I've been here for a short time, some months after development of the game had stopped. It was painfully obvious to me (and should be to everyone with a brain) that no matter how much we would ask for new content, bioware were not going to move resources back to ME3.But N7 day was supposed to be different. It was supposed to be the day when something unique happened that would reward the loyalty of the players who still play the game. But instead, we had the "opportunity" to play with devs, even though actually playing with one seemed like a one in a million chance. So it woud seem that ME3MP is destined to go out not with a bang, but a whimper.
Now I think most of us agree that bioware should be thanked for all their hard work in the past and for bringing us the game in the first place. But judging by how many people care about this game and still play on it, I feel that not enough effort was put into N7 day and it unsurprisingly ended a disappointment.
So my question is, why did bioware feel the need to practically sweep the ME3MP community under the rug? Surely, this was your last big opportunity to give this game the sendoff it deserves and that the community that has been loyal all this time get something special that would have made N7 day worthwhile...<_<
So... N7 day... Was it a success or a missed opportunity?
Débuté par
David Diablo
, nov. 09 2013 03:03
#1
Posté 09 novembre 2013 - 03:03
#2
Posté 10 novembre 2013 - 02:19
In keeping with promotion, some work hours could have been given up, so ex/current Bioware didn't have to use their own time. That's just marketing, and is factored into projects, much like training sick days etc. also would have enabled less Egmont centric randomness.
Computers were set up in the office for just this event and even I took about 2-3 hours out of my day to play, and I didn't even work on ME3.
#3
Posté 10 novembre 2013 - 02:56
Thanks for taking the time out to respond. But I think it speaks volumes that a dev that wasn't even working on the game responds first.
At this point it's confirmation bias on your part. The only thing it "speaks volumes of" that I respond to this thread is that I'm reasonably active on the forums in general, and happened to notice this thread on the main page (since I spend most of my time in the DA forums).
However, with a response like this, I feel my words are being used against my colleagues which is an unfair situation, so I regret speaking up in this thread. I was interested in continuing a discussion, but you seem to be more inclined on making myself and others feel guilty for letting you down, which is a more adversarial way of talking things over rather than collaborative.
Sorry you were let down by what happened. It is what it is at this point and this thread is ceasing to be anything productive.
#4
Posté 10 novembre 2013 - 04:10
Alright ill admit I didnt read all this thread, don't have a ton of time
Computer hard drive died this morning, so I am basically waiting for Windows 8.1 to download so I can install it. Ill try to address as much as I can.
First off I think it is unresonable to say that it isnt right that Allan is the first to respond, this thread has been up for 12 hours on a saturday. So one you are expecting people to respond on a saturday, well I guess you got 2 people... and not being paid to do it.
Chakram launcher, ill try and put this thing to bed right now. It was never tested for replication, we never did passes to ensure that it work even remotely correctly. It might work, I cant say for certain, but you never know what kind of hidden surprises are up with it.
Playing with the Dev's initially it was supposed to be 2 hours in the office, for people that wanted to drop in (and there were). There was not just people on Xbox, the majority was on PC (it is the easiest for people to use). I infact livestreamed. Lets do a bit of math, if a game last 20minutes (somewhat generous considering everything). that is 3 games per hour per dev. As I said event went 2 hours, that is 6 games per dev. I wont release the numbers of player playing at the moment, as that is confidential information. But using the math I said before that is 18 people that get to play with a dev in that time. Lets go with the incredibly low number of 2000 people playing at a given time. That is 111 devs required to cover that amount of people with no possible overlap. Sorry to say that is just the numbers, there is absolutely no way we could cover everything.
There is an insane amount of complexity/variety for our multiplayer around 60 guns, 65 characters, 4 difficulties, 4 factions, 19 maps. Thats over 1 million combinations just taking into account those factors, nevermind gear, mods, consumables, other players.
It was time for us to take the things we have learned with Mass Effect 3 and apply them to other projects. I have gained a ton, and I do mean a ton from after Mass Effect 3, and I intend to apply that knowledge to future games. It makes sense for me to move onto another project to use that to make those games better dont you think?
Logistically do more releases is a pain, the people who did the post launch stuff are scattered now, or sadly have left the company.
I tried to give what I could when I knew the end was coming ie banner contest, femshep banner, and lodestar.
N7 day was a success for me because it allowed me to reflect and go back and play the MP I love.
P.S. I did a lot of work to ensure machines were setup for the playing with Devs. And a good amount of Dev's did play from home after work.
Computer hard drive died this morning, so I am basically waiting for Windows 8.1 to download so I can install it. Ill try to address as much as I can.
First off I think it is unresonable to say that it isnt right that Allan is the first to respond, this thread has been up for 12 hours on a saturday. So one you are expecting people to respond on a saturday, well I guess you got 2 people... and not being paid to do it.
Chakram launcher, ill try and put this thing to bed right now. It was never tested for replication, we never did passes to ensure that it work even remotely correctly. It might work, I cant say for certain, but you never know what kind of hidden surprises are up with it.
Playing with the Dev's initially it was supposed to be 2 hours in the office, for people that wanted to drop in (and there were). There was not just people on Xbox, the majority was on PC (it is the easiest for people to use). I infact livestreamed. Lets do a bit of math, if a game last 20minutes (somewhat generous considering everything). that is 3 games per hour per dev. As I said event went 2 hours, that is 6 games per dev. I wont release the numbers of player playing at the moment, as that is confidential information. But using the math I said before that is 18 people that get to play with a dev in that time. Lets go with the incredibly low number of 2000 people playing at a given time. That is 111 devs required to cover that amount of people with no possible overlap. Sorry to say that is just the numbers, there is absolutely no way we could cover everything.
There is an insane amount of complexity/variety for our multiplayer around 60 guns, 65 characters, 4 difficulties, 4 factions, 19 maps. Thats over 1 million combinations just taking into account those factors, nevermind gear, mods, consumables, other players.
It was time for us to take the things we have learned with Mass Effect 3 and apply them to other projects. I have gained a ton, and I do mean a ton from after Mass Effect 3, and I intend to apply that knowledge to future games. It makes sense for me to move onto another project to use that to make those games better dont you think?
Logistically do more releases is a pain, the people who did the post launch stuff are scattered now, or sadly have left the company.
I tried to give what I could when I knew the end was coming ie banner contest, femshep banner, and lodestar.
N7 day was a success for me because it allowed me to reflect and go back and play the MP I love.
P.S. I did a lot of work to ensure machines were setup for the playing with Devs. And a good amount of Dev's did play from home after work.
Modifié par Bryan Johnson, 10 novembre 2013 - 04:11 .




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