Hello again Planeswalkers! Executive Producer Steve Ricossa here with more responses to community feedback that we’ve been seeing over the last week. Though I understand these blogs are illuminating the work going on among our team, I have no doubt that you all want to actually see these changes hit the game or at least know when they will. Fortunately, the long-discussed April update has just dropped this morning! You can check out the patch notes here, which show nearly 500 fixes and adjustments for various aspects of the game. That all said, let’s take a look at the feedback for this week, progress on existing features, high level timelines for future features, and since April’s update is here - some discussion of our May update.
As I mentioned above, the patch notes for the April update are piled high with quality-of-life fixes and improvements for everyone that plays. With this update, we’ve reduced the duration of Tazeem’s overworld progression missions and back-and-forth of fast travel requirements. On top of that, the overall duration to make it to the first visit of your realm has been reduced by about half. This means that new players will complete their starter deck more quickly, start collecting new Spell, Artifact, and Equipment drops to customize their decks, and get to that loadout customization more quickly. We’ve also moved the first additional class unlock to coincide with your first realm visit, which means Planeswalkers will have just completed their initial starter deck and will then immediately unlock another 12-spell starter deck from the color of their choice, so they can get right into deckbuilding and experimentation. We’ve also made some adjustments to increase the responsiveness of your summons and of enemies in order to make combat more engaging and dynamic. We hope that these and the many other changes provide solid improvements for the existing community, and for those that are newly joining us every single day.
With the Mid-April Update being released, we’ll be able to cover a lot of ground by talking about our targets for the Late-May Update. I’ve been chatting about performance for quite a few updates, and I’ve seen a lot of chatter about when our improvements would be going live. While we’re pushing good, quick fixes live almost weekly, the lion’s share of the fixes are targeting this Late-May Update. We’re making passes on every single map in the game, on our shadow tech, navmesh tech, and particle fx tech in order to improve the performance and frame rate from the min spec all the way up to the highest end of hardware. These changes, along with some server optimization improvements, should also assist with the performance our EU players are experiencing.
Of course, just like our Mid-April Update we’ll be including a pile of quality-of-life fixes, balance updates, and general improvements. As other interesting features or improvements get committed to that update, I’ll be sharing them in future updates so you will know what to expect.
There has been some discussion from the community about some edge case behavior around the broker for a variety of reasons. We’ll be taking a deeper look at the setup of the broker tech, but with today’s push we’re now requiring trade tokens for the Classes and Packs category of broker items. This is only an initial step towards balancing the broker experience for you all, and there will be more to come down the line.
I mentioned the feedback we saw last week about the pinging sound in the overworld while people are questing around the Multiverse. We’re delivering one change this week that should make this less problematic. The volume of the ping has also been reduced so hopefully it’s less intrusive in gameplay. We’re also targeting an adjustment that only has the sound trigger if you’re within the “single dot” or “first ring” proximity of the reliquary portal, which is basically half the distance. This should go live in the next week or so. That said, we’ll be following feedback on this closely so we can continue to make changes as needed here.
There have been questions every week on console and if we’re working on a console version of the game. The answer to that is a resounding YES, the core software team and the game team are collaborating on the Xbox and Playstation versions of the game. They’re already up and running, but there’s still work to be done. These are in flight, and we’re looking forward to delivering them to a host of new players later this year.
I’d like to thank the huge number of players that are participating in the Open Beta for engaging with us, as we refine Magic: Legends on our path to full launch. I look forward to more collaboration with you in the community as we continue to address your feedback and suggestions.
Thanks again for reading, and I’ll see you in the Multiverse!