Hsuku: Do you guys have any intent on adding objectives that people will want to leave their lane for? Sort of like you said it's not the final iteration of the buffs and stuff like that. And a lot of people were mentioning thing about something that's worth contesting in the jungle so that they would leave the lane. They would have a reason to go instead of just letting people farm. Do you guys have any intention to bring something like that to the game?
Boci: Yes. Actually the Quantum Prison is very tempting for players and team fights happen there. We would like to somewhat change the Cargo Docks to be more tempting and become a point of interest for team fights and players.
Hsuku: So the Cargo Docks will stay the same this patch?
Boci: Yes they will stay the same, but it will change in the future. I can't discuss the details of it yet because it's not ready, but it will change.
Hsuku: Okay, but you guys are looking at it? Do you foresee adding commanders that are specifically geared for jungling?
Boci: Short answer is no. Currently there are a lot of commanders who constitute as good junglers and we would like to create commanders which fill the gaps we have in the line of commanders and so that is why we are not focusing on pure jungler commanders.
Hsuku: So you don't feel that's a gap then, that other commanders can fill that role?
Hsuku: How about proficiencies to support jungling? What are your thoughts on that?
Boci: Oh, that's a good question. Because right now you are not able to choose proficiencies at the start of the game, there are not to many which constitute to be a pure jungling proficiency, but later on when we change that, and there will be starting proficiencies, early game proficiencies, we will create some which support jungling.
Merlin: I would also like to add to that, some of the proficiencies that are already in the game that, for example, increase the commanders movement speed, would be really powerful for people jungling because they're going to be covering more distance throughout a match than any other type of commander. So being able to hit the camps more quickly and move around the map more easily will really give them a good advantage.
Hsuku: One other question about the jungle. I've got to ask for me. My play style, not everyone agreed with it. I often took impulse strike to start the game. And the reason I did that was because I could clear a wave, go into jungle, take some minions, heal up a little bit because of Impulse Strike's passive, and gain an XP advantage over anybody else. With a jungler, that wouldn't really be possible because it'd probably be gone. What would stop me from going to go take one of the buffs instead. Is this part of the dynamic you want me mid-wave to instead go contest the jungle.
Boci: Yes. We would like the mid-laner to actually get at least one of the experience camps and that can mean an advantage for him over his opponent.
Hsuku: What about jungle camp cycling. Is there going to be enough time for say two people to be full jungles. Are they going to be cycled fast enough that both teams will be able to have a jungler?
Boci: Yes. Both teams can have a jungler. I'm not sure. I don't think they can be in the jungle one-hundred percent of the time, but they also have to gank the enemy. That's their job too. By ganking they will be able to ? form of camps. I think that is the case.
Hsuku: So I think that's the jungle in a nutshell. Do you expect more bruisers and brawlers and such to be played now that there's going to be more things in the jungle? I mean they're already really highly played, but do you expect more of those sorts of characters?
Boci: Hmm...I don't think so. Actually, snipers are really more on the popular side than bruisers. And if you only play constant bruisers you'll probably be losing the game because they won't have enough damage at late game. And also if they only have weapon damage then the opponent can just purchase Reflection and then reduce their damage by a lot.
Hsuku: Yea. The two-part combo, the Reflection plus the one with -50% healing, that shuts down. You stick it on Maxim and actually any ADC will kill themselves before it kills Maxim. And at that point I'm wondering are sniper's going to be viable end game when a two-part combo will effectively shut down all physical damage?
Boci: Yes. I think without a sniper you don't really have a chance to win the late game. If the sniper is weak and was not fed during the game, he will have a hard time killing the bruisers. But that sniper can easily win the game by himself.
Hsuku: Well I will say in CBT1, that was not necessarily the case, but let's see going into Closed Beta 2 how that's going the rule out. Alright I think that's definitely enough jungling now. Definitely enough jungling. I think it's Stormshade's time to talk though.
Is there anything you'd want to show case? Are you able to open up the proficiencies to show the third tier upgrades?
Stormshade: Yea I can totally do that.
Hsuku: Maybe we can talk about that for a little bit because it seems like that's going to be a big thing, a really big thing. And it will encourage people to upgrade fully instead of just picking on or two upgrades across the board. Is that what you guys wanted to encourage?
Boci: Yes, and also because we are working on the new system. The tier three proficiencies will cost a lot more, and because of that you will have the choice to purchase like three of each tier one proficiencies instead of a powerful tier three.
Hsuku: Okay so every upgrade is going to cost you the upgrade level, essentially? That's going to slow down progress I think, significantly.
Boci: Not really, actually it will be faster to get tier two proficiencies, only the tier three will be harder to get.
Hsuku: So is it still going to be viable to get a full late game build with five fully capped proficiencies?
Boci: Yes. I think it will be easier.
Hsuku: What time frame would you give on that? Would you say forty-five minutes or?
Boci: Right now I cannot tell you that because of the changes. The whole system, we are changing a lot, and right now I cannot discuss the details because it hasn't been tested yet. So it might change a lot.
Stormshade: Now Boci, there are a couple of proficiencies that have these new rank three with the extra abilities added in that are going to be available in CBT2. Can you list off a couple of them, just real quick so I can kinda go over them?
Boci: Yea, sure. One of my favorites is Life On Hit which at tier three gets an effect which increases life on hit by 1% of your commanders maximum health. So Life on Hit would be a really good bruiser proficiency at the end game when you stack up enough health.
Hsuku: Man. Life on Hit was already good on bruiser.
Stormshade: Yea. Now, just so you guys know, with the build that I'm playing on, it's not the absolute latest build, so while I can hover to show you what the current stuff is, the stuff for CBT2 is not available on this build.
Boci: Another one is Life Drain which gains an effect at tier three which increases power by 3 and health by 3 every minute for the next 20 minutes for a maximum of 60 power and 400 health.
Hsuku: Okay, so it's going to be a growth item that starts at rank three?
Boci: Yea. Also, Ability Block has a new effect at tier three. Whenever Ability Block triggers you commander gains a shield that absorbs 400 damage every 25 seconds.
Hsuku: I have a question. What did Wave Clear get?
Boci: Nothing. Wave clear is already a really really powerful proficiency base on clear rate.
Hsuku: So essentially how many of these third tier abilities are there? Is it applied to only those three or are we going to see those across most of them?
Boci: I think there are like seven or eight proficiencies with tier three powers.
Hsuku: And are those going to be equally costed for CBT2 or are those going to be mo re expensive?
Boci: Yes, it will be equally costed. Which means they are much more powerful than they were before, but actually that's not really a problem because only the mysteries proficiencies which were not widely used were weak compared to the other proficiencies at tier three effects.
Hsuku: I'm a little shocked because I always thought that Life on Hit was really good, it was always really good.
Boci: Actually, let me mention that Life on Hit gets a buff at tier three, but the weakness is it's base is actually much lower than before.
Hsuku: There it is. That makes more sense now. I look forward to trying it out then. So we know that the Closed Beta 2 is coming on the 16th, and we know it's for two weeks. It seems like a really, awfully short amount of time. I mean, I've been dying to play the game, and I'm thinking "only two weeks?" I'm going to have to stick in as many game hours as I can in those two weeks. Everyone knows I'm going to do it, but what happens after that?
Merlin: So I can talk a little about that. The reason we are going very short is that CBT2 is really primarily for us to acquire some additional data that we need to have to optimize the game appropriately for our audience. And because of that you know we want to keep it a fairly short amount of time to do exactly what you just said. We want players to really concentrate their game time to when others are also online. So by only allowing the game to be available for two weeks, we're hoping that what people do is really get in and that their play time is pretty intensive. And at that point there a lot of people are available to play against. But we're going to be gathering a lot of data at that point to help us understand what kind of final adjustments need to be made. We are working towards getting to an Open Beta state as quickly as we can, and the results of this next Closed Beta are really going to allow us to determine what needs to happen before we can get to OBT.
So I can't say that OBT will be the next phase after CBT2. I'd say there's a chance that it is and there's a chance that it's not. Again it's all going to come down to what the data tells us. There could be another CBT after CBT2. So that remains to be seen. We don't want to be offline for too terribly long so I would say, unofficially, before the end of the year, we will probably have the game up and available to play. Now whether that includes a new build with new changes or not remains to be seen. But we will allow players to probably get in and play the same version of CBT2 sometime before the end of the year.
Hsuku: I don't suppose you guys have an approximate time table that you will know anything more than that, or is it all dependent on what results you get from CBT2?
Merlin: Yea, let's go with that. I don't want to talk any dates at this point.
Hsuku: Levels and augments and everything that we've earned in past closed betas, we get to keep all those things, right?
Boci: Yes. That's the plan.
Merlin: Yea, we're not planning on wiping anyone's accounts or anything like that.
Hsuku: Okay so going from closed beta to open beta, we'll also keep everything we have, right?
Hsuku: Ok. And uh, you guys owe me JP. Is that the next commander?
Merlin: That is not the next commander. And I'm not exactly sure when JP will be released, but it's not the next one that you will see in CBT2.
Hsuku: Okay, so what will we be seeing?
Merlin: So that will be revealed throughout this next weeks leading up to CBT2. You'll have to stay tuned to our social channels and our news posts.
Stormshade: I've got a lot of stuff prepped for you guys talking about the new commander. I think you're going to really enjoy the new commander. It is a highly mobile sniper commander. And it's so highly mobile I actually build primarily movement speed over just about anything else when it comes to proficiencies. Like if it doesn't have movement speed on it then I don't even bother to take it when I'm playing.
Merlin: Yea and I can contest to that. In one of our play sessions, going up against that commander was pretty challenging and you know it's not a good idea to try to run away. Because you're probably not going to get away.
Stormshade: The chaser actually brilliant on this commander.
Hsuku: Did Chaser get the third tier upgrade?
Boci: No, actually it doesn't get anything.
Hsuku: I'm actually curious as to which of the nine get the third tier treatment. Is there a list that's going to be coming out? Or is that going to be part of the information or are we just going to have to wait for CBT2?
Boci: Actually it will be in the patch notes which we will release sometime for the start of Closed Beta 2.
Hsuku: Alright! How about some questions about the interface and stuff like that. Are you guys going to get Paypal in the game for payment methods? Cause right now I think it's just PaySafeCard.
Merlin: So unfortunately the way Paypal as a payment provider works is at this point in time incompatible with having that be available inside the game. However, we do have Paypal available on the website, and it works just exactly the same. So if Paypal is your preferred payment option, just shoot over to the website Supernovagame.com, login to your account. You can buy the platinum there. And then just go right back into the game, and you should see it show up right away.
Hsuku: Alright I was just wondering because I never actually heard of the other one. I'm glad it's on the website though. Is that resolvable?
Merlin: Yea, we would love for it to be available in game, unfortunately some of the payment providers operate on a kind of link out to their destination. And that's something that becomes very hard for us to integrate inside the game. Eventually there may be a solution to that. It would require quite significant development efforts, even on the payment provider's side. So we'd have to partner with Paypal to get them to kinda change their experience a little bit to allow it to happen in game. I won't say that that will never happen, but since we are able to provide it on the website, it's definitely not the highest priority for us. And that's the case with several payment providers so there are more options even beyond Paypal that are available on the website that aren't available in game. So definitely if credit card is not your preferred method and PaySafeCard is not your preferred method, definitely do check it out on the website and see what's available there. We'll always be looking at adding any options that make sense whenever we can.
Hsuku: Alright let's move on to something else for the next ten minutes. I think what we're going to talk about is where the game is going, but not what you guys already have planned or what's in the game, but what you would most want to see happen with the game. Let's start with StormShade.
I don't know if you were inspired by other games or if you've seen things happen with other games, but do you feel as though there is something that can be added to Supernova that will make it better?
Stormshade: That is an interesting question. I actually really love Supernova. I've mentioned before a couple of times I think that I'm actually a big MOBA fan in general. I really like the sci-fi elements of the game. I think the thing I am most looking forward to in Supernova is getting it out of closed beta and into open beta and moving into launch, and starting to see where the game goes. I want to see us get more heavily involved in the Esports scene. I want to be able to start hosting and running tournaments with our community members and just really working to make all of that grow. That I think is where I am most excited is just watching our community grow more and more.
Hsuku: I was kind of eluding towards certain mechanics that might be .... for example, the pinging system. Are we going to see any changes with the pinging system in the game? Or is this the way it's going to stay?
Stormshade: There's actually some changes on the ping system in this update I believe. Correct Boci?
Boci: Yes, that's correct.
Hsuku: Okay, like I was just talking about quality like improvements that the you guys would like to see. I wasn't trying to say play another game. We all love Supernova here that's why we're here. So the ping system is getting reworked.
Boci: Actually you will see a new interface like you can see a ping wheel in the game which helps you put your signals more easily whenever you want.
Hsuku: Okay and the sounds for the pings are kind of a little feint right now.
Boci: They are the same in Closed Beta 2, but I agree with you so at some point we need to change those sounds.
Hsuku: Do you guys see any potential for new unit types being added?
Boci: That's a good question. Actually we will add more unit types in the future, but I don't think that it will happened before Open Beta.
Hsuku: Do you think you guys would allow UI modifications. Are you going to allow tools to affect the UI placement add-ons like AP counters and stuff like that?
Boci: I'm a really big fan of UI modifications in other games. I often use some kind of modifications when I can. In Supernova we use ? which is also used in World of Tanks. In world of Tanks you can do a lot of UI modifications, so it might be possible for Supernova to allow it in the future. But right now we are not focusing on this. Obviously we are focusing more harshly on more important tasks.
Questions from chat, names have been removed.
Merlin: So kinda while you guys are asking your questions, one that I saw asked pretty frequently earlier on was about the party capabilities, and people were asking if that's ever going to go beyond two-players. Definitely yes it will. Our concern is always that there are lots of players in the game to have enough of a ecosystem to support larger groups. Until we can get to open beta and really open it up and increase the number of players quite a bit, we'll probably still continue to have these limitations on party sizes. But once we get to that point, yes full five party groups will absolutely be possible.
Hsuku: I'm with you on that. We have another question: When will the entire story of Supernova be released?
Boci: Supernova actually has a really rich story. Two American writers are working on a lure and the universe continuously. It's sadly not ready yet, but you can read the character's background stories which are shots of the full story. As soon as the whole story is ready we will release it, but I can't tell you when it will happen.
Hsuku: Have some of the back end stories filled out for CBT2? Or is it the same as where it was in CBT1?
Boci: I think the new commander will have a background story, but other than that they are the same.
Hsuku: Do you have any plans of respecing of talents during gameplay? I assume to mimic itemization and respecing throughout a game and other games. Do you guys plan for something like that?
Boci: Yes. At some point it could be part as the system changes. We are thinking about it and we'll see if it's a good thing to have.
Stormshade: I've got a question asking if we will ever be seeing any tactical abilities and some new augments?
Boci: Yes. you will see new tactical abilities and augments, but not while this game is in closed beta state. Once we are out of closed beta and in open beta, we will definitely be adding more augmentations and tactical abilities and also proficiencies.
Hsuku: Are icons to show that teammates ults are up going to be added into CBT2?
Boci: Yes, they will be there.
Hsuku: Do you plan on taking a more traditional approach to commander design as we have seen so far, or do you plan on making more unique designs possibly integrating Supernova's RTS system?
Boci: We are working on a lot of new commanders. Actually creating a new commander takes a lot of time to test and balance and fix all of the bugs. Among those new commanders there are traditional as well as really unique ones.
Hsuku: About how long does it take to make a commander?
Boci: It can vary between like three months to six or nine months.
Hsuku: How many commanders do you have in queue?
Boci: We have a lot. But there are in different states. Like we may have one which has the design ready, another one which already has the graphic arts that are in the queue. So I think I can said that more than 10 are assigned to queue and are at some state.
Hsuku: Are these commanders for filling out positions that need to be filled? Like you think there needs to be more support characters or are most of them are like that and a few are unique or is it like half and half.
Boci: Yes, I'd actually like to fill the gaps we have currently, so we would like to create more support-like commanders like Blaze. And also we'd like to have more assassin-like commanders like Axion. Also we reworked Mortanica so that she can fill her role better. Of course there will be commanders like bruisers and snipers.
Stormshade: Now just out of curiosity because that's some new information. When it comes to the Mortanica rework, I know there's a lot of Mortanica players out there. Can you give any kind of a hint as to what might be changing with her?
Boci: I think we are not there yet. We are thinking about some changes which might not work. We have to test those changes first before we can safely say it is a good direction to go. We got a lot of feedback from the community members regarding Mortanica, so we know know what Mortanica fans want to see. And once we are able to test the changes internally we can talk about her and gather feedback from players and everyone who is interested in her.
Hsuku: Mortanica is going to fill the same role though, right? Even though her abilities are changing?
Boci: Yes. She will still be an assassin.
Hsuku: Since you know Bandai Namco makes toys and stuff like that, do you plan on making physical merchandise for Supernova?
Merlin: Right now there's no concrete plans for physical merchandise. Certainly if the game shows some really strong success and becomes a hit, that will very possibly be an opportunity to do. I could definitely picture being able to sell t-shirts and things like that. As you guys might be aware, we have some really great quality music in the game that was produced by a very well renowned music composer. I believe that music may already be for sale. We would be interested in helping promote that as well.
Stormshade: Really it all boils down to demand. As the game continues to grow and we start to grow the community more we can definitely start exploring those other options as well.
Hsuku: Will there be a summon-based commander at some point that requires more micro management of multiple units for more of the RTS feel?
Boci: Currently we are not planning such a commander. We don't want to create too many units to control manually. You only need to control your commander. We will have commands with other units around them and you will be able to control those units somehow,but it won't be a select and click control click like in DOTA 2. A little bit more than the units in lane.