🇫🇷🇺🇸 FLASH | Emmanuel Macron dit non à Donald Trump : "Jamais la France ne prendra part à des opérations d’ouverture ou de libération du détroit d’Ormuz dans le contexte actuel".
@Helldivers_NOW Vastly approve of that style fort.
Could be done as a hybrid style of 'Eradicate' & 'High-Value Assets' with a longer timer and higher kill requirement. Have the enemies drop decently far from the fort and converge from all sides. Have a central core the enemies try to destroy.
UPDATE: In a later interview with GamesBeat at the D.I.C.E. Summit in Las Vegas, DICE's Producer Alexia Christofi said that the reason for not releasing more than 2 maps a season is because they don't want to sacrifice quality.
"We're releasing on a cadence where we feel the maps are up to quality and we're happy with how they play, the variety they give to the players. There are worlds in which we release hundreds of maps, but they're not fun. We never want to do that. We have to make sure that the maps feel good to play, that they're fun to play.
I completely empathize with players when they want more maps and more content. They talk about that because they're passionate about the game, passionate about the franchise. But we're a team of a certain size. We don't want to sacrifice quality."
The complaints about the weapon progression being too slow, was another key issue during the interview.
"We went back to the drawing board and looked at our ethos around progression. Making sure that–for example, attachments shouldn't take a super long time to unlock. We want players to be able to get that content and play with it. If players become really good at a weapon, we want them to be able to have those mastery badges to show off how proficient they are, but we don't want that to affect the golden path too much.
We try to find other avenues for those players who want a bit more that they can chase and showboat. We want to make sure that, again, that golden path is accessible to everyone, but those players that can do really cool stuff, really hardhore things, we want to be able to reward them. Having dog tags that you unlock through being super proficient at certain things, or doing certain actions, and being able to display those on your player card–we want ways for players to peacock like that. “Hey, look what I can do with this.”
But it is a fine balance, for sure. We don't want people to complete stuff too quickly and drop off. Similarly we don't want people to feel like it's too much of a grind, like it takes them too long to do something."
Lastly, GamesBeat asked about Portal, and if there's anything interesting coming out of that.
According to Alexia, Portal will focus on new player-made experiences, "to bring those to the forefront on our frontend and make sure everyone sees the cool stuff that people create."
Interview: https://t.co/HXh1ypqMmT
Previous Post: https://t.co/e9AMXiJVNv