banner



Genshin Impact developers respond to player feedback - underwoodthints

Genshin Impact developers respond to player feedback

Genshin Impact
(Image acknowledgment: MiHoYo)

Genshin Impact developer MiHoYo has responded to thespian questions and feedback in a recently developer treatment web log Charles William Post. In the C. W. Post, the developers have replied to many players answering some very important questions about the approaching of the atrip to looseness game.

In response to a post about never having plenty Original Rosin to complete daily tasks and weekly Battle Pass missions, developers give said that in Version 1.1, they have decreased the Unconventional Resin requirement for Battle Pass weekly mission from 1,600 to 1,200 and players volition live able to store up to a maximum of 160 Master copy Rosin, an increase from the ongoing 120.

Players have been asking about key bindings and controller setup changes and according to the blog post, the developers are currently in the process of developing a key attach/controller setup function that will go live with Version 1.1 on November 11.

Developers will also follow adding a new way of filtering artifacts founded on their basic attributes, making the serve of finding ad hoc items easier for players. In addition, small character avatars leave appear next to icons of prepared artifacts and weapons, allowing players to know exactly which party member has what item. Both of these changes will rifle live with Version 1.1.

The developer give-and-take also contained a very detailed answer to a interrogative sentence about how damage is premeditated when a character has more one shield. The response read, "In practice, when a character is strike, the damage continuous will affect every on the go shield at the same time. After this damage is calculated, if the character quiet has shield(s) remaining the character themselves will not take damage."

Included in the reply is a detailed example of how this would work in game, as well as a developer breakdown connected the reasoning behind the shield design.

"Building on this face of gameplay is the tactic of using elemental shields to absorb damage of the similar element. The mechanic we designed, whereby characters' shields have 250 percent assimilation effectiveness against elementary damage of the synoptic type, is likewise based on the aforementioned consideration."

In one respect, our decision non to employ stackable shields in our designing was to avoid the necessitate for players to produce many shield-type characters. This would also throw had a negative effect happening the diverse party tactics that we were hoping to see. Of course, retaining one or 2 types of elemental shields is also a perfectly valid strategy against complex basic damage, and this can also be achieved rather easily through the Crystallize Reaction."

Information technology looks comparable MiHoYo will continue taking musician feedback into consideration in the futurity, and you can expect totally of these updates mentioned in the next Version 1.1 patch.

Read more on how Genshin Impact surveys are asking for feedback on events and end-back content .

Source: https://www.gamesradar.com/genshin-impact-developers-respond-to-player-feedback/

Posted by: underwoodthints.blogspot.com

0 Response to "Genshin Impact developers respond to player feedback - underwoodthints"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel