If relic was owned by EA, it would be canned the moment DoW3 support stopped.
I don't think we would had made it that far. UKF + Renewed supply system possible would have never seen the day and DoW3 would had been a mobile game.
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If relic was owned by EA, it would be canned the moment DoW3 support stopped.
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SOURCE 1: https://www.hawley.senate.gov/sites/default/files/2019-05/Loot-Box-Bill-Text.pdf
SOURCE 2: https://www.theverge.com/2019/5/23/18636535/loot-boxes-josh-hawley-markey-blumenthal-privacy-video-games
SOURCE 3: https://kotaku.com/you-can-now-read-the-proposed-senate-bill-that-would-ba-1834983260
SOURCE 4: https://www.polygon.com/2019/5/23/18637155/loot-box-laws-us-senate-josh-hawley-ed-markey-richard-blumenthal
SOURCE 5: https://www.gamesindustry.biz/articles/2019-05-24-us-loot-box-bill-receives-bipartisan-support
*SNIP*
Schreier: Yes, any elaboration you can make here? I ask because I pay a lot of attention to these financial calls that these companies have, and EA for example is very reliant on the loot box income that comes in from FIFA games. A lot of these companies are very reliant on this stuff.
Hawley: And FIFA would indeed be covered by this legislation, to be clear. They’ve certainly expressed their, shall we say, concern over this legislation. But I think that’s probably a good indication that we’re getting somewhere.
https://kotaku.com/u-s-senator-says-his-anti-loot-box-bill-has-the-video-1834905639
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TL;DR EA are definitely in the business of dynamic difficulty adjustment, and a lot of what is in the papers below reflect peoples experience of FIFA.
https://pdfs.semanticscholar.org/16c4/5d99437bd43e0e60fe160f058e3d824ef79d.pdf
A paper written by EA employees on dynamic difficulty
https://www.reddit.com/r/FIFA/comments/799a9y/a_paper_written_by_ea_employees_on_dynamic/
TL;DR EA are definitely in the business of dynamic difficulty adjustment, and a lot of what is in the papers below reflect peoples experience of FIFA.
https://pdfs.semanticscholar.org/16c4/5d99437bd43e0e60fe160f058e3d824ef79d.pdf
The paper talks about a new model of dynamic difficulty for increasing player engagement. The example that they give is for a platform game, but say that it is applicable to other genres. I'm yet to digest the paper in full.
Edit:
And here's the patent for slider manipulation: http://www.freepatentsonline.com/y2017/0259177.html
My own summary/some highlights:
If users experience gameplay that is too hard/easy, they will stop playing – therefore companies seek methods to dynamically adjust difficulty
Method involves selecting a seed value for a “knob” (think sliders). Knobs are set to maximise the amount of time people will play for.
Adjustments to the seed values reflect recent gameplay more than less recent (reason for bouncing between 5-0 wins and 1-0 losses in squad battles?).
A machine learning algorithm is used to decide on the seed value, based on interaction data
Knobs are set based on your current perceived level of engagement. This might be determined by factors such as how long you play the game for, AND WHETHER OR NOT YOU HAVE SPENT MONEY ON THE GAME (Emphasis my own, see detailed description section, paragraph 5 - seems a bit dodgy if this is in competitive game modes)
“Some other non-limiting examples of features of the video game that can be modified, which may or may not be detectable by the user can include providing extra speed to an in-game character, improving throwing accuracy of an in-game character, improving the distance or height that the in-game character can jump, adjusting the responsiveness of controls, and the like. In some cases, the adjustments may additionally or alternatively include reducing the ability of an in-game character rather than improving the ability of the in-game character. For example, the in-game character may be made faster, but have less shooting accuracy.” - Doesn’t take a huge leap of imagination to apply this to FIFA.
It doesn't say explicitly that this methodology applies to FIFA, or whether it only affects certain modes - but a lot of it is consistent with my own experience and that of others.
The response to this little finding has been overwhelming. After publishing, I received a message from u/CatalystFCP with code that seems to give actual detail on how momentum works. I believe this has been shown before, but now that this has reached critical mass, let's take a look. The following is from the same file as in PART 1:
EDIT proof via u/lilsmooga193119
Editor's note: No matter where any of us fall on the 'momentum' debate, I believe we all really love football, and want FIFA to be great. EA, if you read this, just let us know what is going on. You may think that randomness will lead to more pack openings, and more addiction, but nothing could help the player base grow more than an awesome game. Go back to basics.
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HI guys,
just checked the relic hp and found this job offers:
- Senior Campaign Designer
"It’s a bonus if you have…
Strong Relic IP knowledge
- Senior Mission Designer
I doubt that the AoE4 team have this vacancies after the production started in 2017 and the Senior Campaign Designer in the AoE4 team would certainly not need "Strong Relic IP knowledge" for a job - Age is no Relic IP.
That leads us to COH3... i guess
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Homeworld?
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I knew about the HW announcement (only heard that, didn't check the trailer) and forgot the IP is not owned by Relic.
https://www.gamesindustry.biz/articles/2018-03-08-randy-pitchford-joins-fig-advisory-board
*SNIP*
"Randy brings a very unique set of industry experiences to Fig," said Fig CEO Justin Bailey. "He has had a massively successful career of developing monster AAA hits for some of the largest publishers in the world, as well as helping small studios bring their passion titles to market. Adding his knowledge to our advisory board will level up the Fig platform, benefit our developers, and allow us to bring the most ambitious titles to-date to our platform."
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Gearbox owns the Homeworld IP... unless they are planning on buying it back from them?
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The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that
emerged while pursuing Road to 2020 and the initiatives we are taking in response.
"Investing toward Bearing Fruit in the Long Term"
This studio, based in Vancouver, Canada has produced several high-quality games with movie-like graphics and highly strategic gameplay.
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And not hire morons as balance designers...
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The Balance Team does not get paid. They volunteer their own time to make the game worse with each patch.