@hamishbode "Occasionally, however, you'll come across a fan so deeply rooted in their absorption that they'll withstand a dozen gales without dipping a leaf, before creaking straight down the trunk with a noise like thunder and crushing everything for 40 yards.โ
I say this without snark (maybe a little cynicism) but the most likely explanation for all of this is monetization. It's easier to sell weapon skins when there's less barriers to using your favourite gun.
The BF6 Beta results were inevitable and this is the exact response I predicted. Open vs Closed Weapons was never a fair comparison when one playlist is buried, unexplained and hidden from casual players with a HULU style user interface... Of course most people stick with the default.
The Beta didnโt "prove" players prefered Open Weapons. It only proved how easy it is to steer data when you control visibility. One option was front and center with exclusive modes and the other was pushed aside with no context.
Thatโs not player preference. Thatโs rigging the outcome. You didn't discover what players want, you decided it. I'm excited for launch and I'll be playing a mix of both depending on the friend group I'm playing with but let's not pretend this "player driven data" was even remotely fair.
@chrisradsby Maybe not related to performance degradation (I don't use sleep) but my PC was crash free for months recently, and then win11 pushed a big update. 2 hardlocks within days of updating, it's definitely a pattern. Fresh windows install after a version update seems to be the cure.
@wdfgamingnet Looks like theyโre going with hero/specialists again, instead of classes. Everyone is Steve, but sometimes Jeff. Only Susan McLongshot gets sniper rifles.
@Cromwelp If the perspective is 3rd person, it implies the existence of a camera, and if chromatic aberration was added for stylistic effect, then that's the intended experience.
@chrisradsby And this was all before steam, there was no infinite-money glitch, the studio and founders were on the verge of bankruptcy, yet they put their time and resources where it mattered most, systems and tools.
@chrisradsby The focus on creating level design and gameplay ingredients with a practical/systems-first approach so content teams could start experimenting and prototyping encounters/puzzles early in production should really be the big takeaway for everyone. They laid an incredible foundation
Outlaws! Incoming transmission from our development team - click below for the article as our Creative Director, Drew Rechner, takes you through our thoughts and plans for the development of Star Wars Outlaws!
๐ https://t.co/TbmTomcqkY
#UbiForward is right around the corner and we cannot wait to show you more! Join us on June 10th at 12PM PDT/ 9 PM CEST to learn more about #StarWarsOutlaws