I believe alot of people in the testing team, to game artists, to some of the developers themselves and wider community have been wondering the exact reasons as to why updates have been scheduled for this 2 week schedule.
As to my knowledge currently the testers could not beat this latest update on the insane mode difficulty which begs the question as to why the devs wouldn’t choose to delay this update? I feel like alot of the community including myself would like an official statement regarding this scheduling as it feels like the current approach is quantity over quality from the perspective of many.
1 Like
This is a fair question.
The short version is that we’re aiming for a regular update rhythm because Vesteria needs consistent releases to stay healthy, visible, and worth continuing to build. That said, the goal is not quantity over quality. This update was something the team cared about a lot, and we actually took an extra week on it because we felt it needed more time.
On insane mode specifically: previous dungeons have often been cleared very quickly, and one of the recurring issues we’ve seen is that players get through new content almost immediately after release. This time, we wanted insane mode to be a real challenge for the community. That said, we’re watching how it’s going, listening to feedback, and the dev team will adjust accordingly.
More broadly, the two-week update rhythm is something Vesteria needs if we want the game to keep getting visibility from Roblox. The challenge is making sure we have the team and systems to support that pace properly. That’s part of why we’ve opened up hiring for the dev team. We also know that balance updates are one of the community’s biggest requests, and building the people and structure to handle that more consistently is a priority for us.
1 Like
Hello, thanks for replying
I believe that the game needs regular updates yes but I feel as though the focus being primarily based around content updates is relatively unhealthy? I also feel like the 2 week schedule is not helping with the quality of the games current updates with updates such as Tall Cap Grove are widely disliked by your current userbase.
If you could go into specifics maybe on the qualifications for being featured on the front page of Roblox I believe that would help clarify things for people as what’s stopping the development team from switching to a more 4 week or 1 month schedule? I believe with the current development team manpower this pace cannot be kept while also maintaining the expected quality that the games player base expects from the Vesteria team as you yourself acknowledge with the comment about why you’re hiring new devs
About Insane Mode, I feel like that is a good approach to the content while also not making it entirely rng based but the issue was that on release the dungeon was not at all ready for release in my and many others opinion. I believe that a piece of content for any game should feel like difficulty is more in lack of player skill more than anything else and being able to learn and adapt to how the new dungeons mechanics work.
We saw this with Tal Rey’s Tomb where as in players struggled for a majority of the first day to defeat the boss at the end of the dungeon with only 2-5 teams actually succeeding on the first day with many more failing in the coming week until players gradually learned and winrates went up. I was also part of the testing team for that in where we took a week hammering out things that could feel unfair with polymorphic while still trying to maintain an air of difficulty and I feel we succeeded because the testers didn’t win much at all during the testing sessions we had.
I would like to comment on the idea of regular update rhythm for Vesteria. I don’t think that a regular update idea for a bi-weekly basis is healthy for the player base.
I feel like the more updates there are, the less of a direction the game is going. Right now, the storyline is still unfinished and it feels like the updates are more of creative tangents rather than core to the game. If I were to describe the population triangle for Vesteria, It would almost seem like an hourglass shape. There’s a lack of direction past level 30 and the equipment disparity for new players seems to be a major turn-off for the game.
I think that Vesteria needs to work on its onboarding in order to have a more loyal and greater amount of players.
I look at it this was. Devs make great content and a great job in all aspects. Except balancing, looking at it this way all the problems could be fixed by a new dev/balancer that would be someone from the community that understands where the problems come from and is able to resolve them quite quickly.
Most problems come from items being too weak or too strong, mobs being too weak or too strong or drop chances being too low or things like dungeon entry prices. All of those problems could be avoided by having someone who also goes thru the same struggle as the community and someone who would be able to tweak a few values thus fixing all those little problems that stack up on each other.
In short everything could work as it is all thats needed is 1 additional dev/balancer whos whole job is playing the game and tweaking the values so they are reasonable and dont upset 90% of the playerbase simply because they are set by devs that dont play the game themselves thus have no idea whether something is reasonable or not.
Yes i know thats why testers are a thing, but it seems like they get ignored and no one is there to implement the changes they suggest thats why we need a dev to just fulfill that gap.
This is unrelated but I also question as to why the trusted system exists exactly? I don’t believe it really helps prevent the alt abuse issue as people can verify quite easily that if you were to introduce such a system to get trusted via XX or something else it wouldn’t make much of a difference in my opinion.
I also don’t believe it helps protect anything either as there’s no way to my knowledge to verify if someone is the same identity using the same id via trusted which makes potential threats such as exploiting still prevalent and I wish more was done about this issue. I don’t see the use of this feature as not only is the safety of our game lacking in terms of protection against bad actors but it also doesn’t really help the issue that you originally presented to me that it’d fix which was mass alt farming.