https://news.ubisoft.com/article/the...ive-operationsThe first step towards getting things back on track was to determine what problems were causing players the most consternation. "It was bugs, of course," reflected Brönjemark, "but it was also performance issues, stability issues, and connectivity issues. And so it was all centered around quality and stability, primarily."
...or was it something else?![]()
Originally Posted by Merphee Go to original postcough* cough*"First, the team asked the ETF members what changes they wanted to see in the game. Then, the team revealed their plans to the ETF and found that the two sets of goals lined up very closely. The group then proceeded to work through more of the nitty gritty details, combining their expertise and experience. Not only did the ETF help shape future updates, but they also brought their contributions and experience with the development team back to the community."
This article does not give me much hope for TD2, I can feel them killing all the progress they have made with a varied gameplay meta by throwing it out in order to prioritize group play.
At least Fredrik Brönjemark is an Online & Live Operations Director (the omg all the bugs guy)... and not a Creative Director (I think this incursion needs to force 2-3 player to use a shield - guy).
It never will either, cause they can't ever admit that it failed. They based the game on it.Originally Posted by SF_Gweadobane Go to original post
Also... I'm sick of hearing the 20 million players... It a huge number. but playing it doesn't mean much on a free trial or open beta. (https://tomclancy-thedivision.ubisof...ial/index.aspx)
Player retention tells you how good an online game is. 500,000 over 400 hrs and 118,000 over 1000 hrs says a lot more about functionality, gameplay experience and the games ability to keep players engaged.
All the things that are being said about the game now are designed for one thing only: Get people to buy the Division 2.
I'd be curious to know how exactly they're measuring such a nebulous thing as "sentiment"."Sentiment went up higher than it was at the launch when we did Update 1.4, and then throughout Year 2 we've seen it stabilize and then just continue to increase and it's now at an all-time high in the history of the game," said Brönjemark.