Hi, before i start, could you please introduce yourself, and tell us what's your job description @ Paradox/Arrowhead?
My name is Patrik Lasota and I work as a PR and Community Manager at Arrowhead GS. It is my main job to answer interviews and making sure that the community is active and listened to. While that is my official job, I end up doing a lot of other stuff as well.
1. Although a damn funny Campaign like Magicka has, the fact that there is no quests, linear campaign, no inventory, and no side quests, makes the campaign quite repeatable and boring after clearing it a few times, and lets say REALLY easy for hardcore players that can clear it under an hour. PvP came in @ a perfect time, bringing new life into a stagnant game. Was this Planned?
PvP was actually planned to be in the game at release, but due to time constraints we decided to cut it at release and implement it later on. I think it was a good decision, the community found their own way to PvP unofficially and it gave us time and some good pointers on how we should implement the PvP.
2. Despite all the controversy about releasing a game with so many bugs, what surprised us the community the most was the insane amounts of patches and bugfixes that arrowhead delivered. How did you prepare when you started developing PvP, so that you could avoid, a lot of bug-fixing after releasing PvP?
We made sure we had time, lots of time. With time and the experience we had from release it was a lot easier to avoid the pitfalls we fell into earlier. We also had a great beta testing community that constantly gave us feedback and reported bugs.
Even tough we made sure we had a lot of time, there are always things you have to tweak after release. It just isn't viable to test balance entirely with a beta audience.
3. How many community Beta testers took part, before pvp was released?
It was a couple of hundred testers, but as with any beta test there is really only 10% or so that actually test the game for you.
4. How many Bugs were squashed until now? PvPwise of course.
If you talk about the bugs during PvP development, then there was a lot, not only PvP wise but also for game stability and network efficiency.
5. How many Bugs are still open waiting to be fixed? again PvPwise.
There are still some kinks that need to be ironed out, like the score system for example. Then there are the more overhead bugs that still affect PvP, such as network efficiency, that still needs a looking after. Other then that it's always good to keep balancing, we are currently looking at ways to improve earth projectile balance.
6. Do You Think 5x Rock Snipping is Overpowered? How about QREQQQ and EDQQQ?
Rock sniping used to be very very good, it was actually my choice of spell when testing the PvP. We are definitely going to have to work on it. Good balance comes with time and a large, vocal, player base. Regarding the other spells you mentioned, I assume you think of them as being used on a sword, in witch case they could be powerful, unless the enemy has an earth shield.
It is our goal that everything should be counter able, switching up your tactic and forcing your opponent to adapt is part of the game.
7. Do you want to keep Magicka One shoot Kill type of PvP?
Not necessarily, but we want to keep the spells powerful. We don't want to lose the feeling that the magicks you are dabbling with are extremely powerful and small mistakes could mean your own death.
8. What do you think of Doubling the Health in PvP only to prevent One shooting?
I think that it would make the wizards live longer, but I'm not convinced that it would make it a better game. It's an easy solution to a complex problem, and it will not solve underlying issues.
9.The normal walking speed feels kinds sluggish, any plans on speed increase? Or are you happy with the current state of the game speed?
We haven't even considered it sluggish before, and I have seen no complaints on the forums. There's always haste if you feel like its going too slow
My name is Patrik Lasota and I work as a PR and Community Manager at Arrowhead GS. It is my main job to answer interviews and making sure that the community is active and listened to. While that is my official job, I end up doing a lot of other stuff as well.
1. Although a damn funny Campaign like Magicka has, the fact that there is no quests, linear campaign, no inventory, and no side quests, makes the campaign quite repeatable and boring after clearing it a few times, and lets say REALLY easy for hardcore players that can clear it under an hour. PvP came in @ a perfect time, bringing new life into a stagnant game. Was this Planned?
PvP was actually planned to be in the game at release, but due to time constraints we decided to cut it at release and implement it later on. I think it was a good decision, the community found their own way to PvP unofficially and it gave us time and some good pointers on how we should implement the PvP.
2. Despite all the controversy about releasing a game with so many bugs, what surprised us the community the most was the insane amounts of patches and bugfixes that arrowhead delivered. How did you prepare when you started developing PvP, so that you could avoid, a lot of bug-fixing after releasing PvP?
We made sure we had time, lots of time. With time and the experience we had from release it was a lot easier to avoid the pitfalls we fell into earlier. We also had a great beta testing community that constantly gave us feedback and reported bugs.
Even tough we made sure we had a lot of time, there are always things you have to tweak after release. It just isn't viable to test balance entirely with a beta audience.
3. How many community Beta testers took part, before pvp was released?
It was a couple of hundred testers, but as with any beta test there is really only 10% or so that actually test the game for you.
4. How many Bugs were squashed until now? PvPwise of course.
If you talk about the bugs during PvP development, then there was a lot, not only PvP wise but also for game stability and network efficiency.
5. How many Bugs are still open waiting to be fixed? again PvPwise.
There are still some kinks that need to be ironed out, like the score system for example. Then there are the more overhead bugs that still affect PvP, such as network efficiency, that still needs a looking after. Other then that it's always good to keep balancing, we are currently looking at ways to improve earth projectile balance.
6. Do You Think 5x Rock Snipping is Overpowered? How about QREQQQ and EDQQQ?
Rock sniping used to be very very good, it was actually my choice of spell when testing the PvP. We are definitely going to have to work on it. Good balance comes with time and a large, vocal, player base. Regarding the other spells you mentioned, I assume you think of them as being used on a sword, in witch case they could be powerful, unless the enemy has an earth shield.
It is our goal that everything should be counter able, switching up your tactic and forcing your opponent to adapt is part of the game.
7. Do you want to keep Magicka One shoot Kill type of PvP?
Not necessarily, but we want to keep the spells powerful. We don't want to lose the feeling that the magicks you are dabbling with are extremely powerful and small mistakes could mean your own death.
8. What do you think of Doubling the Health in PvP only to prevent One shooting?
I think that it would make the wizards live longer, but I'm not convinced that it would make it a better game. It's an easy solution to a complex problem, and it will not solve underlying issues.
9.The normal walking speed feels kinds sluggish, any plans on speed increase? Or are you happy with the current state of the game speed?
We haven't even considered it sluggish before, and I have seen no complaints on the forums. There's always haste if you feel like its going too slow