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Post by anonthemouse on Jul 27, 2019 10:34:10 GMT -6
Some of the story is intentionally kept vague until later into the game. The journal entries in bookshelves carry a lot of information. However, the short and non-spoiler version is that the crystal in Shardbinders not only has the power to gain abilities from demons, but to summon them into the world. The alchemists had been claiming that without them, terrible things would happen. When that wasn't enough to convince people to support them, they decided to perform a massive demon summoning, to prove that the world needed them. They needed the crystal in the Shardbinders to perform the summoning, and most Shardbinders didn't survive the process.
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Post by anonthemouse on Jul 25, 2019 20:12:10 GMT -6
I wouldn't begrudge seeing the familiars that didn't win show up as paid DLC.
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Post by anonthemouse on Jul 25, 2019 10:46:54 GMT -6
I think that Beast Guardian would be better if it were toggled, but I think that of most Manipulate shards.
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Post by anonthemouse on Jul 25, 2019 10:40:52 GMT -6
Maybe I should shout LOUDER You doomed your thread the second you decided to post it under “Music”. I don’t get why we need this many sub forums it’s ridiculous. Back in NeoGAF’s prime (perhaps the biggest game forums there has ever been) had only 4 (FOUR) subsections: Games, Off-topic, and two other sections; one for the Official Threads about a game in particular and another for off topic official threads. That’s it. Why does a tiny forum dedicated to ONE game like this needs these many folders? Instead of complaining about the number of subforums, have you considered contributing to the topics you're complaining in? EDIT: 13 people have voted in the poll, and the topic has over 300 views, so it seems like other people aren't having trouble finding it, even if they have nothing to say.
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Post by anonthemouse on Jul 25, 2019 7:30:20 GMT -6
I am disappointed in you for leaving off Carabosse's best attribute. She can point out where secrets are. Given that you can get Carabosse much earlier than you can Detective's Eye, that alone can make for a considerable reason to use her over any other familiar when exploring. It's also worth noting that, firstly, her potions come in all three varieties that yours do and use separate item stacks, allowing you to double how much of each type you can use. Secondly, though, it's not just potions. She can also automatically cure status effects through Fairy Panacea, and unlike the player, never fails to notice an effect. Plus, having someone else to be your medic is just convenient, removing the need to go fiddling with menus all the time, or interrupt the action to use a shortcut.
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Post by anonthemouse on Jul 24, 2019 21:05:14 GMT -6
I have to admit, I like the philosophy. While I'm not good enough to completely avoid damage, it's nice to know that it's due to a lack of skill/practice, and not because of any forced hits.
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Post by anonthemouse on Jul 24, 2019 18:01:27 GMT -6
Nonsense. The Recycle Hat and Gebel's Glasses can't be OP, you don't get them until the end of the game. Explain the nerf to Rhava Velar, then. You could almost make a case for Rhava Búral, since you get it in the Cathedral, except that there's plenty of things that out-damage it, even at that point in the game. For it's upgraded form, though, there should be no excuse. You can't even get Rhava Velar until you beat Millionaire's Bane, which you can't do until you've gotten to the Den of Behemoths. It's an end-game weapon, considered to be in the same tier as Blue Rose and Eternal Blue, the absolute strongest weapons of their categories. ...we don't know the severity at which things were decreased/increased and this is all just a response at surface level to something that may mean very little change in the end, if just to encourage some more variety... This argument feels disingenuous. We may not have exact numbers, but we can make an educated guess. The nerfs must be at the least substantial enough to make a noticeable impact on game difficulty when using those items. Otherwise they will have had no effect on the game at all. So we can reasonably assume that they have each been adjusted, at bare minimum, to take a couple extra seconds to clear a room with. We might assume a more than that if the goal is to get people to see more of the boss patterns. That gives us a reasonable expectation for minimum to maximum adjustments. Assuming they didn't just make them garbage, each has been adjusted somewhere between taking a few extra seconds to clear a room on Hard, and being able to see all of a boss' attacks on Normal when using them at an appropriate level, around the point in the game when you first can get them. We can guess that Welcome Company has gotten nerfed worse than the rest, since it is the only one specifically said to be "nerfed significantly". Suggesting that we have no idea whatsoever how much these items will have changed just isn't true. Well, like I mentioned earlier, these games work with the player getting stronger the longer they play. The "when" you acquire a weapon isn't just where in the story's progression you are, but also how much time and effort was involved to grind the process of making it. If I'm not mistaken, crafting Eternal Blue takes a good bit more work than the Rhava Velar. You have to have the Dies Irae first, which takes (among a bunch of other things, like making the Durandal before it etc), Crimsonite like the Velar does, and after you've done that, two Orichalcum for the EB itself, which seems like the hardest non-boss material to get. But isn't this just nitpicknig a very specific item on their list, though? lol I hope you guys get my point because even if this sword is a notable exception, I don't think it diminishes what I meant. I can't speak for anyone else, but I had Dies Irae before I had Rhava Velar. It's what I used to get Rhava Velar...and, if I'm honest, what I used instead of Rhava Velar for everything but farming until I went back after beating the game and got some crazy shards to boost up Rhava to the point that having weapons with better damage didn't matter any more. I know at least two of the swords needed to craft Durandal, the game just gives to you, and the third isn't hard to make. Crimsonite I had extra of lying around, because a lot of recipes call for it. That just left Fiend Fang, and the enemies that drop that are on the way to the chest with the Millionaire's Key.
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Post by anonthemouse on Jul 24, 2019 17:50:48 GMT -6
I've been thinking for a while of how to tackle secrets for my "How they could be better" series of articles, over on the Suggestions board. I definitely agree that more interactions would have been great. It's just not something I think we're likely going to see a solution for until the next game, barring a major content expansion. At the same time, though, things like the Chronomage in the Sorrow games and or the room in Symphony of the Night that requires you to set the gears in the clock tower stand out in my mind as great interactions. Not to mention, some of the secrets in the Castlevania games felt more rewarding. For instance, getting the Sword Familiar from a hidden area in C:SotN. While hidden areas and interactive elements are present in Ritual of the Night, they feel a little more like just going through the motions. I would have loved to see more done with the environment.
For example, imagine if the piano were in a room in the Hall of Termination, instead of the Garden of Silence. In the spot where the piano is now, there would instead be a statue of a knight on horseback, with a lance and shield. Equip a spear weapon and perform the Penetrate technique from far enough away, and you'd connect with the shield, causing him to spin around. The statue, base and all, would rise up out of the ground, revealing that it's actually the roof of a small arched structure. A moment later, a cage elevator arrives inside the statue structure, waiting to take you to a secret room below (incidentally, there is actually an open space under that pavilion where such a room could have been place). How cool would that have been?
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Post by anonthemouse on Jul 23, 2019 17:23:33 GMT -6
I'd just like to float the idea that maybe the reason people are so limited in which shards they use and often stick with a few good options they find early on isn't that these shards are inherently more viable. Maybe it's because those shards are obtained early on. People find something that works for them, stick with it, and build their play style for it. For me, I ended up using Summon Ghost for a long time...and I honestly never really replaced it, just got to the point where I was mainly using my Directional shard for damage and didn't touch it any more, so I switched to Summon Chair for the lols. Shard descriptions don't give much information, and there's no easy numbers shown to compare like with weapon attack value. Who wants to spend a ton of time testing every single shard to see if it works when they've already got one that they can use just fine?
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Post by anonthemouse on Jul 23, 2019 11:43:48 GMT -6
anonthemouse nice idea but you can just turn off the white shard and just use the yellow shards through shortcuts right? have one that has it equipped and one that doesn't... I know what you mean though... after using the previous water movement shard, Deep Sinker seems very slow and clunky to use but after getting more shard from that water horse thing it made it easier to move in the water. You can, but my point was that due to how slow you move with Deep Sinker compared to Aqua Stream, I and probably a number of other players ended up switching it on and off a lot. That requires going to the menu, scrolling over to it, and toggling it on. Then you do whatever thing you needed to do, open up the menu, scroll over to it, and toggle it off. Repeatedly. Having a simple controller input wouldn't be necessary, but would save a lot of time spent fiddling with menus.
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Post by anonthemouse on Jul 23, 2019 3:21:01 GMT -6
The only argument I can't really agree to is the "single-player game" one.
Multiplayer is an intended feature of B:RotN. Has been since the Kickstarter campaign. It's just not finished yet. However, multiple multiplayer modes are coming. The stretch goals included a co-op mode, online challenge mode, and asynchronous online multiplayer. At least one of those is likely to be competitive. The existence of a built-in speedrun mode also implies that competitive speedrunning is being treated as an intended part of the game's model - thought the potential to invalidate old runs means that one can be counted both for and against.
The thing is, I'm not convinced that the game is unbalanced by these items and shards. People have asserted it, but I haven't seen any real evidence. What I have seen is a lot of Twitch playthroughs, and my own experience. Some people struggle until they use Welcome Company and the like. Some people struggle even with those supposedly overpowered options. Some people progress through the game just fine without them. Do I have hard numbers to back up my experience? No...but what I have seen suggests to me what my common sense agrees with. Different people have different skill levels. The game is balanced around the classic Igavania games, not modern "hardcore" Metroidvanias full of precision sections and high skill walls like Hollow Knight and others. So maybe the game is easy...or maybe a lot of veteran players are just good at the genre by now.
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Post by anonthemouse on Jul 22, 2019 16:18:57 GMT -6
Higher difficulties also change enemy placement. There's also some differences in enemy behaviour. It's most noticeable with Bone Mortes, but I believe quite a few enemies have tweaks to their AI and/or moves.
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Post by anonthemouse on Jul 22, 2019 16:09:27 GMT -6
A lot of people here are confusing balance and difficulty. Nerfs are about balance: if some shards are substantially more powerful then this means that only those shards are actually useful and the rest are just trash. So the point of the nerfs is to increase the number of viable shards. In other words, it adds variety to gameplay and increases the number of viable strategies. It does also increase the difficulty, since the previously OP stuff is no longer OP. But if that makes things too hard, or if you just like being OP, then you can always play on a lower difficulty setting. That's not a problem. I'd have to disagree with you there. The difference is merely semantic. "Balance" presumes some objective level of difficulty that the game should be at, and that anything above or below that point is "out of balance". Difficulty simply refers to how much effort is required to progress through the game is in its current state. There's no confusion. If changes are made only to make the player less powerful, then this has indeed made the game more difficult. Making strong shards weaker doesn't make other shards suddenly better. They remain just as difficult to use - in that they retain the same amount of difficulty to make progress when using them. There are not "more viable strategies", simply fewer alternatives to a less desirable progression curve. As to the second point - lower difficulties must exist to be switched to.
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Post by anonthemouse on Jul 21, 2019 8:25:02 GMT -6
paid costumes have stat bonuses where free ones don't. personally not concerned about save slots at all though considering I'm getting it for Switch though, it has extra save slots by default just by changing what profile you log in the game with so I don't know if they could take away that ability if they wanted to Well... this post did not age well. Oof.
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Post by anonthemouse on Jul 21, 2019 8:06:35 GMT -6
Not to double up on suggestions, but I had a thought today about a quality of life improvement for Deep Sinker. I don't know about anyone else, but I find myself switching it off to move around, and back on when I need it. So I think that it would be helpful not to have to always go to the menu to do that. Make it so that there's a button input to start and stop sinking. Say, press down and jump in the water to sink, and up and jump in the water to float. That would make getting around in the water much more convenient and, if you'll pardon the pun, more fluid.
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Post by anonthemouse on Jul 21, 2019 8:03:05 GMT -6
I think this kind of is how difficulty works right now, though?
Unless you use the cheat code, you start out only being able to play Normal. Win on Normal to unlock Hard, win on Hard to unlock Nightmare.
Also, higher difficulties do change up monster abilities. For instance, Bone Mortes go from throwing a single bone to launching a short barrage of them. It also adds more enemy spawn locations, and with Nightmare not only you but also your familiars lose the ability to level up, which can be quite significant.
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Post by anonthemouse on Jul 21, 2019 6:03:21 GMT -6
I'm pretty firmly against the nerfs...with a qualifier. I think that some nerfs are okay, but that the real problem is that, out of all the tools in the developers' arsenal, making things weaker is the only one getting used, and it's being wielded fairly heavy-handedly. For example, Dullahammer Head getting nerfed I understand - though I also think that it served as a good tool for "I chose Hard on a new file and I'm having trouble". Nerfing familiars as a whole seems excessive, and making their power more heavily reliant on Level is punishing to Nightmare players. Welcome Company might have needed toning down, as there's nothing else that really fills its niche, and pretty much everyone uses it, but I disagree with their solution. It's currently the only Conjure (red) shard to last indefinitely until it hits something. Make it a Manipulate (blue) shard with a cost over time as long as it's out. That would be enough.
On the other hand, some nerfs seem completely arbitrary, like Craftwork. From my own testing, I determined that, if anything, Craftwork is currently too slow and too weak to be a viable source of damage-dealing. Literally all of the weapon adjustments make no sense to me. Rhava Búral and Rhava Velar are based on Crissaegrim/Valmanway, which was one of the most - if not the most - powerful sword in every game in which it appeared. People expect a powerful sword that does a lot of quick slashes. These swords were what they were supposed to be. If anything, I'd call them too balanced, but on the whole I think they were fine. Neither had DPS as high as the weapon they were paying homage to, and I found their numbers to be well balanced for where they were in the game. Rhava Búral is better than the Spiral Sword, which also trades lower attack for multiple hits, but it's found much later, so that makes sense. Rhava Búral is a good sword when you get it, but I've compared it with other weapons. It's good, not great, and not the best. Other weapons you'll have access to at the same time can outclass it. It just takes less skill to use due to the ability to use it while moving, and its "cone of hurt" property. In other words, it's fun to use compared to other, better weapons. Rhava Velar is in a similar boat. You don't get it until very late into the game, and you have to beat an optional boss to get it. There were weapons I had access before I got it that I found myself favouring for damage output and not having to get quite as in an enemy's face to hit them (so I had more room to dodge attacks). Weapons that came after it in the progression were even better. What I mainly used it for was farming drops with Pickpocket and not having to break my stride for fast traversal - a utility weapon, but not a main weapon. So again, although an endgame weapon, it was good, but not the best. It was situationally useful, and just fun. I didn't really use the Flying Edge much, but I strongly suspect that similar principles apply there. These weapon changes honestly feel more like the weapons are getting nerfed not because they're too strong, but because compared to other options, they're too fun to use. Fun doesn't need to be nerfed.
Again, though, the biggest problem I have here is that things people liked to use are getting nerfed, but nothing that players commonly passed up is getting buffed. You know what would be a great alternative to always using Welcome Company in boss fights (even though I honestly never did, and in fact barely touched it in my playthrough)? Make some other shards better. Make Flytrap slow enemies that walk on it, introducing that status effect sooner and increasing its currently abysmal chance to hit. I'd use that for sure in some boss fights. Heck, you could even give a slowing attack to the weeds for consistency. Make Summon Rat smarter, faster, poisonous, or some combination of the three. Have the "critical mode" for the summon shards - where they put out a huge version of what they're summoning and do a screen attack - be something that you charge up for, costing additional time and mana, but with a guaranteed cast. Currently, it's random, and I don't even know if all summon shards can do it, or just Summon Bat and Summon Shovel Armor, but if "hold the button to use more mana and do a bigger attack" was something that all of the Summon X abilities did, I'm pretty sure that they'd see more use. The same goes for Manipulate shards. Why do so many people only equip Craftwork, Bunnymorphasis, and Accelerator? It's not that those three are overpowered, it's that the other options suck. Sacred Shade is expensive and requires you crab claw your controller because it doesn't toggle. Healing has to be pretty much maxed out before it gives you a decent recovery rate for the cost. Beast Guardian is pretty much just a less helpful Directed Shield. Standstill is only available once you've pretty much beaten the game, so it's only really good for screwing around. Shadow Tracer is okay-ish for gunslinger builds, but due to positioning and not copying shards, pretty much useless to everyone else (you could maybe set up a good damage chain with the Penetrate spear technique, but that's a fringe case and would use a lot of MP). Feral Claws might be good, but the attack rate is slow, and again, only Bunnymorphasis is toggled. There's only nine Manipulate shards in the entire game, but Conjure and Directional (purple) get more than double that amount. Of those paltry options, most eat MP too fast, and don't give much benefit. So of course most people limit themselves to the one you need for puzzles, the one that actually works how they all should, and arguably the best movement ability in the entire game.
99% of the problems with balance aren't that players have too good of options, but that they don't have enough good options.
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Post by anonthemouse on Jul 21, 2019 5:04:37 GMT -6
Poll needs an "other" option. As some people have pointed out elsewhere, harder difficulties only make the most effective tools and tactics that much more necessary. So, just adding a higher difficulty would satisfy the cry for a harder game, but would also make the perceived "problems" with the nerfed items worse. Ideally, you would need to buff some of the weaker options, as well as making harder difficulties. Thus people wanting a harder game would have it, without taking anything away from people who like using those options, and people who feel there's a lack of incentive to use anything else could be encouraged to experiment more.
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Post by anonthemouse on Jul 21, 2019 1:01:52 GMT -6
I don't agree with this thinking. If you balance a difficulty after the OP options, you are forcing the use of those limited options. That's not interesting at all. Much better to have a kind of parity between the options available.
Also can we please refrain from the mantra of no-one wants this? I want it, so there.
Not worth freaking out over Nerfs before you know the impact of them anyways. I am assuming it will be small tweaks rather that the oblivion people seem to expect. It almost always is. Consider that only welcome company was billed as nerfed "heavily".
Okay, okay...no one who matters wants this. (KIDDING!) In all seriousness, nerfing the best options doesn't help make the game more fun. Either the tweaks are minor, and the best options stay the best options - just the game takes longer, or they get a major nerf that makes them not the best options any more, but the new best options haven't been made any less bad. With new difficulty modes, you can get away with more widespread buffing of other options and still have a challenging game for people. Yet, at the same time, you don't have to take away the things that let less skilled players get through.
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Post by anonthemouse on Jul 20, 2019 8:31:54 GMT -6
I can't disagree that, from a marketing standpoint at least, some pretty big missteps are being made. They have the opportunity to be open and communicative here. They have the option to keep people in the loop. Most importantly, though, even if they don't use any lines of communication at all, they have people who should be able to take a step back and look at the overall message that their conduct in general is sending. Someone should be looking at this situation and seeing that now is the time to rebuild some of the goodwill that has been eroding, because ultimately, if they upset their fanbase too greatly, then it won't matter if in the end they have a wonderful product to show for their efforts. Unhappy players don't buy DLC. Unhappy players leave negative reviews, which makes potential customers unhappy, and then they end up not buying games.
Someone needs to step up and do something big for the community before all this negativity that's been building over recent announcements reaches a critical point.
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