February Dev Diary: from the Executive Producer

Feb.21.2019 BY KIXEYE_Chris

It’s been my pleasure to have worked on and off the War Commander: Rogue Assault team for a number of years. I remember this game before it went live, as it went live, and have watched it grow and evolve. Now I get the honor of leading this talented team, and have been spending the last few months understanding the fun and challenges presented to early, mid, and late game players.

There are lots of things the game does well – but there are some things we know we need to do better. Here is what I am directing the team to focus on from a strategic level over the next several months:

End Game Stagnation

What do you get the player that has everything? We have a lot of dedicated players, and a lot of storied, powerful alliances, that make their fun at the end of the game. Control Points and resource production bonuses are well and good, but we have not added much fresh activity or content in the end game or on the World Map for a long time. Quite frankly, the World Map can feel stagnant, and that’s not a feeling we want at all in our game.

We want to reinvigorate this experience and make sure the World Map, Alliance PvP, and general high level competition is fun and fruitful. We want to make sure Quickmatch feels fair but challenging and rewarding. Changes to gameplay and new features will be targeted in these areas first.

Attack vs Defense Power

When we introduce new content in the form of new units (attack) or new buildings (defense), the need for these should be clear for everyone playing the game at that level. We have not always hit that value vs cost balance, and we can be more bold with both attack and defensive power differences than we have been. We are starting to react better to those misses by adjusting existing units and turrets where we didn’t quite get it right, along with exploring more community involvement in previews and play testing.

We have a long term content plan that includes defensive buildings, production buildings, and units. That plan is structured so that we can evolve the game one step at a time, presenting fresh puzzles and powers to counter, while not going too fast so as to erode the value and enjoyment you get out of the powers you have built up over time.

While having a plan is essential, we do not expect that plan to survive first contact with you; your reception and reaction new content or activities is something we need to listen and react to. As stewards of this game, will be more responsive to your feedback and adoption of what we create, since we’re all in this together.   

Early Game Hurdles

Most people reading this will have passed the early game long ago. Think back fondly on your first Cobra flight… the first time you used the M270 Launcher to outrange a turret… the awesome power of a mob of Mortarmen… those were the days. For our new players, they have a long road ahead of them. We are finding and addressing issues in the early parts of War Commander: Rogue Assault so that more Commanders can grow up to join the ranks of the seasoned veterans, alliances can bolster their membership, and war can continue to rage across World Map zones.


While these three points are our major strategic focuses, our tactical week-to-week work continues unabated. We are committed to fixing bugs, and have a large portion of our dev team constantly dedicated to this activity; the bug count is coming down. We are finding cheat and exploit loopholes and closing them, banning as appropriate. Our team members are joining the public community channels in Discord, connecting more with individual players, and your feedback is being heard.

If you don’t feel like we are hearing you, then I want to hear about it. Our Community team are great advocates for you, often speaking up and making us make better decisions. Please keep comms open, Commanders. We have our ears on.

  • Executive Producer – PaleDim

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