State of the Game Nov 2023

@TheGrillFather

One thing I was thinking about. With hero releases being once every 8 weeks in 2024 and cap raises being once every 4 weeks… one very spiritual connection is dissolved.
Back when many heroes were released in a month you could say those were released at “rank X cap”.
But soon it will be like… hero released at E4, E6, E8, E10… (as an example).

It surely doesn’t have to be the feeling of all players, but I can relate to it not being very cool and understanding players that want a rank cap raise once every 8 weeks instead.

I wouldn’t mind a level cap once every 4 weeks and rank cap once every 8 weeks if it leaves some free time for other things. But I guess it’s a closed topic within the team.

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Honestly, my favorite part about the game was seeing what new heroes were being added so I am a little bummed that’s being slowed down. I can understand the reasoning though.

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Darn, a little too late :confounded:

I Just returned to the game from a nearly 3-year hiatus and had to get though the entire hub campaign + elite mode to catch up, which took an eternity. That being said, it still felt rather enjoyable - like I was accomplishing something. I did the entire thing with Y15 toons so it’s definitely not tuned to high.

Please say hi to @Polaris for me. I’m glad to be back and in all honesty the game is in a much-improved state.

On topic, I like a lot of the roadmap for 2024 and can’t say I’m too disappointed with less heroes if it will mean more of the current (huge) 213 roster get a good look and a few balance passes are made. I’d like to see all heroes dealing damage in the same order/ballpark (weather that be millions, billions or trillions). One of the problems I’ve found on returning is that most heroes hit in the same ball-park but 15-20% hit for an order of magnitude higher and 1 % a further order of magnitude beyond that (looking at you Dante).
I’ll provide a good long constructive feedback post soon but in the meantime, thanks for the teams great communication!

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Good because every time I use certain characters in the recent chapters we just got they die fast even if they have a higher rank or higher power

I like this honest opinion cause… yes, it very much is that way.
And even then I still feel as if someone just forgot or put the decimal point somewhere else in a formula.

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They dont work at perblue

@TheGrillFather a wicked idea to think about.
Giving “The Inventor” as a playable character one day. Maybe during an anniversary. :fire: :thinking:

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Brilliant idea!

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@TheGrillFather

Some feedback and perspective

I’ve just returned to playing DHBM after a 2 year observation period. I’ve always been analytical with badging and farming meticulously for the hidden badges that weren’t advertised etc… I say that because in my return, I realize it just isn’t feasible to do that anymore with the crafting density and number of badges required with the original crafting design still being in place. And won’t kick the already dead horse around power crafting. There are too many factors being processed in a single click. It’s that simple.

I am happy with many of the enhancements and quality of life improvements which is why I’ve decided to play again. That being said, I want to give my opinion on a simple solution to the crafting system.

As we currently see new ranks there are 1-2 new badges introduced that are fixed for each new district. These badges are of that ranks color*.
Other badges within that rank require sourcing from prior districts that may go back as far as a blue badge for example. Say the peach. It’s the most common. This is where the majority of our latency is coming from.
The “simple fix” is to change the required badge trees for the ranks and reduce the number of ranks between each “color” and making each rank have its own fixed badge pool. You can use Base16 for the ranks and add these colors to the HUB. All prior ranks can be stretched across the introduction and City Map as they aren’t as dense.
Example:
purple0-purple15, orange0-orange15,
yellow0-yellow15, red0- red15, emerald0-emerald15
Using Base16 here. This is 400 levels worth of Ranks. Each color would start with a fresh set of badges as a foundation for that rank color. Each following rank would add 1-2 new base badges(same as we currently do) and then use the prior ranks badges to build new stronger badges. This badge pool can stack as each new rank is added until the end of that color cycle. Stamina cost will be rebalanced as you can establish a new base cost for each rank color. It will also reduce the lag exponentially as the source of each badge will be limited to a factor of 16.

This is short math and I’m not a programmer nor do I know the current base code used in the game so please take this as feedback from an analytical perspective and as an idea if anything towards the future development of QOL improvements.

I have been a massive contributor to this game since the beginning and I personally want to see it last another 5 years. Clash of clans can do it. I know Disney Heroes BM can do it.

Three last points from the peanut gallery-

prize wall is a huge part of the game. I believe in balance. IF this is to be removed, (which I don’t personally want) please see that the loss of resources isn’t felt by the community. The goal should be to retain the player base. Especially during times of change. Which brings me to the next point.

New Heroes every 8 weeks-

I think this may be a tough one… 6.5 heroes next year is painful when thinking about the current open franchises and the previous frequency of hero releases. As a business owner I have to manage risks myself and always remember that without clients, I have no business. If I’m not consistent and active in my business, I have no clients. Regarding Disney Heroes, there is already a culture established and expectations have been set at a monthly frequency. Previously heroes were released at 3 per month. Granted, that may have been full speed but the train can’t stop. Going from 30+ heroes per year to 12 and now within the same year an announcement is made that it’ll be reduced to 6 next year. That is alarming and somewhat discouraging. I’ll add that I do understand why… the need to correct major issues. But which is greater if you risk losing what little clientele are left? There needs to be priority and I know the team knows that but I’m reiterating it.

My last point is an idea for the future as you mention the current games and relevance. The campaign is for farming badges and small amounts of gold and exp (by the way, let me sell ALL of my exp potions… don’t put a cap on things like that. Just make your people happy and give them water.) But to my point the new game mode y’all are talking about? Let us farm the rare stuff like mod components. UP the difficulty and maybe make it twice the stamina as regular campaign but weekly capped invasion rewards that rotate are terrible. I have to wait a month before I can get enough to upgrade 1 level 4 mod… I have 200 heroes that need Mods… same for patches and battle badge fragments- add them too. New and returning players like myself shouldn’t have this issue with facing the paywall in order to get mods and patch levels.

I hope this can be received as constructive. I appreciate your time and attention. Thanks for all you and the team are doing to make the game what it is and what it will hopefully become.

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I don´t think this is a simple or even good fix tbh.

I would revert to Red ranks crafting scheme that was abandoned by Yellow+6/Yellow+7.
However, I also realize that it basically reverts the psychology behind deals with a lot of stamina or the stamina refresh.
Therefore, I would just delete one badge from the crafting trees of badges from certain ranks.
If you look up I already decided to give a look to TheGrillFather how such a deletion for badges of some ranks would change the current cap ranks badges.

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Indeed, I read your comment. It’s what inspired me to post mine. As mentioned, I’m no expert but I’ve played long enough to observe the same patterns as you and analyzed similar data.

Although I didn’t comment on yours or attempt to discard it as irrelevant or a bad idea.

I gsve my perspective on the long term solution. I don’t believe removing a few lines of data will solve the problem. A rework is in need to stabilize the latency. That may not be the solution I presented but possibly something along the lines and I don’t think the team would take such a drastic measure as planning the 2024 calendar to fix the issue if they could do it easily.

The fact is, this channel is meant to provide feedback and potential ideas. It’s not meant to criticize the ideas that are posted however.

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I don´t discard yours either, but I do realize that having all colors with same amount of ranks would be kinda eh.

I however also agree that the progression should have been a bit better.
Like, say, Red having Red+16 as last instead of Red+19 and Yellow having Yellow+32 as last rank instead of Yellow+30. At the end though it´s just nitpicking.

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A minor correction: with the Prize Wall, heroes have been released every 3 weeks, which would be 17 per year, plus we had a few extra heroes released around the game’s anniversary. So in reality we’re going from about 40 heroes per year to 20 this year to presumably 6 or 7 next year, which is an even sharper decrease.

If the devs able to use the time to improve the game’s code, combat bugs, better balance heroes, and provide more QoL upgrades, I’d consider it a good tradeoff, but such a major shift does seem like a pretty big risk.

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I play the game for the stories within the campaign and maxing my heroes. The stability has become an issue, sadly.

Number of Colors/Ranks being even and consistent is worth it if it means stable server and gameplay for the life of the game. It’s the difference between a bandaid and a potential rebuild. The good thing is they have all of the pieces needed for the build. It’s a matter of arrangement and placement. They can use the current badges and bits. They just don’t need to have emerald badges sourcing all the way down to blue like a pyramid. That’s a long chain of taxing processes.

Valid point. I hadn’t realized the true frequency of hero release but it serves the nature of this beast even more. This train has been moving at an extremely high speed. Slowing down at this rate remains alarming and creates an awareness that might yield the wrong type of outcome given the current gaming competition they speak of…

Somewhat relatedly, @TheGrillFather whatever solution is built for the badge ecosystem, please don’t let it involved limited-time double crafting events

Idk who was around for DS, but towards the end of the game lifecycle we had 24h ‘double crafting’ chances, where every time you crafted a badge, you’d have an ‘RNG’ chance to get 2 of them - ie. an extra one free.

This probably wouldn’t work that well in the current optimal strategy of Badge Crate usage, and also contributed to probably the most Hoardy McHoarding gameplay style I’ve seen in a game. It was possible to manipulate it to all but guarantee a double craft 🫣

… Not that anything suggests this event might return, I just want to forewarn that it should not :sweat_smile:

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Oh my god, this is a dream come true!! I’ve been waiting for costumes to return and and is makes me so happy, I just can’t wait to see the new costumes and alternative skins for all heroes :star_struck:

The ones I wish to see the most is Elsa’s fifth spirit/ epilogue dress :snowflake: and Hiro Hamada’s supersuit since he is the only one from the Big Hero 6 gang to not be in “superhero mode”
Also, I had some fun ideas about Ariel as a human or Baymax without his armor, but that would involve a complete redo of all their animations + skillset, so I don’t feel like it’s probable.

And lastly, What I DON’T want to see : The Beast as bland human prince :rofl: please no

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Welcome back!

Absolutely constructive, and some adjustments to economies we hope to hit the ground running early in 2024! I agree, the game economy needs to be adjusted for the long term, and that is an ongoing project, one that we will have more time for in the near future!

No worries, this hasn’t been discussed at all!

That would be cool! But I don’t think we’d be able to get approvals for that :cry:

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Well after reading this news. I’m happy to see that maybe Disney Heroes Battle Mode is part of the 5% of games that still receive updates after 7 years of being released. We are getting close to the 6 years mark.

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Well if there ever is time you can try. For the lore. :joy:
I really wonder what skill he would have if someone thought of one.

Also one thing to consider for 2024… given that the entire hero rotation will slow down with less releases… isn´t it finally time to free heroes from Arena / Coliseum / City Watch crates? Cause then we will get new heroes in Diamond Crates in like 2 years.

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