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.
Posted 12:28pm 17/11/17
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.
Posted 12:32pm 17/11/17
I think i'll end up a grumpy old man nostalgic about the good ole days of Lucasarts games.
Posted 02:18pm 17/11/17
le reddit
Posted 07:27pm 17/11/17
https://venturebeat.com/2017/11/16/star-wars-battlefront-ii-microtransactions-go-offline-until-ea-can-make-changes/
Posted 07:34pm 17/11/17
hahah
Posted 07:48pm 17/11/17
Posted 09:20pm 17/11/17
Posted 10:51pm 17/11/17
Posted 10:40pm 18/11/17
Posted 11:11pm 18/11/17
Posted 01:26pm 19/11/17
What innovation do we lose if we speak loudly and clearly that we hate pay to win in our games?
Posted 09:10pm 19/11/17
On Something Awful there's a comment from a game dev that is really interest, gonna quote it:
We always complain in Australia about the cost of games. Maybe our prices represent the real cost of what games should cost?
Posted 10:37pm 19/11/17
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.
Posted 10:05am 20/11/17
https://youtu.be/0qq6HcKj59Q
Posted 10:50am 20/11/17
This is what happened:
Posted 11:47am 21/11/17