A company is made of people trying to make a living.
This totally makes defining the entire group of people making up the company (even the good ones) as incompetent more palatable to them that they want to listen to you now.
Not everyone has to rehash what is liked about the game. What matters are deal breakers in a game. Content being dry is one thing. Leaving broken things broken when reported en-masse and working on auto potions is ???.
Be it loot tables not dropping appropriate level items (i.e. Iron Cartridges & Arrows in Lv 60+ zones + Maple furniture schematics in end-game zones), Mutations offering just resistence checks and no additional mobs or mechanics, or PvP changes making one person’s WASD + Shift Key more valuable than another player’s WASD + Shift Key in combat.
corporatism 101 it’s the team and brand that takes the hit even if it’s a individual at fault. when brand/company takes hit individuals in charge determine culpability and respond.
if issues are individual, the individual is addressed.
if issues are systemic, systems and org leads are addressed.
that’s literally how it works in any job anywhere or do you seriously not know this?
I work in a very large corporation and i know how it works here. I have worked in several large corporations and know its not as cut and dried or the same in every corporation in the real world.
Too little too late. All of these were low hanging fruit that were left to rot on the tree.
I do not have time to watch 20 well compensated people change a lightbulb and miraculously fail to do so.
I see the title “Product Owner” plastered in these AGS developer videos. Goes to show that politics through title and seniority matters enough to add onto a video.
All the small details that makes a game feel worth playing (i.e. world building) are all small bugs that recur every number of play sessions.
You think just because PvE activity has more hours played than PvP activity that is indicative that PvE is more popular than PvP?
When the only meaningfull way to progress your gear in the game is through PvE activity and that activity is timegated and extremely drawn out.
Nobody would be doing m10s or farming millions of gold in order to gamble on crafting to hopefully get BiS items because nobody would buy or need bis items if it werent for PvP.
Without PvP there is no game at all. Doesnt take advanced analytics software to see that.
Data leads them to believe that PvP is not driving player engagement or revenue which is ultimately what matters to AGS.
They have the data on where players spend the majoirty of engagement and if it was PvP, they’d develop more PvP as a priority. It obviously isn’t so they aren’t.
The reason people do more m10 than OPR is because you need to do 60 OPR’s to get the same rewards you get from ONE m10.
a toddler can figure out this shit, if ags is judging what drives engagement solely based on “hours played in said activity” then they dont deserve to have an income for their incompetent company.
If war was something that could be started at any given time without timegated game systems. You would see players doing war 24/7.
If OPR gave the same rewards as m10 you would see OPR being played much more than m10s.
AGS is a business with certain targets so their development will prioritise content that delivers on that.
They have said they are developing PvP content, but if they’re not making that priority then the data suggests PvP is not driving either player engagement or revenue. It’s really that simple.