Fellowship discusses recent quality-of-life updates, answers questions about queues and leagues


Fellowshiponce more is focused on making the multiplayer dungeon runner better for players. This is obviously not a surprise for those following along the early access title’spath to its 1.0 release. This also means that this topic shouldn’t surprise anyone when it’sthe focus of yet another roundtable talk among the devs.

Some of the quality-of-life updates that were added recently and discussed include faster UI, an increase of the size of communities from 100 to 200, the end of loot reduction when dungeon runs run over time, enemy auto-targeting, and more failsafes against accidental scrapping. The devs also talked about multi-hero queueing, which wasn’t ready in time forthe game’s last patch but is assured to be in-progress.

On the subject of queues and matchmaking, that dominated most of the Q&A section of the discussion, with the devs acknowledging that queue times were one of the big factors in seeing players bounce off, while matchmaking seeing players with different priorities come together was noted as another retention problem. Fixing the first problem should be helped with multi-league and multi-hero queue options, while the second is noted as something that’s going to take more targeted tweaks to pin down.

Other insights provided in the Q&A segment include the possibility of shortening seasons, attempts at making dungeons scale on a per-character basis so that way league progression doesn’t divide player pools too much (and thereby make queues worse), better breaking up character learning and horizontal climbs, and possibly adding in rotating weekly challenges, among other things. The official summaryhas a more granular breakdown, or you can watch the full hour and 30 minute-long roundtable VOD below.

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