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Shining Beyond FAQ

Hey everyone, I wrote a SinoAlice FAQ that seemed to be pretty helpful for people, and I'm really excited about Shining Beyond after playing beta for a bit, so I figured I'd write this up and see where it goes!
Edit: Preregistration link from the comments: http://pre-registration.shiningbeyond.com/
New patch notes have just been announced that say the following:
"12. Forge - Rebalanced the Forging costs needed for Heroes’ Shards and made adjustment to the Forging costs of SR and SSR tickets."
What I have just described with the shards below may now be out of date. I just read the notes and am now updating the post. I suspect shard / ticket gain may be nerfed, will update after game release one way or the other.
Q1. What kind of game is Shining Beyond?
Shining Beyond is a gacha (obviously!) but what kind? This is a hybrid gacha of multiple kinds of genres and I think they use them all to add a lot of polish to the game. The main genre that dictates combat is that this is a real time, party movement based game. This is not a game with a screen joystick like Dragalia Lost, but rather a "hold screen to move party here" kind of game. The closest game I've personally played to something like this would be something like Grand Chase, but there are notable differences.
Grand Chase usually has larger maps, TONS of enemy units and skills incoming and outgoing at an insane pace, made more insane by characters that give resources, lower cooldowns, etc. It's a fast paced tactical ARPG. In contrast, Shining Beyond is a little slower and more modest in its combat.
Instead of big seamless maps with dozens of minions swarming your party, you're trecking through dungeons reminiscent of the original Zelda in structure (but not gameplay). You enter a small room, there will usually be 3-5 enemies in that room, rarely smaller enemies could be 7-8 or so but those enemies are usually easier to dispatch.
Further, instead of all your party members chaining skills together in unison like a well oiled machine, Shining Beyond has a queuing system reminiscent of turn based games (in real time) where only one party member casts a skill at a time, so you can queue up your skills to tell the game which order you want your party members to cast skills in, and the game will follow that order, waiting for resources to carry it out if necessary. This ensures that party composition, not just in general role, but also in kit, is extremely important. When you get to a boss fight, you want a smooth chain of casts which predicts what the enemy is going to do, and reacts accordingly, to have the fight go your way from beginning to end. Many people think it's clunky, I used to agree but once I found a rhythm for how my skills should work, it works pretty good for me.
I mentioned that this game is a hybrid of multiple genres, what other genres does this game borrow from?
It borrows heavily from idle games, which I think carves out a niche that gacha games don't see too often. Many gacha games are grindy and demand constant time, but few recent successes such as Arknights show that "polished side games" can do well in the market too. How does this game incorporate idle systems?
First, like games such as AFK Arena, you get idle rewards (up to 12 hours) depending on the highest campaign stage you've reached. Now this mechanic isn't completely new to the gacha genre. Grand Chase, and many others, have a "mission" system where you can send characters on a mission for X time, based on campaign progress. But what sets this game apart is how much of your daily resource acquisition comes from idle rewards (hint, it's a lot). When you get far enough in the campaign you even start getting gems (yes, summoning gems you can buy in the store) as idle rewards.
Second, many idle games like AFK Arena, etc. have a "tower" mode. A mode with a small number of floors where you get a big reward for beating that floor, and that's it. What Shining Beyond does is add onto tower mode a mechanic called "scavenge" where you get tower keys every day, and if you can't progress, you can use the keys to scavenge for instant resources based on your highest clear. Further, adding to the idle mechanics of tower, the longer you're on a floor, the weaker the enemies on that floor will get (up to a cap) which resets when you clear that floor. Little bits of polish on these modes give Shining Beyond a smoother progression system, where you don't feel like you hit "walls" like in other games.
The third and final major commonality with idle games is that Shining Beyond uses a shard system to help progress characters. For many that will be a deal breaker, but HEAR ME OUT, because the shard system on this game is currently insanely player friendly, rather than being player unfriendly like many on here have experienced in the past. While games like AFK Arena have ways to target shards for specific characters, often they depend on currency from game modes to use most effectively, which depend on player progress, resulting in a "them that gots is them that gets" situation. Alternatively, other shard systems are often grindy or cost player resources like gems to get the most out of (looking at you Alchemist Code). Shining Beyond is neither of these two extremes.
How Shining Beyond's shard system works is that you get enough gems for usually at least a 10 pull every day. You do your summons, get dupes, dupes become shards. You also get shards from daily dungeons too. You take the R shards you get and use them to craft 3 random SR summon tickets. Summon those, use all the SR shards you don't want to either craft SR shards you do want, or turn them into one random SSR summon ticket. SSR shards, you can convert into shards for SSR you do want. For non valiants, it's 100 shards converted to 50 specific shards. For valiant SSR's it's 150 shards converted to 50.
You also get currency from doing PvP, Tower, etc. every week which will get you 50 shards for one of their featured characters (and you can also buy random shards as well if you want).
No grinding, much easier to target stuff as a player, and while some shards you get based on daily dungeon progression, most your targeted shards come from daily / weekly lockouts, so you can work on building your main progression team early with little fuss.
In conclusion, the aspects that Shining Beyond pulls out of both action game and idle game genres makes it a pretty polished combination of both, that can be played as a pretty solid side game.
Q2. Does the game have auto combat? How is it?
Yes the game has auto combat, it's pretty serviceable until you get to fights where enemies put AoE patches on the ground. On those fights your auto AI will stand in them and die. So what you have to do for those fights is cast your opening rotation, bring the speed to 1x, look for the AoE cast, dodge it, and then you can put the game on x2 speed auto because at that point you're probably killing the enemy before they cast it again. If you are doing dungeons that don't have ground AoE attacks you can put the game on auto and repeat them to your heart's content.
Q3. Does the game have skip tickets?
Yes, and early on I seem to get them in good quantities. I never feel the need to use them too much so I don't know if you keep getting showered with them later. At any rate, most levels in this game are done in 1-3 minutes, so I can usually use my energy / resources on auto fast enough to not need to worry about skips.
Q4. How grindy are the dailies?
Dailies are pretty straight forward and go something like this:
  1. Collect idle rewards twice
  2. Do your daily dungeons (2x job dungeons, 1x gear or rune dungeon, 1x gold/exp usually)
  3. Use 3x tower keys (you could just scavenge for instant resources).
  4. Do 3x PvP matches
  5. Collect wishes, summons, UI stuff (disenchant gear, etc.)
  6. Do campaign missions
And that is about it, maybe something minor I'm missing. The whole thing takes 10-15 minutes unless you're doing campaign progression for dailies which might take a bit longer because they're levels you're trying to beat.
Q5. How are events?
There seems to be one event going on every week. There are some events which will only have happened on the beta servers, so people in global won't get those (unless the devs decide to rerun them later, but I haven't heard plans to do that from them yet).
The events have a special event currency, much more restrictive than general energy for campaign missions. Events give you some nice resources and you'll want to do them, but they get quite difficult very quickly, so while leveling / progressing, you won't be able to grind a ton of stuff out of them early and that's OK. As far as I know there aren't any things like orbs from SinoAlice which you want to maximize from events, mostly event specific gear pieces like rings and wings, hammers for upgrading higher tier gear, etc. Things that are nice to have. Oh also costumes, they love bringing new costumes with events.
Q6. Wait, you said costumes? Is there power attached to those?
Yes, BUT, with two caveats. First, your characters get "costumes" for their lower tier skins whenever they evolve high enough, AND costumes as I've seen it affect character power in the 100's when you're talking about 100,000's of bp. The power is so minimal that in practice I usually just ignore them since I'm not much for aesthetics.
Q7. Is there a tier list? X is my waifu, can I use her?
This game, more than many other Gacha's I've played, does a very good job of making niche characters that you'll want to use in certain situations. I can't think of a single character that is just "the best at Y" with no tradeoffs or provisos. Endgame, you can probably find some content to put almost anyone in a spot if you really want to, though adventure buffing characters might not be optimal once you've beaten the adventure campaign (CHAOS, Gordon, Cecil, Jake).
For progression, there is a rough priority I'd recommend, BUT these aren't "obvious best top tier characters". What I'm going to give you is a general template for a good generalist party, and you absolutely can tweak it to be stronger at some things and weaker at others. As long as you accept the tradeoffs, you can build lots of cool parties in this game. So here's my recommendation for a party to shoot for:
Warrior: Faye (SR, Raid)
Rogue: Reigar (SSR, Raid)
Archer: Artemis (SSR, PvP)
Acolyte: Theia (SSR, Tower)
Why this party? First I don't recommend building more than 3 SSR's early game because shards will be a bit tough. After my testing, 3 seemed to be a pretty optimal number, especially since Faye I consider a secret SSR due to how awesome she is.
Next, notice that each SSR is associated with a different content. This means that every week you can buy 50 of their shards from that content with currency to help you build them faster, making your progression even more smooth. You do not have to do this however, since there are valuable resources you could buy from other content instead of shards instead.
PvP = Stat Runes, Rune Reroll Ticket
Tower = 5* gear, 5* Hammers
Raid = Job Relics, Active Skill Runes, Universal Shards, Class Orbs
All of these resources are incredibly impactful, so if you are OK getting shards a bit slower for your characters, you can get these resources instead. Basically, give me your waifu and I can help you build a party around them (though I wouldn't recommend adventure buffers unfortunately, they fall off hard later in the game once you've beaten the campaign).
The other good thing about being associated with this content, is that the characters give your party a buff to that content. So for each PvP specialist in your party, your whole party deals more damage and takes less damage in PvP, and so on with the other modes. Because I have one of each of the non campaign modes (except events), my party will do reasonably well in all that content. And since I prefer to do guild raid stuff and be more social with less PvP focus, the extra raid buffs suit me fine. I'll go through the rest of my reasoning for building this party in a comment to avoid taking up too much room in this post.
Q7. What about Valiant SSR's?
They're strong but are quite an investment, I wouldn't recommend them early game. I'd build a non valiant team, save universal shards, and then use universal shards on Valiant characters later on. Overall they're strong. Freya is a little niche but all the others are insanely solid at their roles. Valiants are also less reliable to summon since every 100 summons you can get a selector for general SSR's but a random summon for one of the 4 valiants.
Q8. How easy is it to craft my initial party if it has 3 SSR's? Do I need to reroll?
Absolutely not. You get one SSR selector immediately as part of the tutorial, another later in boot camp, and you'll get 100 summons worth of currency just from the tutorial / campaign. Within the first 3 days I usually have the team I want if I go hard on the boot camp objectives.
Q9. Wait, you mentioned guild raids? What's guild stuff like?
You get guild dailies for guild resources / exp which you can use for a guild talent tree to help you get more resources. There are guild raids, guild PvP is also in the works apparently, but I think they want to get base PvP nailed down first. So specializing in either raid or PvP will help your guild in the future is my guess. Guilds are important and you'll want people to log in regularly to do stuff, but it's not grindy like SinoAlice with raids, daily PvP matches, etc. I'll be honest, I haven't done too much with the guild stuff in beta. I made my own guild, messed with some of the guild UI and that's it.
Q10. How F2P friendly is the game?
Very. My most successful beta accounts have been F2P (largely because I made massive mistakes on using resources on my first one that I didn't repeat later).
Q11. Wait big resource mistakes? What are those and how can I avoid them?
A. Never use R shards to upgrade R's unless all your other characters are upgraded fully. R's are 100% worthless (Natalia, I think her name was, can sub for Faye for world 1/2 but not much more than that). Use R shards to make SR tickets daily (see discussion on shards above).
B. Never ever upgrade 3* weapons for characters. I slap a 5* weapon on them ASAP and upgrade that if I get dupes. Reason being that while the stats on a 3* weapon can get high, 5* weapons upgrade skill levels, which are a very big deal.
C. Never ever spend gems to buy gold. Even if you think you need it RIGHT NOW. If you're in a pinch for gold or some other resource, use gems to buy daily dungeon keys and run those dungeons for that resource, rather than just buying the resource outright. If you're in a real pinch you can also use your idle reward speed ups, but you'll want to wait for those as much as possible.
D. When asking if it's worth it to dump resources to beat a bottleneck instead of waiting for dailies to unlock / idle rewards, the main thing you want to consider is that 1-1 and 17-1 on a difficulty are the biggest breakpoints for idle rewards in terms of gear drops and things like that. On legendary difficulty things will get more granular, since there's levels where you can farm valianite, etc. but this is a good rule for normal / heroic. If dumping these resources now will help you reach one of these breakpoints (1-1 heroic, or 17-1 normal, or 17-1 heroic) it could be worth it. Otherwise, just cool it and give it a day.
E. Use valianite on class orbs, those things are insanely rare and a big bottleneck for upgrading your character.
F. Even if you haven't beaten any floor of hero tower yet, you can STILL scavenge for extra job resources. Take advantage of that, don't be like me and figure out you could do it on week 3!
G. While you can make double warrior parties and things like that, I recommend you try to build balanced parties early on to efficiently use all your job relics.
H. Save up universal shards and use those on Valiant SSR's once you're in late game and ready to build parties with those.
I. Be careful equipping stuff without thinking about it, this game has a cost for unequipping gear that can get pretty hefty, so think before you put something on or take it off.
J. There are two strats for gear progression: Upgrade 3* non weapons fully and use them until legendary when you get 7* gear, or rush 5* and upgrade them through legendary when you get 7* gear. Both strategies have strengths and weaknesses. The 5* strategy works best probably if you buy hammers from tower instead of shards every week for example. Look into those and talk to experienced players about them.
K. Remember to get the free daily pack from the shop every day.
L. Experience is a huge bottleneck, do not use any experience on anyone but your main team for a long time. This goes for things like job relics and stuff too, but early on it "seems" like you're showered in exp, but trust me that leveling curve gets rough and you will wish for every drop of exp you spend on anything else later.
I think that's all the big ones I can remember, maybe others can add more in the comments.
Q12. VIP?
No. There are sometimes little events where spending money gets you a little extra stuff in those events, but the big account bonuses are "talents" and you get "talent points" from doing dailies and things like that. Some early purchase bundles might have had some talent exp, but I might be confusing that with player exp. Point is, purchasing stuff related to that system is so extremely rare that I don't really remember how it works when it happens.
Q13. If you want to spend, how intensive is the spending?
Dolphin- territory. That's my view and while reading the Discord where people are talking about this, that seems to be the general consensus. Some of the most impactful buys for me are the $1 or $5 24 hour packs that happen when you beat certain stages. Value for money, they're pretty good. There's also daily, weekly, monthly packs with monthly packs "mostly" having bang for buck but it's a mixed bag since there are lots of different kind of each pack, some easily farmable resources, some stuff that's a bit more scarce, some mostly just gems.
You also get Artemis instantly if you spend even $1 which will make any starting team that uses her (and she's recommended for sure) easier to build, so there's that.
I think that's mostly everything. People can let me know in the comments if they have any other questions.
submitted by Logos89 to gachagaming


Some insights from a Director of Product

Hey everyone,
I'm a Product Manager who recently started a blog looking to speak with other Product executives in the space to gather learnings and insights to share with others. (If you'd like to be featured - feel free to PM me!)
Had the chance to interview a Director of Product who recently moved into the Cloud space where he now leads a team of great Product Managers at OpenText..
Aaron Stuart is currently a Director of Product Management and has been in the tech space in Waterloo, Canada for 15+ years. I had the opportunity to interview Aaron to get some insight into his journey, the lessons he has learned and the tips he has for others in the Product space.

How did you get into the Product space?

During the early days of my career as a software developer, I noticed that the Product Managers were rarely in the building. They often had the knowledge and influence to dictate what was built and that interested me. I narrowly thought that it was just the software engineers being the ones to dictate what was built and what the team goals were. But I came to learn that Product Managers were the ones talking to customers, crafting strategy, and coordinating with the many stakeholders. After that, I was sold and took the leap over to a Product Management role at BlackBerry and haven't looked back since. I love it!
The way I see it is that the longer you spend in a Product Manager role, the inevitability is that you tend to focus on strategy. After executing multiple products and projects - I ended up leading other Product Managers as well. Which is a different job altogether. I continued to oversee the strategy and work of the individual contributors, while also managing the team accountabilities and really ensuring that they're being set up for success.
From there, I took on increased responsibility with senior product management roles with D2L, TD Bank Innovation Lab, Magnet Forensics. All of these opportunities allowed me to expand my toolbox into key areas including data analysis, UX and prototype development. I also believe it's important for software product management professionals to learn new technical domains so I recently crossed over into the Cloud space where I now lead a team of great Product Managers at OpenText.

Going from an individual contributor as a Product Manager to a Director of Product, what do you find are the main differences and what are your main job responsibilities now?

A Director of Product role and its responsibilities can vary depending on what stage of growth a specific company is at. For an early stage company still defining their product and customer, a Director of Product may not be needed as the founder(s) are taking on aspects of the role. But for a company to scale, it may need to start exploring and addressing opportunities with new segments, and from there focusing on portfolio management.
The main differences that I find in being a Director of Product are:
  1. Leading other Product Managers - Help set other Product Managers up for success in their current role and help them grow in their careers. Get out of their way, let them do their job their good but help template the methods and mindsets for success.
  2. Cross-functional collaboration - Ensure that there is alignment amongst other leaders and that there is effective collaboration and planning. The individual contributors are focused on problem solving and driving the metrics associated with the products they lead.
  3. Product Strategy - it's paramount that the business has a product strategy and someone on point to oversee getting visibility of the opportunities and challenges. It’s managing this as much as the execution that is important for the product to succeed in the market.

What does a typical week look like for you?

I have quite a few tasks to complete and goals to meet during a typical week. One of them is having valuable one-on-ones with members of my team. This is where magic happens. A big part of it is also managing your relationship with executives to ensure that they have a direct communication line, an understanding of how the team is doing and how the various products and projects are progressing on their initiatives.
10-15% of the time is also spent talking to select customers or focusing on a specific problem that may need to be solved across the Product team.
One of the other main parts of a typical week is internal evangelism -- Talking strategy and roadmap with the different teams to ensure that there's alignment across the business.
There's also a level of firefighting that goes on throughout the week. There are issues that arise that need specific action, and this can take up quite a bit of the day if it's not given the necessary attention; however, I feel like the team and I have gotten a lot better at allocating specific time in the calendar to do some deep thinking and focus work.

What makes a good Director of Product in your opinion?

I think there are different elements that make up a good Director of Product:
  1. Leadership - using a servant-based leadership style is important, where you know your individual contributors. A leader should hire and develop the right individuals, who are driven, independent and want autonomy to foster creativity. Work with the team on a regular cadence and provide them what they need to be successful.
  2. Cross-Functional Lens - being proactive and ensuring that you are building bridges between the other functions of the business. It's your job to ensure that what the Product team is building is aligned with the rest of the organization. This also includes keeping other stakeholders involved in what Product does at the organization and how they're driving value
  3. Culture - A good Director of Product should celebrate great things that the team is building, foster a culture where the team is continuously learning and provide support to the team so they can continue to grow in their career.

If you could go back in time and give yourself one piece of advice, what would it be?

Listen more. Be more empathetic. As people in the Product space, we talk about how important empathy is. Always remember that the problems you're solving are those of your customers and ensuring that is top of mind at all times.
Don't fall into the traps of filling a roadmap of things that could be useful -- be ruthless with ensuring that those items are validated as valuable. With the tools and processes that are in place today, it's much easier to understand if something is going to be valuable to the product.
Another main component is to learn by doing. There are great resources out there to facilitate learning, but ultimately, you learn by doing and by being around great people who have this same mindset.

What is your favourite thing about the work that you do?

Impact. Ultimately, if things are done right and you're able to build not only the product, but the framework to plan and execute, it feels really great to know that you're hitting your milestones and that you're hitting your shared metrics.
You're seeing the results for the business in a positive way and you're seeing the problem being solved for your customers.
Having worked with product platforms and industry vertical solutions, I really feel like I'm making a difference by enabling and empowering great people day-to-day.
Hope this was insightful, feel free to leave any questions or comments! You can find the full blog post at my blog that I recently launched: https://theproductpost.com (let me know if you have any feedback on this as well!)
Again, if you'd like to be featured - feel free to PM me.
submitted by EndFickle4930 to ProductManagement