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Powodzenia 👍💪✌️
@GuyBandito @James_Pr0 @TheDivisionGame It is good example of how it could be done and proof that ppl will manage it just give them matchmaking xD chill out man :)
@GuyBandito @James_Pr0 @TheDivisionGame Same way as ppl doing 25 players raid in wow and yes with randoms. Gues what they even made it possible between the servers.
@TheDivisionGame Lets ignore for a moment fact that there is absolutly nothing useful in that SOTG... How about, giving the same rewards from invaded heroic missions so ppl with lifes and without clans could get the same loot as it is on the raid.
@halidaybr1506 @TheDivisionGame@UbiMassive I start feeling that decision making process in @UbiMassive looks like ... and not only if it goes about matchmaking „feature” Joyfull game develompment guys :)
@TheDivisionGame So you have made AI tougher but at the same time you have added to the game crap „mark us junk” green sets, even worse exotic lmg, lowered all mods stats and destroy cool builds created by community ? Huh :) All about Ubisoft.
@jgerighty The way how we recalibrate items now is a joke. Division 1 in that case was much better. That artificially extends the game which is „poor serve”. For fix I would go for jumping over any obstacles. There is a planty places where character is stuck because we cant jump over smth.
This is why it is so challenging to scale teams engaged in highly-collaborative activities - like software development. Even moving from 3 to 4 team members doubles the number of lines of communication.
No matter how fast you may work, you always need time for QA. 😎 Dawid Florczak explains how QA can keep up in agile, start-up work environments. ✍️ https://t.co/r0WCbSSJjM
No i napisałem coś więcej niż kilka tweetów o akcji na Nanga Parbat. Osoby, które są w silnych emocjach i nie są aktualnie zdolne do dyskusji na poziomie logiki i argumentów, proszone są o powrót tutaj np. za miesiąc, kiedy stan wzburzenia już minie. https://t.co/rlK23mZVe3