BHG_Muet
Design Lead
- Joined
- Nov 12, 2018
- Messages
- 72
Who am I? What is my background?
I am Joe “Muet” Grubb. I recently joined Big Huge Games to take up the Lead Design role for DomiNations. Before joining BHG, I lead the design team at Dire Wolf Digital on the strategy card game Eternal. Prior to DWD, I worked on multiple ARPGs: Star Wars: Uprising, Spirit Lords, and Robot Rising. Going back to my earlier years in the industry, I was a Content Designer on two different MMORPGs, Jumpgate: Evolution and Stargate Worlds.
I’ve been playing games for over 30 years, with the Intellivision being my first console when I was two years old. Some of my favorite video games of all time include: League of Legends, World of Warcraft, Warcraft II, Diablo II, Baldur’s Gate, Space Quest, Grand Theft Auto III, Mega Man X, Eternal, Heroes of Might and Magic II, Skyrim, Castlevania: Symphony of the Night, Mario 64, Super Dodge Ball, and Tecmo Super Bowl.
What do I think about the current state of DomiNations?
I highly value transparency with players and my interactions with the DomiNations community will be no different. As players of DomiNations, we’re all here in the forums because we want to improve the game we love. We go to sleep at night and think about army compositions. We plan weeks of building upgrades in advance.
So, I’ll cut to it and talk about the multiple issues you’ve been highlighting:
I joined Big Huge Games not long before we started rolling out the rebalance. I’ve been diligently tracking each stage, evaluating your feedback and reviewing data with our analytics team and combat designers. Based on that data and your feedback, we’re taking the following actions:
What is my role on DomiNations?
Ultimately, I’m responsible for DomiNations being fun. I also manage the design department, coordinate with other leads and stakeholders, plan future releases, and spearhead some of our larger design efforts. My current priorities are mostly revolving around the matchmaking overhaul and investigating what DomiNations needs in 2019.
What can you expect from me moving forward?
Part of me being responsible for the fun in DomiNations is keeping a transparent dialogue with the community. Moving forward, you can occasionally expect to see me show up in threads here and on the subreddit. TinSoldier will still handle most of your questions but I’ll hop on and provide my thoughts when I can. Before you ask, I can’t give you specifics like the release date for Space Age (although the art team has been doing an awesome job with the building upgrades). The best questions for you to ask will be rooted in our design philosophy or where I see DomiNations heading. Things like “How much hidden information is acceptable when attacking a base?”, “Where will DomiNations be in two years?”, “How frequently should BHG update game balance?”, “How many Ages can DomiNations support?”.
Now that you know a little about me, AMA.
I am Joe “Muet” Grubb. I recently joined Big Huge Games to take up the Lead Design role for DomiNations. Before joining BHG, I lead the design team at Dire Wolf Digital on the strategy card game Eternal. Prior to DWD, I worked on multiple ARPGs: Star Wars: Uprising, Spirit Lords, and Robot Rising. Going back to my earlier years in the industry, I was a Content Designer on two different MMORPGs, Jumpgate: Evolution and Stargate Worlds.
I’ve been playing games for over 30 years, with the Intellivision being my first console when I was two years old. Some of my favorite video games of all time include: League of Legends, World of Warcraft, Warcraft II, Diablo II, Baldur’s Gate, Space Quest, Grand Theft Auto III, Mega Man X, Eternal, Heroes of Might and Magic II, Skyrim, Castlevania: Symphony of the Night, Mario 64, Super Dodge Ball, and Tecmo Super Bowl.
What do I think about the current state of DomiNations?
I highly value transparency with players and my interactions with the DomiNations community will be no different. As players of DomiNations, we’re all here in the forums because we want to improve the game we love. We go to sleep at night and think about army compositions. We plan weeks of building upgrades in advance.
So, I’ll cut to it and talk about the multiple issues you’ve been highlighting:
- Leaderboards - World War is how we compete. We agonize over base layouts, min/max our Museums, and donate troops. We prepare. Unfortunately, the current Leaderboard version doesn’t do our preparation justice. Inactive Alliances are parked in many of the slots and medal counts have bloated.
- We’ll be rolling out Leaderboard updates in the near future that will aim to address these problems. The updates will come in stages with the last update acting as a pseudo season reset. We’ll be dropping inactive Alliances from the boards and addressing the medal bloat. I’ll post with more information as we get closer to the updates; the Leaderboards will be active again and will represent the top Alliances in DomiNations.
- Matchmaking - Competitive integrity is an important component to any matchmaking system. A combination of exploits in the current system and sub-optimal matching logic has unfortunately resulted in poor match quality. It’s simply not fun to go to War and instantly know that you have no chance. As players, you’ve made that clear by opting out of participating in those mismatched Wars by not attacking.
- When we address the Leaderboard issue, we’ll also tackle matchmaking. While matchmaking is always a trade off of match quality vs. wait time, we’ve identified solutions to many of the issues plaguing the current system. We’re actively working on this now and will be rolling out an entirely new matchmaking system alongside the last stage of the Leaderboard update. The system will also include the ability to identify Alliances with imbalanced compositions and understand that those are not fair matches.
- The Rebalance - Let’s talk about it in more detail...
I joined Big Huge Games not long before we started rolling out the rebalance. I’ve been diligently tracking each stage, evaluating your feedback and reviewing data with our analytics team and combat designers. Based on that data and your feedback, we’re taking the following actions:
- We’re cancelling Stage 5.
- We’re going to schedule some events to reduce the cost of transitioning to the new army compositions and strategies.
- We’re evaluating and testing changes to give a little power back to offense and make attacking more fun.
What is my role on DomiNations?
Ultimately, I’m responsible for DomiNations being fun. I also manage the design department, coordinate with other leads and stakeholders, plan future releases, and spearhead some of our larger design efforts. My current priorities are mostly revolving around the matchmaking overhaul and investigating what DomiNations needs in 2019.
What can you expect from me moving forward?
Part of me being responsible for the fun in DomiNations is keeping a transparent dialogue with the community. Moving forward, you can occasionally expect to see me show up in threads here and on the subreddit. TinSoldier will still handle most of your questions but I’ll hop on and provide my thoughts when I can. Before you ask, I can’t give you specifics like the release date for Space Age (although the art team has been doing an awesome job with the building upgrades). The best questions for you to ask will be rooted in our design philosophy or where I see DomiNations heading. Things like “How much hidden information is acceptable when attacking a base?”, “Where will DomiNations be in two years?”, “How frequently should BHG update game balance?”, “How many Ages can DomiNations support?”.
Now that you know a little about me, AMA.