I'm the creator of Genshin PvP, I want to clarify a few things and ask for feedback for balance the game.
It’s hard to talk to all of you at the same time, so I think it’s better to clarify everything and ask for some feedback.
First of all, a lot of people are asking me to do things that I simply can’t do right now in **Classic Miliastra**, such as:
* Adding more characters to the team
* Removing constellations
* Banning selection or hiding selection
**Why is healing disabled?**
In Classic Miliastra, I can’t detect when someone heals themselves. Because of that, I can’t properly nerf healing; otherwise, players would heal 10–20k per tick.
**Why are so many characters banned?**
Most of the banned characters are shield users, because shields are **EXTREMELY broken**. I can’t detect when a player uses a shield, how much damage the shield takes, or anything related to it. So there is no way to nerf them properly.
Also, the shield works for the enemy too, which is kind of funny (xD).
About **Chasca**: I’m currently looking for a way to nerf him so I can add him back to the game.
**Why not just give more max HP and increase the damage?**
I can’t increase max HP.
**Why am I hitting myself?**
There is a small, invisible Hilichurl that teleports behind you and is used to receive the damage. If you hit *your* Hilichurl, nothing will happen—you have to hit the *enemy’s* Hilichurl to deal damage.
Right now, this is the only way to make PvP work with reactions.
**Why am I damaging myself with reactions?**
Some damages, according to the node graphs, are created by the “world.” I can’t detect which player triggered the damage reaction, so I can’t decide who should take the damage. I’m still looking for a tricky way to detect this, but I’m not promising anything.
At the moment, I’m a **Miliastra Wonderland Creator Level 4**, so I can’t add ranked modes yet. But when I reach Level 5, I will!
That’s why we can use this time to balance the game as well as possible.
Right now, the Hilichurl that receives the damage has:
* 0 DEF
* 40% resistance to all elements
When the Hilichurl is attacked, I divide that value by 15 and apply it as input damage to the corresponding character, the corresponding character is going to recieve more or less damage depending on his DEF and elemental resistance. That’s how the current damage system works.
However, I’m not a meta player—I’m more of a lorecrafter—so I’m sure you can help me figure out how much DEF and resistance the Hilichurl should have for the best possible balance.
On the first day, I was using **2000 DEF base** on the Hilichurl lvl 200, but some reactions ignore defense. Because of that… yeah, characters like **Columbina with flinches** or **Ineffa** were one-shotting everyone.
Finally, if there’s nothing more I can do to improve the level right now, we’ll just have to wait for more updates of **Miliastra Wonderland**. The dev team is working really hard to improve it in every version, so please be patient!
Thanks for all!
First of all, a lot of people are asking me to do things that I simply can’t do right now in **Classic Miliastra**, such as:
* Adding more characters to the team
* Removing constellations
* Banning selection or hiding selection
**Why is healing disabled?**
In Classic Miliastra, I can’t detect when someone heals themselves. Because of that, I can’t properly nerf healing; otherwise, players would heal 10–20k per tick.
**Why are so many characters banned?**
Most of the banned characters are shield users, because shields are **EXTREMELY broken**. I can’t detect when a player uses a shield, how much damage the shield takes, or anything related to it. So there is no way to nerf them properly.
Also, the shield works for the enemy too, which is kind of funny (xD).
About **Chasca**: I’m currently looking for a way to nerf him so I can add him back to the game.
**Why not just give more max HP and increase the damage?**
I can’t increase max HP.
**Why am I hitting myself?**
There is a small, invisible Hilichurl that teleports behind you and is used to receive the damage. If you hit *your* Hilichurl, nothing will happen—you have to hit the *enemy’s* Hilichurl to deal damage.
Right now, this is the only way to make PvP work with reactions.
**Why am I damaging myself with reactions?**
Some damages, according to the node graphs, are created by the “world.” I can’t detect which player triggered the damage reaction, so I can’t decide who should take the damage. I’m still looking for a tricky way to detect this, but I’m not promising anything.
At the moment, I’m a **Miliastra Wonderland Creator Level 4**, so I can’t add ranked modes yet. But when I reach Level 5, I will!
That’s why we can use this time to balance the game as well as possible.
Right now, the Hilichurl that receives the damage has:
* 0 DEF
* 40% resistance to all elements
When the Hilichurl is attacked, I divide that value by 15 and apply it as input damage to the corresponding character, the corresponding character is going to recieve more or less damage depending on his DEF and elemental resistance. That’s how the current damage system works.
However, I’m not a meta player—I’m more of a lorecrafter—so I’m sure you can help me figure out how much DEF and resistance the Hilichurl should have for the best possible balance.
On the first day, I was using **2000 DEF base** on the Hilichurl lvl 200, but some reactions ignore defense. Because of that… yeah, characters like **Columbina with flinches** or **Ineffa** were one-shotting everyone.
Finally, if there’s nothing more I can do to improve the level right now, we’ll just have to wait for more updates of **Miliastra Wonderland**. The dev team is working really hard to improve it in every version, so please be patient!
Thanks for all!
Commentaires
And couldn’t you lock actual HP and use a common amount for both like 80k and show it on a different bar? I’m not experienced with classic mode, and it’s super restrictive so maybe not.
Most flaws with this wonderland are not your fault. Hoyo released a half baked product and called it a day.
Thanks for the persistent updates and balances!
I also made an update to counter **Freeze**. There is a new item, the **Pyro Potion**, which you can use every 10 seconds to apply Pyro to yourself and unfreeze. If its not enought I can make it 5 seconds
I think character direction was based on current movement so backpedaling with his shield raised still counts as a backstab?
What happend was people found out that they could kill those minions getting alot of Money and Exp.
One solution to this for example is to simply do a fail-safe (as in it won't crash or cause errors) call saying something to the effect of, "whatever i just hit, check if I can damage you and take damage"
If it can't be hit it doesn't even check, and if it can be hit it only does the damage math if it can be damaged.
If a weapon was a separate entity from the player then holding the weapon would trigger this method every single frame, so the player (or the players weapon more likely) doesn't check against the player type, only enemies and objects.
Things like this are why its so incredibly difficult to add multi-player to a game that was not initially designed to be multi-player or to add a game mode that wasn't initially accounted for
the logic for "did a player hit another player for X damage?" doesn't
Is it just stuck in Nibelung's prison for the rest of time? The world's loneliest Dodoco...
Also well done OP for this and thanks for all your effort.
Please make sure to look after yourself :)
Just keep making the game the way you want. Yes, ultimately people will judge you however they want, but its important that the game dev whos making the game fulfills their vision without big regrets.
I'm just happy that Milistra is growing bigger and more successful thanks to these people.
And these guys are getting paid
Thank, I'm going to have nightmares now.
Jokes aside, this is a fun game mode. Thanks for your work
Sounds like you have experience at riot games LMAO.
Do you consider adding pickup items, random enemies with drops, or optional stage layout? Just for more options.
Before battle, you can let people choose between the current standard version, and advanced version with those options, along with more character lives.
custom options are pretty much so players agree to whatever they want to try beforehand or say NO and there's that.
Also you should seen this comming OP, you wont be able to balance shit but let players to be able to settle down conditions to restrict further bullshit would help
also if u can do this can you disable clorinde I know you cant disable constellation on characters since her 80% dmg reduction at c6 can stack with other dmg reduction makes her dmg immune
I remember the old days of people talking about how ridiculous Genshin PvP would be (they were right of course) but I'm glad we have Miliastra now to at least make it possible in a proof of concept kind of way.
This is a great Wonderland, and it makes me even more excited to see what's possible in the future. I only hope people don't start taking it too seriously. But I'm excited regardless to see whatever you come up with in the future!
I just tried it and Its very fun.
Didnt knew you were the one who made it, I watch your youtube videos every now and then lol.
Another suggestion I have is instead of the items you get at the start, you pick one and it drops around the map, so either you or your opponent could pick it up, but you would be able to get more than 3 during the round.
Idk if any of that is possible, just a couple of suggestions. I hope Hoyo adds a way for you to detect shields and healing properly in the future, this project has so much potential!
The magic of what goes behind the scenes of game developping is never short of amazing!
It's probably going to be still be broken in a different way and just be totally different pvp but i think it could be fun
What player stats can you modify?
Is there a way to add contextual stat or damage taken modifications?
Is there a way to transfer status from one object/player to another?
Can constellations and/or weapon refinements be detected?
EDIT:
I figured I may was well include my suggestions as well.
If you can modify stats, could you set attack/damage caps to prevent insta/burst kills.
If you can transfer status then maybe you could have the hilichurl give it's element to their respective player to stop players from elementing themselves.
If you can add contextual stat modifications, maybe attach a giant damage reduction to frozen players. Combine this with a one-button antifreeze and freeze would go from highly toxic and uninteractive to a legit mix-up scenario similar to what you find in fighting games.
If you can detect constellations, maybe give damage/defense nerfs for each constellation to bring them closer to C0. You could also go the other direction and buff the opponent instead.
Also unrelated to my questions any way you could fix BoL for Clorinde? Her abilities feel super buggy with how it it is right now.
I hope you guys will find a solution. A few ideas I got:
* Maybe system of malus and bonus if we take specific characters?
* Some characters are worth more points than the others? Each player would have a certain number of points
* Rare or Epic items according to the characters chosen
Good luck no matter what
Is it possible for you to just nerf the ATK stat since you can't touch HP? I saw these stats can be adjusted along with other stats in the test dummy modes. In a lot of MMORPGs that i play, the solution they give to PVP was always to nerf the multipliers of skills. I believe you can't mess with those multipliers, so maybe you can nerf the ATK and CRIT DMG, then maybe ban HP scalers until you can mess with HP. I think adding more resistance (like 80%) should also be fine, because i think (at least for me) the dragged fight is more fun than dying or killing people in 5 seconds.
I'm also thinking maybe adding some terrain could improve the experience. This is one way that i can think of to deal with chasca. If you manage to hide from her for the good part that she's in the air, you can then burst her down.
For cons, generally they're just additional damage buff. If you can somehow have a function that detects the constellations on a character and put a damage penalty on them (something like, total dmg = dmg\*(1-(.10\*cons)) so you won't get necessarily be run down by c6 people since they deal more than 2x than that of c0. When this gets ranked, you are gonna piss off a lot of people because it's gonna be a battle of the whales.
Anyway, thanks for the effort you're putting in!
First is the targeting system. Attacks often lock onto weird directions instead of the actual rival, which causes characters like Varesa to lose a lot of damage for no good reason.
Second is character balance. The gap between C6 and C0 for 5-star characters is way too large. I really think a mode restricted to 4-star characters only could help address this.
We can also charge special ults like skirk's in the same way, and begin with a big advantage that can one shot. Combine it with furina who already have depleted the HP, you basically can kill their first character before anything happens, then just freeze and kill them to death
No idea how to balance this, but thought it may be useful to mention this abusable behaviour ?
Most people I know don't even care to touch classic mode due to just how limited it is, hopefully this is expanded upon by hoyo with updates but I actually think it's kind of the point given how they talked about Beyond mode VS Classic mode in their update post.
There is stuff missing from Classic mode that I genuinely still don't comprehend are missing, looking at you scan tags! Anyways point being I can guarantee y'all that the stuff even beyond the Hilichurl that OP has had to contend with to pull this off has been gigantic, this stuff is so much more complex than it seems especially when you are already backed into a corner by limitations.
Oh yeah another thing that feels like you shouldn't have to point it out but I guess you do. Constructive comments on reviews of games in Miliastra are infinitely better than ones attacking the dev or game. There's nothing wrong with not liking a game that's valid but there's a difference in doing that and solely attacking the dev and calling the game a waste of space etc and actually leaving actionable feedback because I guarantee you devs do read those comments and they are looking to act on them for y'all! I can personally confirm that.
I assure you even the not great actual games on MW had a dev pour their heart into it who just wanted to make something cool. The amount of incredibly nice people I see who were just making something they thought was fun and then end up posting unfathomably mean comments they get on their games for no reason is crazy. Like seriously some of the nicest people I know from the creator community and they get tons of hate it's crazy.