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Incoming! Thank you player's!

Дата: 05.03.2021 21:41:30
KRZYBooP: Howdy Boom Jockeys! Tiny rant to thank you for all the testing and sticking with the game over the years.  I would like to extend a thank you on behalf of your NA community team for all the constructive feedback on Crew 2.0. Your opinions do matter to us and we speak on your behalf with many matters concerning the game. If you have popped into any stream with CabMech or Tragicloss you have already heard the logic of our Developers whether you agree with it or not. Games that last 10 years in this day and age are not very common. Especially a free-to-play game that relies on the player's support to keep going. It's a difficult balance to strike with the community when considering the free-to-play business model. The Dev team is offering a full AAA game experience with detailed maps, ongoing development, and a level of difficulty to deal with all for free. Allowing players to pay money if they are enjoying the game. 
You may not have noticed the monetization of the game to get players interested in spending money on the game. (sarcasm :)) This has to be done in a way that doesn't drastically change the gameplay or give players a massive advantage over a player just joining the game and trying it out for the first time. Things like premium Ammo are built into the economy to keep players from reaching the endgame of Tier X and just sitting there. Damage to vehicles, consumables, ammo prices is all there to do this. None of this is an excuse but is just a fact of how the game is designed. Any changes to this economy is not taken lightly since it has taken 10 years of data before these changes. Many forum go-ers are not as jazzed by some changes or decisions made by developers. The wheeled vehicles shaking the box, and meta of how the game flows. Forcing players to rethink their decisions of what bush to hide in. RNG and the reason for MM not looking at skill in Random battles. These challenges are in the game as it adds an extra level of complexity that other shooter games don't offer. A similar board game to this approach is how Warhammer attacks are done. For example, roll a D6 for you to hit are in a result of a 5-6, if you rolled that, then roll again to see if your shot actually did damage only on a result of 4-6. The odds of rolling high twice are not very good to some players and they have to adapt to this in their playstyle. The same applies to World of Tanks but in a simulated environment with trajectories differing to some degree with each shot. 
Developers get paid to add to the game and introduce new mechanics to challenge old players and interest new ones. Their main goal is to make a free-to-play game difficult to play for free. Pretty sure everyone can agree that they do that very well. I hope this post helps in explaining some of the logic from an Employee of almost 6 years that has seen many changes implemented to the game.  TLDR: Pay money if you enjoy the game :). Decide on how much you wanna support the game, know that we appreciate all our players both free to play and supporters.  One thing that you can take away from this game is that it is never done changing.  Thank you again to everyone that gave feedback after trying it on the Sandbox. The following players were selected in the raffle to receive the Rat Rod camo.  Nelyus
Mariner_Six
Me_Too_ya_jerk
Exterminocarritos
DadOps
Sgt__Guffy
czterechpancernych
lowlight1
Thunder_Thor
Pushing_Lead
Stabby_McTaco_6195
Trebor1415
panther2016
Bath_Toast
Buff_Garfield
Colonel_Coyote
Bavor
mechanizedmarauder
bashfulsalamander
xXSilverZXx   

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