PvP team are not stored

You’d think a bug that people are on here (and in game) constantly complaining about would be a top priority to address.

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unless there’s some way they can use it to wring money from their players, they could not care less

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@Jeto a yes or no on this feature would be great.

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I wouldn’t call this a feature request it’s a bug that needs fixing as it a mechanic that has not been implemented correctly.

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I reported this as a bug but they moved it …

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can we please get this fixed?

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no even copy paste works all the time. Sometimes the button is grey and can not be clicked.

Noticed it also last week: my mythtic team
Wand of Stars/Elementalist
immortal aquaria (bay of Stars) ( or Virago on summer isles)
kronos
beetrix

would not even save between leaving the pvp looking at another region and going back.

is it still the imoortalös are not saved bug?

Yep still not fixed

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@Jeto - this is a serious quality of life issue. It is so cumbersome to simply play PVP. Many of us rely on external systems to store teams - discord, spreadsheets, email. I get that rewriting the code to recognize all of the various immortal idiosyncracies might be difficult. Beyond that, though - when a region changes from, let’s say, purple to blue, you’ve gotta go find your blue team from wherever youv’ve stashed it, and cut and paste it in. CLUNKY!

There are now so many events with so many different restrictions that most of us can’t just rememeber our preferred teams off the tops of our heads. We need more team slots - ideally a much larger number, but more importantly, we need ACCESS to our saved team slots right from the “To Battle” screen. Clearly there’s some tech debt issue with PVP accessing the Collections data directly because no one would design it this way on purpose. It should, at a minimum, work exactly like it does in Explore. Please let us know what the dev team says about this issue that has been outstanding literally since day 1 of the “new” PVP.

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@Jeto why has this no prio. The game has bugs enough can we please make the stuff that works enjoyable?

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another week of copy past

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And still the silence…only skeletons with scythes on the edge of the road…

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@Jeto - this is a serious quality of life issue

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Stop tagging me.

I am aware, it is something I raise regularly. I am waiting to see if it’s on the list for 8.5 or soon after.

I get this issue is annoying, it’s annoying for me to have a list of issues I’m always trying to get more information on.
But poking at a forum thread without more to add, and tagging for the sake of poking me, is disruptive to my day and getting my work done.

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I totally empathize with this and am by no means condoning “poking” you or other devs constantly.

I do wonder if there is a way that issues like this one (i.e. a long-standing issue the community brings up frequently) could be handled differently, though - not that you guys are doing anything wrong by not updating us constantly even when there’s no news, but I wonder if there’s a better way. Back in the days when Salty streamed, she could field questions about issues like this or give us small progress updates on a more regular basis. The community could feel more heard and have a clearer picture of what was on the devs’ radar.

It’s hard when we give repeated feedback on issues like this, get told that feedback has been passed on, and then never heard about it again. For example, a month ago I asked about a 5-year-long frequently voiced concern regarding in-game World Event scoring and got no response. I don’t mean to draw attention to that specifically - I get y’all can’t respond to every post - but this is representative of a lot of long-standing concerns we raise. We get told they’re passed along, then it’s radio static for years on end. While I may not agree with people pinging you or other devs regularly about it, I do understand their frustration.

I wonder if there might be a way to have more clear communication, whether through Q&As every few months, developer livestreams like back in the day, quarterly “here’s what’s on the devs’ radar” posts, or something along that line. I know that company time is limited, but clear communication could really go a long way in the overall health of the game and its community.

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This is all stuff I would love to be able to do, but it is definitely a mix of:

  • Our team is now smaller than it has ever really been since GoW probably started
  • Getting information at the time it is relevant and then chasing it up later, and it being the same place - no progress, and nothing more to share
  • Being able to share what is in the works for the next update/list of fixes/etc transparency - this in itself is a mix of, what we are allowed to share and what we can share if pushed and what we definitely can share
    • Then also being able to share what is being planned and if it doesn’t happen for a reason, that not blowing up. Creating a space where if something is shared in advance, it is always tentative and things change and that is accepted, means that it is easier for me to go to the team and ask for that information to share.

There is a lot to it, and I know on the forum side it just looks like someone copy and pastes a “passed it on” cos that is literally all you can see - but there is more happening on our side and more limitations to why stuff isn’t shared later or isn’t implemented when we would like.

Salty was awesome at this, no doubt, but also they totally burnt out from a lot of extra work they were putting in and I think there is a line between, doing the best for a community you care about and doing what you can while also not over extending yourself.
Also at that time, PQ3 was in development and not also a fully second game our studio and all teams worked on

The Community/CX/Support team does everything humanly possible, in a VARIETY of ways to share bugs and feedback from the forum and then everything we can to get some answers or follow-ups when we can later.
The in-game even scoring is literally on a QoL spreadsheet I update regularly. But the team then also needs the time and capacity to work on them, outside of the current and next update, fixing things etc.. and that spreads to everything.
Also, the GoW team now is like.. 5-6 people, basically. So, the workload has increased over time, but the amount of people and capacity to do that work has gone in reverse.
As you are all aware from me explaining my current workload from it being just me, and soon Sokun in here.

The TLDR is.. I’m doing what I can to poke and prod, follow up, ask questions etc but there is various roadblocks to getting that information back here - whether there is something to share or not.

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Thanks for the detailed explanation. Appreciate the communication, especially when it is hard news to deliver.

Very much appreciate the insight :grinning_face_with_smiling_eyes: No idea if the team has plans to expand in the future, but would love to see Q&As or whatever down the road. It’s understandable you guys are limited with a small team and I appreciate a peek behind the curtain, messy as it may be back there.

Thank you for all you do!

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Just wanted to ask a quick question:

Kafka was working on passing on Underspire/Sentinel drop rate feedback before she stopped working at GoW. Was this ever passed on?

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