While new masteries could be a refreshing thing, more importantly in my opinion are those heavily requested mastery setups to switch in between for different game modes like arenas, AQ, AW, BG, questing, etc... let it be some gold or something to switch from one setup to the other that would be nice
I just wanna be able to swap between a couple different loadouts without having to spend 10 minutes doing it. I don’t understand why that’s so hard. We could have two or three saved set ups and pay to swap between the two doesn’t cost kabam anything and it would probably actually make them more money.
Exactly, this would cost almost nothing to implement and they would make a ton of money by people paying to switch their masters around more frequently. But they can’t even respond to this post much less do something that we actually want
Agreed… Mastery loadouts are already available in Battlegrounds, so they have the technology!
Why not implement it in general?
I think part of it is that Kabam does want changing masteries to have that unit cost. Whether they implement mastery loadouts with a unit cost per switch is a different matter, however.
If, instead of a cost every time masteries are switched, Kabam decided to implement a one-time unit or money cost to purchase a mastery loadout slot, they might make more money for the moment, but less long-term.
I'd just like them to implement what was going to be used for relics x free mastery switches in y days which recharge, to masteries. Provides a disincentive for doing it too often without a cost but doesn't punish occasional switcher for one off fights
The implementations we had for Mastery Loadouts or a Mastery update, or whatever we want to call it never came to fruition because we were never happy with how they turned out. There's goals for them not just for players, but also for in-game.
We haven't stopped working on improvements to Masteries and have something in the works I can't quite talk about yet. I have specifically told the team that we won't talk about it until the moment I have seen it and played it and know that it's coming out because I have seen the issues that kicking that can down the road has caused for our players. So... As soon as I KNOW that it's ready and coming your way, I will be the first to scream it from the rooftops!
One more thing, I want to clear something up. Nothing in a roadmap is ever a promise. If you want us to be able to continue to give you looks into the future, we need our players to understand that roadmaps can and will always change. That's the nature of Game Development.
How about you make way to save a mastery loadout for arena? Like we have in BGs for each of our decks. How hard to implement would that be? Then make one for AQ (not a must). One for AW (mostly for defense). For any other game modes we can keep current system, we'll switch as needed.
The implementations we had for Mastery Loadouts or a Mastery update, or whatever we want to call it never came to fruition because we were never happy with how they turned out. There's goals for them not just for players, but also for in-game.
We haven't stopped working on improvements to Masteries and have something in the works I can't quite talk about yet. I have specifically told the team that we won't talk about it until the moment I have seen it and played it and know that it's coming out because I have seen the issues that kicking that can down the road has caused for our players. So... As soon as I KNOW that it's ready and coming your way, I will be the first to scream it from the rooftops!
One more thing, I want to clear something up. Nothing in a roadmap is ever a promise. If you want us to be able to continue to give you looks into the future, we need our players to understand that roadmaps can and will always change. That's the nature of Game Development.
Appreciate the response. Not happy with it, though… 😅
@Kabam Miike Appreciate the response. Something that has been successful has been the live streams where things are hinted that are further along in development and successive streams provided updates. The communication is consistent, both good and not-so-good.
The issue with the roadmaps is that the information was put out there for us to see, but when communication stopped, it feels like it has been forgotten. A quick post saying "Hey guys, development of masteries 2.0 isn't working out how we intended so we're going back to the drawing board. We're tabling the idea until we can come up with an alternative. No timeline set, but will share more when we can." It's not the news we want to hear, but at least its news.
The roadmaps generated a lot of excitement and it was exciting to read through the various ideas ya'll had for the game. Hope can create expectations, even if nothing was promised in the first place. Hearing it directly on-stream where questions can be answered in real time...I think that's been much better than the roadmaps.
The implementations we had for Mastery Loadouts or a Mastery update, or whatever we want to call it never came to fruition because we were never happy with how they turned out. There's goals for them not just for players, but also for in-game.
We haven't stopped working on improvements to Masteries and have something in the works I can't quite talk about yet. I have specifically told the team that we won't talk about it until the moment I have seen it and played it and know that it's coming out because I have seen the issues that kicking that can down the road has caused for our players. So... As soon as I KNOW that it's ready and coming your way, I will be the first to scream it from the rooftops!
One more thing, I want to clear something up. Nothing in a roadmap is ever a promise. If you want us to be able to continue to give you looks into the future, we need our players to understand that roadmaps can and will always change. That's the nature of Game Development.
For what it's worth, I completely understand all the asterisks and caveats that come with roadmaps. I tell my customers constantly "The further out it is on the roadmap, the more likely it is to change."
And with all due respect, I think that's where you guys fail with the roadmaps. As a community, we all appreciate them, and the work you guys at Kabam put into them.
I think (for myself at least) there are two major frustrations with your roadmaps....
1) They don't usually have timeline clarity. Sticking with this example, you told us once that there were changes being made to masteries, but I don't believe it had a target release date. Something like "Masteries 2.0 - Q4CY25". There would no doubt still be people that ask constantly for a status, but I think many of your own forum members would quickly shut them down by pointing them to the original roadmap and saying "It's still a year away, relax!"
2) They lack updated communication. Again, sticking with this example, if a roadmap drops today that says Masteries 2.0 - Q4CY25, and you recognize 6 months from now that it's slipping, or just dead, you should provide that update to the community, with an explanation as to what took its place also. Something like, "Masteries 2.0 has slipped to Q2CY26 because we want to bring new everest content in Q4CY25."
While there can be a great deal of vitriol in this community, I think the majority of the community would appreciate that transparency, and after the initial disappointment if a change happened, would come to grips with why a decision was made.
You don't even have to make a big deal out of announcing it. Just throw a link to it on the News & Announcements page, and update it once a quarter, or once every six months, highlighting what (if anything) shifted/dropped/added.
2. Mgj0630 stole my thunder but is it possible to have a pinned page where the community can check on the status of things we are interested in?
While people can be patient or get frustrated, i believe all of you at kabam can understand that telling us you working on ANYTHING and then not updating us can make the community feel like kabam is promising us things to shut us up, not to deliver.
A simple 4 part system like,
A. Drawing board B programming C. Testing D getting ready to implement
The implementations we had for Mastery Loadouts or a Mastery update, or whatever we want to call it never came to fruition because we were never happy with how they turned out. There's goals for them not just for players, but also for in-game.
We haven't stopped working on improvements to Masteries and have something in the works I can't quite talk about yet. I have specifically told the team that we won't talk about it until the moment I have seen it and played it and know that it's coming out because I have seen the issues that kicking that can down the road has caused for our players. So... As soon as I KNOW that it's ready and coming your way, I will be the first to scream it from the rooftops!
One more thing, I want to clear something up. Nothing in a roadmap is ever a promise. If you want us to be able to continue to give you looks into the future, we need our players to understand that roadmaps can and will always change. That's the nature of Game Development.
Thanks Miike,
BTW how are the missing mastery points from Act 4 going? Did the team have any luck in handing then out to summoners yet?
Thanks for the response, in my understanding the mastery loadouts (presets for different game modes) and updates (new masteries) are two different things?
While i understand the mastery update is tricky and when ideas don't work out going back to the drawing board seems natural, i believe the other part with the loadouts / presets should be relatively easy.
If the issue with switchable mastery setups is less units spending you could always say switching the mastery setup costs x amount of units. I just see it as a huge QOL improvement, although i don't often change masteries, mainly due the reason you have to reset a whole mastery tree just for moving one point.
All comes down to units. They don’t want to lose the amount of units we spend on switching them so they figured just leave it.
I disagree, it the made a button to switch profiles and just kept the same unit cost, they would make money because people would change their masteries more often since its easier to do.
All comes down to units. They don’t want to lose the amount of units we spend on switching them so they figured just leave it.
I disagree, it the made a button to switch profiles and just kept the same unit cost, they would make money because people would change their masteries more often since its easier to do.
Yeah, honestly it’s not the unit cost that makes me hate the current mastery system so much, it’s the clunky way that we have to swap them.
There is nothing worse in this game than accidentally putting an extra point into a mastery and having to reset the entire tree as a result. I’ve probably lost hundreds of units over the years to silly mistakes like that.
The implementations we had for Mastery Loadouts or a Mastery update, or whatever we want to call it never came to fruition because we were never happy with how they turned out. There's goals for them not just for players, but also for in-game.
We haven't stopped working on improvements to Masteries and have something in the works I can't quite talk about yet.
That’s absolutely great, and I’m excited to see what you guys come up with, but what about the current missing mastery points bug from the story mode update? It has been an issue for over half a year, and after the initial acknowledgement a few months back, absolutely nothing else has been said. Is that ever gonna be fixed or what?
Comments
I don’t recall this much separate posts about it the whole last year or 2 until recently.
(Maybe because of ACT-4 missing mastery issue ?)
Then now, 2 years later, one may actually ask: Kabam, where are you at with updating the mastery system?
Any update @Kabam Miike ?
Also since we are being respectful and there is no need to ban anyone this thread prolly doesn't warrant a response.
They only show up to bust skull, or put out or start fires.
I would love to know why this hasn’t happened yet
Why not implement it in general?
We haven't stopped working on improvements to Masteries and have something in the works I can't quite talk about yet. I have specifically told the team that we won't talk about it until the moment I have seen it and played it and know that it's coming out because I have seen the issues that kicking that can down the road has caused for our players. So... As soon as I KNOW that it's ready and coming your way, I will be the first to scream it from the rooftops!
One more thing, I want to clear something up. Nothing in a roadmap is ever a promise. If you want us to be able to continue to give you looks into the future, we need our players to understand that roadmaps can and will always change. That's the nature of Game Development.
Then make one for AQ (not a must). One for AW (mostly for defense). For any other game modes we can keep current system, we'll switch as needed.
The issue with the roadmaps is that the information was put out there for us to see, but when communication stopped, it feels like it has been forgotten. A quick post saying "Hey guys, development of masteries 2.0 isn't working out how we intended so we're going back to the drawing board. We're tabling the idea until we can come up with an alternative. No timeline set, but will share more when we can." It's not the news we want to hear, but at least its news.
The roadmaps generated a lot of excitement and it was exciting to read through the various ideas ya'll had for the game. Hope can create expectations, even if nothing was promised in the first place. Hearing it directly on-stream where questions can be answered in real time...I think that's been much better than the roadmaps.
And with all due respect, I think that's where you guys fail with the roadmaps. As a community, we all appreciate them, and the work you guys at Kabam put into them.
I think (for myself at least) there are two major frustrations with your roadmaps....
1) They don't usually have timeline clarity. Sticking with this example, you told us once that there were changes being made to masteries, but I don't believe it had a target release date. Something like "Masteries 2.0 - Q4CY25". There would no doubt still be people that ask constantly for a status, but I think many of your own forum members would quickly shut them down by pointing them to the original roadmap and saying "It's still a year away, relax!"
2) They lack updated communication. Again, sticking with this example, if a roadmap drops today that says Masteries 2.0 - Q4CY25, and you recognize 6 months from now that it's slipping, or just dead, you should provide that update to the community, with an explanation as to what took its place also. Something like, "Masteries 2.0 has slipped to Q2CY26 because we want to bring new everest content in Q4CY25."
While there can be a great deal of vitriol in this community, I think the majority of the community would appreciate that transparency, and after the initial disappointment if a change happened, would come to grips with why a decision was made.
You don't even have to make a big deal out of announcing it. Just throw a link to it on the News & Announcements page, and update it once a quarter, or once every six months, highlighting what (if anything) shifted/dropped/added.
That's just my 2 cents.
1. Ty for responding.
2. Mgj0630 stole my thunder but is it possible to have a pinned page where the community can check on the status of things we are interested in?
While people can be patient or get frustrated, i believe all of you at kabam can understand that telling us you working on ANYTHING and then not updating us can make the community feel like kabam is promising us things to shut us up, not to deliver.
A simple 4 part system like,
A. Drawing board
B programming
C. Testing
D getting ready to implement
Would at least alleviate some frustrations.
BTW how are the missing mastery points from Act 4 going? Did the team have any luck in handing then out to summoners yet?
While i understand the mastery update is tricky and when ideas don't work out going back to the drawing board seems natural, i believe the other part with the loadouts / presets should be relatively easy.
If the issue with switchable mastery setups is less units spending you could always say switching the mastery setup costs x amount of units. I just see it as a huge QOL improvement, although i don't often change masteries, mainly due the reason you have to reset a whole mastery tree just for moving one point.
There is nothing worse in this game than accidentally putting an extra point into a mastery and having to reset the entire tree as a result. I’ve probably lost hundreds of units over the years to silly mistakes like that.
That’s absolutely great, and I’m excited to see what you guys come up with, but what about the current missing mastery points bug from the story mode update? It has been an issue for over half a year, and after the initial acknowledgement a few months back, absolutely nothing else has been said. Is that ever gonna be fixed or what?