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Post by KostaAndreadis @ 12:13pm 16/11/17 | 16 Comments
With the Star Wars Battlefront II Reddit AMA now over, there's a disclaimer on the page "Yes, they are answering, but half of the time they're being mass-downvoted, so the answers can be hard to find." Which should clue you in to just how forgiving people are about the game this week. In fact, one might draw the conclusion that The Empire is more beloved.

Here are some of the responses from the development team. Bear in mind, the down-votes are somewhat justified as the answers are mostly the opposite of candid, sounding more like prepared statements.

On the negative press reaction to the loot crate system.

I think this concern has come through loud and clear. We're going to continue adjusting the crate systems, content, and progression mechanics to hit a point that gives players a great, balanced experience at all skill levels. We're working on expanding the number of ways that players can progress, putting more control in their hands and providing more options and choice in the way people play. There's not much in the game that we wouldn't revisit to improve the game for as many players as possible.


On reports that it will take thousands of hours to unlock most of the items.

We've seen the speculation about how long it takes players to earn things - but our averages based on the Play First trial are much faster than what's out there. But as more players come in, that could change. We're committed to making progression a fun experience for all of our players. Nothing should feel unattainable and if it does, we'll do what it takes to make sure it's both fun and achievable. As we update and expand Arcade mode, we'll be working towards making sure that players can continue to progress without daily limits.


On the Star Card balance and players dominating due to better items.

Our matchmaking system will rank players who do well against other players that do well. If they wreck players in one game, the next game they'll be put against other players with similar skill. That's the intent. We're going to look at cases like these as they're likely indicative of matchmaking errors. This is potentially occurring because the servers are still populating, since the game only just released.

We're finishing rolling all the versions of the game out around the world this week which will affect server populations and matchmaking. Once that's complete we'll be working on updating the matchmaking logic to address situations like these.


On the lack of traditional squads as seen in Battlefield.

I don't believe in just taking a feature from one game and tossing into this one. We've tried it several times and it doesn't work that way. We don't have the same levels as Battlefield, our environments and what you expect from the planets we build are different, nor do we have the same game modes for the same reason. That being said, we're currently prototyping an update to our spawn waves that allow parties to stay together and spawn on each other. No timeline yet, but we'll let you know.


On the flip side it's good to see DICE and EA responding to the feedback, so fingers crossed it means the Battlefront II we see in 2018 is a lot different to the one we see today.



star wars battlefront iiredditama





Latest Comments
Hogfather
Posted 12:28pm 17/11/17
On the flip side it's good to see DICE and EA responding to the feedback, so fingers crossed it means the Battlefront II we see in 2018 is a lot different to the one we see today.

At the risk of sounding like a neckbeard warrior, we need to be less forgiving.

If the game is plagued with s***** design (I'm more forgiving of tech problems tbh) then it deserves to die and for them to waste their f***en money. Just don't buy it, make it clear that this is a losing direction to take.
Vash
Posted 12:32pm 17/11/17
The game is gorgeous but so arcadey and s***.
I think i'll end up a grumpy old man nostalgic about the good ole days of Lucasarts games.
Hogfather
Posted 02:18pm 17/11/17
Aahhhmm, how about you just leave it off?

sl1wxs08vfyz.jpg

le reddit
ravn0s
Posted 07:27pm 17/11/17
Earlier today, Electronic Arts chief executive officer Andrew Wilson had a phone call with The Walt Disney Company chief executive Bob Iger about Star Wars: Battlefront II, according to sources familiar with the situation. A few hours after that call, and players are finding that the option to purchase the premium crystals currency is no longer working.


https://venturebeat.com/2017/11/16/star-wars-battlefront-ii-microtransactions-go-offline-until-ea-can-make-changes/
notgreazy
Posted 07:34pm 17/11/17
"... available at a later date"

hahah
trog
Posted 07:48pm 17/11/17
I so want to play this game as it looks stunning but I will never buy it in this condition
Twisted
Posted 09:20pm 17/11/17
I so want to play this game as it looks stunning but I will never buy it in this condition
Sometimes its just best to stick with the fantasy then dip our toe into reality.
Khel
Posted 10:51pm 17/11/17
The game is still fundamentally broken with a progression system based on RNG lootboxes, turning off the real money transactions doesn't fix anything
natslovR
Posted 10:40pm 18/11/17
Sure, this time round they tried to roll out something s*** and got spanked for it, but this outrage can do a lot to hinder future innovation in gaming.
trog
Posted 11:11pm 18/11/17
I think the only way the outrage will help is if it translates to people not buying the game though. It's possible EA see this as a "no press is bad press" kind of situation because the name of their game is everywhere (I think it was on the front page of the BBC the other day because of the most downvoted reddit thing). If they still make a bunch of money out of it there's way less incentive for them to change things.
Hogfather
Posted 01:26pm 19/11/17
Sure, this time round they tried to roll out something s*** and got spanked for it, but this outrage can do a lot to hinder future innovation in gaming.

What innovation do we lose if we speak loudly and clearly that we hate pay to win in our games?
notgreazy
Posted 09:10pm 19/11/17
Maybe he means the negativity will result in devs being less adventurous and relying on iterative yearly games eg: GENERIC SPORTS GAME 2017.

On Something Awful there's a comment from a game dev that is really interest, gonna quote it:
In 1986, I bought one of my all-time favorite games, Starflight. It was made by a team of five. They worked for three years, which was unheard of at the time and caused the game to be perpetually on the verge of being cancelled. The price on the box was $54.99.

In 2017, I bought Destiny 2. It was made by Bungie, who is about 800 people. Also contracted for the game were: High Moon Studios, Vicarious Visions, FXVille, Blindlight, Axis Animation, Blur, and Digic Pictures. That game also took about three years to make. The price on the eBox was $60.

Assuming fuel for my time machine is free, Starflight would cost me $125 today and Destiny 2 would have set me back $27 (only six mows of the neighbor’s yard) in ‘86.

See where this is going? Starflight was almost certainly less than a million to make (adjusted). Take a wild stab at what Destiny 2 cost. Yet, the sticker price….

If you’re not a fan of loot boxes and F2P and so forth, but are a fan of AAA games, I think you’re going to be sad in the future. The only way this hobby of ours continues, at the AAA level, is if the price of making a game drops by an order of magnitude (which is why so many people are working on PUBGs and Rocket Leagues) or AAA can reliably get more than $60 from a player.


We always complain in Australia about the cost of games. Maybe our prices represent the real cost of what games should cost?
trog
Posted 10:37pm 19/11/17
But there have been plenty of AAA games that have made f***tons of money without loot boxes and stuff. So I don't really buy that argument that games are more expensive to make. I would argue the reality is there are actually quite few AAA games with costs in that order of magnitude - Call of Duty, GTA, Halo, etc. And they have always historically sold enough based on the sticker price alone (in the first few months alone, typically) and have not resorted to nickel and diming customers through loot box-type mechanisms, which I just think are neat ways to make more money.

I actually have zero problems with loot boxes and buying in game items and the like, as long as there is zero effect on the gameplay. Dota 2 has this nailed and has (IMO) proven that you can make a game with a revenue model that is literally dressing up virtual dolls in pretty outfits and people will line up to give you money. It's WAY easier for AAA games to do this as well because they already have the player base in most cases.

EA have been f*****g with this model since Battlefield 2, which I played maybe three games of and then gave up because I hated it so much. I love the look and feel of the more recent BF games but I couldn't stand the gameplay-altering objective/achievement based system they built, because people stopped playing the game and started playing the achievements. For me that is what is wrong with this model.
Khel
Posted 10:05am 20/11/17
The whole "games cost more to make now" argument doesn't hold that much water.

https://youtu.be/0qq6HcKj59Q
Hogfather
Posted 10:50am 20/11/17
The whole "games cost more to make now" argument doesn't hold that much water.

https://youtu.be/0qq6HcKj59Q

This is what happened:

8XPxYk7.png
Khel
Posted 11:47am 21/11/17
Ouch

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