Rahul Roy, on 01 September 2015 - 08:58 AM, said:
One ironic thing is that kind of development (make it up as you go along) actually did work for a while.
Trends would come to light, there would be changes to address them, for the most part they seemed to have the desired effect.
For the last 4-6 months however it feels like there have been almost no changes. I wouldn't be surprised if that's exactly what happened, if the majority of dev effort has been switched to other things.
The part that's disappointing is they don't even seem to make the seemingly easy changes (like rewards adjustments, deck tonnage limits, involving CW in events). Even diehard players have gotten bored since nothing at all is changing anymore.
Yes. They also some kind of framework or outline or direction for that part of the game otherwise it meanders and becomes garbage. It wasn't great to begin with. I was astonished at the time they released it.
It is boring, and frankly the wrong idea, IMO.
PGI should have found a way to make the existing game modes and maps work in CW. Less work to get off the ground then they could take the time with Invasion mode. Simpler too. Russ has complained on twitter and in town halls regularly about putting players in "buckets" and "having too many buckets" Yet CW is another huge bucket for players. He's right, its too much but they went that way any how and I can't figure out why.
They've spent a lot of time and money on CW that's been underwhelming to say the least. Seems like they're doing things the hard way and have forgotten the basics of programming: RECYCLE CODE and THINGS!
Had they recycled maps and modes for CW and found a way to make Assault matches work for flipping planets, they wouldn't have needed to rush out CW to make good on a promise. They could have dropped Invasion mode after the fact and I don't think anybody would have complained. As it is, getting the kinks out of Invasion turned out to be a much bigger problem than they thought and now its mired in development hell.