maybe I missed this point in the tutorial, but sometimes heroes are ‘ambushed’ and it isn’t really clear what that is or what is happening. It would be great to know what that means, how to avoid it, or ways to approach ambushes. I had a heist the other day where there was an ambush that was happening the same time as a discovered thief fight, the thief fight finished before the ambush and showed that 4 thief lives had been taken, but then when the ambush finished it seemed to be bugged and showed only 3.

Who controls the fight once it has been initiated/who has the ability to press the ‘fight’ button: It seems, especially when you have a game that is open to public players, that people immediately press the fight button without considering context. Sometimes it is hard to organize players, so it is useful to open to the public, but it is very frustrating when random players are immediately entering into fights without consideration. It would be great to limit this to either the game leader, or add an option of having multiple people approve the fight to start before it does.

Making heists more accessible (one per day is rough, especially when most people don’t know what they are doing early on): This has also been noted by a lot of players, 1 free game every 24 hours feels very limiting, especially given the relatively small rewards that come from it. If there could be more opportunity to participate in heist it would be great, especially in the early days when people are still learning. I know that there have been 10 tickets issued for testing purposes, but I think for the long term it would be worth increasing how available heist is. I think just from a base point of view that it would be worth making this playable multiple times a day, maybe at the same interval as free stamina, for rewards. In a worst case scenario it would be great to make heist playable again without rewards. This would make it so that people who have already completed heist would still be able to assist other players, while avoiding saturation of rewards if that was the main concern.

More transparency in scaling of damage/fight difficulty: I have completed heist 3 times, only on easy difficulty but the consistency of the actual difficulty of the fights seems to vary massively, I don’t know if this is scaling even within specific difficulties, or is just perceived/intentional, but I have entered into thief fights with the same or similar line ups and had massively different outcomes of the fight. I don’t know if the fights are intended to scale based on the power of the participants, or if this is just a perception thing, but based on the drastic difference in outcome with similar comps and power going into fights, something seems a bit off. If there could be more transparency in how this works it would be fantastic.

Again, I think the heist mode is a really inventive concept and has a lot of potential, and frankly even in the current state is fun (even with all the frustrations). I do feel though that if some of these issues could be addressed it would significantly improve quality of life, and take it to a much better place. I may comment later to add additional issues that I have picked up, but I would say these would be primary concerns at this point.

6 Likes

I’m starting to figure it out and I think the idea is great! However, I definitely think we should be allowed more than one free heist a day. I also think it would also be helpful if it is shown somewhere what level the heist is (easy, medium, hard?) so we can better decide whether we want to join. Also it would be nice if we didn’t have the 5 available heroes to join, it indicated so right away so we don’t have to waste time clicking “join” only to find out we can’t. And lastly, it annoys me that one of the daily quests is to win a heist battle when it is pretty difficult. Plus I feel that it makes you somewhat competitive with your teammates because you’re trying to start the fight before them…to have the opportunity to win the heist battle. I think the heist should feel more cooperative. The daily quest should be to simply join a heist only.

1 Like

There should be a kick button, it is very annoying when someone joins but doesn’t participate and loses for the rest doing their best, or spread out control of the inactive team to the other active players. Also I think it’s unfair that after the theif is "defeated” that an item can be immediately stolen their should be a cooling off period on the theif. As a generality the theif should have a cool down from after hitting a diamond as well.

Also can the ui be a little more intelligent regarding intent. If I push anywhere close to a “point of interest” it should assume I ment point of interest, rather than just move me to open space, as some people have big fingers, and don’t play on screens large enough to have that level of sensitivity. Yes you can zoom but time is a factor in this game style

2 Likes

All I have to say is that you guys have hit a homerun with this feature. Playing with friends in real time is so awesome. Would like to see to concept of sync play for further features!

On the other hand, here are my comments:

  1. Games feels slow
  2. Would like to be able to play the game mode even tho we have no ticket left. This could be a practice mode that you use with friends. ( No rewards for practice of course)
  3. Can we have a lobby so the game doesn’t start right away

Thanks and great job on this beautiful game!

3 Likes

Heist is super fun! The only thing I could say is a negative is a few of our guild members reported a bit of lag on their devices while using it. Otherwise, it’s great to have a new team based game to play!

Seems like it is a good concept, but very slow moving… definitely needs a FF option, or just make it faster altogether. Also, i spent over 30 minutes with 4 other people and beat the thief once. We got like 12 tokens or something for our time, definitely not worth it. Thief needs to be easier or time expire sooner or both. But gameplay definitely needs to be faster, and rewards better and more achieveable.

I have a video of heist glitch. Found hideout. Started battle. After 30 sec all but thief was dead then my heros just stood there. Theif kept attacking but my heros did not. Tried auto . Off auto. Nothing. Lost heist due to this glitch . Not happy. Ill post the video to the facebook group as i cant load here

2 Likes

Hi I am currently at level 47 and I wish it could be a little bit later then a week because I don’t know if I can make it within a week to try it out otherwise I would like to give feedback

Player name: Famine

As someone who only just hit level 50 this mode is kind of impossible for me. I only have 2 purple heroes and they get KO every fight during heist. Also most people don’t keep their heroes active and they just sit there. It would be nice to be able to vote to kick or to alert other players on the map. I tried using the heist chat to communicate but it didn’t seem like anyone ever used it. Maybe make it separate from other chats? It was kind of a hassle to open the chat in the middle of heist as well, especially not being able to control heroes or see what’s going on behind the chat screen. I also think I saw a gem get stolen while being guarded without a fight. Is that really a thing? It was our last gem we had and we didn’t even get a chance to fight to save it.

Quick Note: The daily quest is for winning a full heist, not a single battle.

What are your favorite things?
This new mode is already pretty fun and has a lot of potential! I’ve been wanting to see co-op PVE phone games for a while and they are in very short supply. I like that the hero restriction help get a greater variety of heroes out on the battlefield. And I like that you can mix your heroes with others in a fight to really feel like it’s an all-team effort.

What makes you frustrated?
Even zoomed-in it is hard to select points of interest and even harder to select fights. Please make the hitbox for POI and fights bigger so ‘empty space’ is selected less. I like the disambiguation box, even that is prefereable to getting ‘empty space’ five times in a row. Are you even allowed to select a fight to go join?
On that note, it’s hard to tell what is going on in a fight with the thief and especially the hideout fight. The hideout fight ends the game so I want to know more about what is happening and how I can help!
It feels bad to get a gem stolen when you are standing guard. Even if you can’t prevent the theft, could it at least take the thief a couple of seconds to pick it up so allies can move in to fight? Maybe the guard causes the thief to take the extra time they otherwise wouldn’t?
It’s frustrating to have that ‘win a heist’ quest stuck in your quest log for the rest of the day if you lose your daily heist. Maybe add some way to buy another ticket only if you are out of tickets and already lost your daily heist? Maybe on an increasing price?

What do you feel is missing?
How about some quick callouts / canned strategy text to send? The game moves fast enought that there isn’t much time to even open the chat, much less type custom text. More communication.
I think any battle with your heroes and especially the final hideout fight should have a popup callout window in the side of the screen that you can tap to go to that fight. I need to see what’s happening!
I’ve seen others call for a lobby to gather players before the heist starts, +1 for that idea.

What would make it more fun?
Some indication of how battles are going? If we can’t watch a fight because we aren’t involved or we’re busy, how about a little speech bubble over the fight with a happy, grim, or sad face to give a quick glance at how it’s going?
Better indicators of how well the match is going. Better indicators of the match pacing. I want to feel some excitement that the last thief battle is coming :star_struck: or that the hideout has been found, not be suprised by the ‘match over’ screen suddenly. :frowning:

How’s the time length - too long, too short?
Pretty good, maybe just a hair on the long side. I guess if we’re mostly going to only get one a day I would like it to stay the same. But if we are often going to get enough tickets to try more than once a day then maybe speed it up like 10-15%. Maybe fewer clues to shrink the hideout circle?

Overall I’m excited for a co-op PVE mode and I can’t wait to play with my guild members in real time! :smiley_cat:

Unfortunately no. I started recording as soon as I noticed.

Everyone is saying they got 10 tickets but I’ve only gotten 1 today??? Looking forward to trying it more even though the one I did play didn’t work out so well :stuck_out_tongue: very interesting and fun if you know what you’re doing. Definitely keep working on this mode and making it better. It’s very cool.

I like the Heist but it does need two more differences in my opinion
number one I think that when you are on a diamond little circle thing and you’re keeping watch that it shouldn’t be able to be stolen I don’t know if it’s meant to be like this or if it’s just a little bug but please fix this because then there’s basically no point of guarding that Dimond so then you’re wasting your time it is really frustrating
number two I think that the battles with the person should be just a little bit easier because it’s almost impossible for me to defeat them like it shouldn’t be too easy for you can defeat them really easily but should be a challenge but not as much of a challenge I have got really close but that was with all purple players and I still did not beat them so I think it should be just a little bit easier other than that I love the Heist and it’s really fun I like how you can travel places to places and investigate and you get to fight with other people’s players. Thank you for updating and reading this feed back hopefully it’s helpful

2nd feedback

It’s frustrating… I tell people to stand watch… They do… Then there is nearby fight they are called to… The fight is over (a victory) but within seconds the valuable that was being watched was stolen… So what was the point of standing watch. To make matters worse hero was on the way back (instructed to stand watch again very promptly) bit was too busy resting just round the corner from the item they had been told to stand watch over.

Perhaps an option to lock the hero to the item? Or perhaps if they are standing watch on item when called they could be returned to that point?

very boring and uninteresting mode. You could add some battles with bosses (known villains), you could add guild war, but you added it … The most awful, long, tedious and most importantly uninteresting mode. He does not need this game, you have a whole Disney universe in hand, and you create this … I am disappointed, like many others.

_~What are your favorite things?_

I am a huge fan of the “Scotland yard” style of game play. I also love that only one type of hero can be used which helps figure out who is who.

_~What makes you frustrated?_

I am really REALLY do not like how the system works when someone “catches” the thief and only one hero in the area goes after her. Then to make it worse, you have to wait and hope the one hero doesn’t get blown up by a full enemy team for the others in the area to make it to you. These fights are never finished and rarely one at all due to this system. I also dislike how the searching mechanic can make you find the hideout one the first pick, or the last one and there is one fight to determine if the whole thing is a success or failure on that one fight. I have also had multiple treasures stolen while someone was guarding the area and the thief just ran out with it. The Thief can Stun lock the party to the point where no one can attack or use abilities for the entire fight. If she uses her stun ability consecutively no one can do anything with her. I used to try and guard the gems but have found more success in just hunting down clues and finding the hideout is the more efficient way of winning

~ What do you feel is missing?

any sort of buildup or crescendo to finding the thief is lost in this game and the treasures just seem like a chore to keep. I would like to see the build up and fall of her party as she goes around the city. maybe traps with goons or fake leads. maybe a few “corrupted Heroes” in the mix that if you defeat you get a power up.

~_What would make it more fun?_

make it feel like a progression from start to finish with all of the heroes involved. have the thief do the same even if its linear from start to finish have her gain abilities if we fail and if she fails we get something special. as of now I have no idea if fighting the thief is a good idea to win.

_~How’s the time length - too long, too short?_

Length all depends on if players are doing what they need to and how good the heroes on the board are. someone that just hit 50 and has blue heroes are going to get DECIMATED in this mode no questions asked. I am level 60 and have my A Team at full ability and they still get wrecked by the “easy” mode with other players in the mix. And if one player finds the Hideout in the first 5 min its only 5 min and we win easy. Other times its 45 min and we have to go through 6 cycles of the circle indicator showing where the hideout is and 4 other teams searching outside of the circle to finally stumble on it to lose.

 _~How would you improve this mode?_

For starters I would have everyone in the area that sees the thief go after her to start the fight, but have an option that the player can chose not to have their heroes go after a spotted thief. This would allow the fights to be a bit more even starting out and have a chance of defeating her before no one can come to aid the squishy DPS Hero that just saw her. If an action was being done such as protecting a gem or searching, they would autopath back to that action and continue.

Gems would need to be fought over if someone was guarding them and the fight would initiate immediately. This would give a reason to guard the gems and if powers were given to them, help make it seem more fair when they were stolen. As of right now there really is not a reason to protect them.

I would also have the search for the hideout be incremental (ex: 15 spy glasses, 20, 25, etc) rather than the flat 50 for each to speed up the game, get more heroes in the area for the finale, and focus the game play to aid each other rather than spread out. It also gives the feeling that the objective is being completed rather than repeated.

Treasures give bonuses to the districts, but if stolen are lost forever. This will make players prioritize areas of the map and try to keep the thief out of other areas that are away from the hideout. I understand that this may contradict the above statement, but for the early game where no one knows where she is this can help players decide what is important to them and move their heroes to protect it. Some treasures could do x2 stamina recovery while in a district, hero abilities maxed, 1/2 time hero K.O. recovery, etc.

The Hideout should be a last stand with every hero, not a single fight. Make the hideout fight much like City Watch, where if a hero is knocked out they are out for 3-5 min or some other longer duration, but it also starts a countdown timer of 5-9 min for the game to be finished. This mechanic would help players win more often, but also lead to a bigger crescendo moment as they all desperately try to take out the final boss with the clock leading to their success or failure. It would also focus the players to diverge on that one point to make the final push to win and everyone would feel like they made an impact on the outcome of the game.

Have a few mini objectives such as corrupted heroes that give out power ups or even act as an NPC player. it gives everyone a few options to work on while others may just be searching for the hideout. Minibosses that shrink the circle instantly, the thief is instantly spotted on the map, things like that can go a long way and may help some players complete the mode easier if they don’t have fully equipped and leveled Heroes.

If players leave the game, have a basic AI that will take over and help search, move, or allow other players to control or suggest where the left player should go. It is really frustrating when someone leaves on the other side of the map where the hideout is and those heroes are lost to anything that is going on in the game.

I will continue to play and add to this as I see more trends and issues arise as this is only after 4 Heists. I really like this mode and what it could be.

Thanks for reading - if any devs read this I would like your feedback most and let me know if you are hiring :wink:

1 Like

Please add an AFK boot mechanic. If someone afks for 1 minute and their heroes are not investigating, kick them and have someone else able to join.

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