Hello everyone! Nymbryxion here. It’s been a while since I made a developer post so I wanted to share some of things we’re working on in Armor Blitz and the roadmap ahead.
Throughout this summer, our team has worked on the basic framework for the game mechanics and the server infrastructure. More recently throughout the Fall season, we have been in open beta to get feedback while we work on polishing the game before the official launch in November. We really appreciate the positive support from all our fans as we strive to improve and add new features for the game continuously.
Based off testing and player feedback, we have identified several issues that we want to resolve as top priority in the game.
More Defined Goals
One issue that we noticed with our game is that the player lacks control when trying to obtain a character. This can make it frustrating for some players because there is a lack of direction when obtaining more characters or making progress. To alleviate this problem we have a new feature in the works over the next few weeks that will allow players to use their Blueprints to obtain a specific selection of high tier tanks. This will help reduce the pay-to-win aspect by allowing free players to work for obtaining high tier tanks and create a goal that players can work for specifically to obtain rewards.
A lot of players have been getting duplicate tanks and wondering what to do with them. You can recycle the high tier ones for Blueprints right now – any features making use of those duplicates won’t be done anytime soon, so don’t worry about keeping them in reserves (unless they are 5-star or really rare). Later this month we will be releasing a new set of characters into the game, which was teased on our social media pages. Be sure to keep an eye out for a Halloween exclusive character too!
Something that was brought to attention was an imbalance in the Oil : XP ratio in many tiles. This is particularly evident in the West peninsula of the Softsand Desert (looking at you, ‘Striking Rich’). This has resulted in players constantly grinding XP in this region out of necessity. In addition, the high oil cost for boss battles are punishing, rather than rewarding with their high oil costs. To resolve this, we’re currently in consideration of removing the oil costs being based off zones and boss battles. Instead, we’re planning to have oil cost be based off the strength of the battles to motivate players to grind on higher level battles later in the game.
We are aware of some of the lag issues that are present in the game, in particular to players with lower end devices as they get further into the game when they start filling up their tank and emblem reserves. This is preventing us from allowing players to have more friends in the game and to expand the size of reserves beyond 50. We are trying to optimize this as best as possible, along with mobile network usage. The goal is to improve the overall memory usage and saving process, allowing us to expand features that are currently limited.
These are the main issues we want to address as a priority from now to the end of November before we expand and continue adding new story content. After these issues have been resolved, we plan to add more social features into the game, improve our scouting system, and create a robust event system. While these things are going on we will be continuously adding new characters, as always. Thanks for sticking around so long, and if you haven’t seen the new Armor Blitz Wiki yet, head on over there and help add new content! It’s fresh and has a lot of work to become truly comprehensive.