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Do you have a specific thing you could mention which player feedback has had an impact in Legion?

Chilton: Frankly, everything. If you consider feedback from players as a part of our strategy for the final game, we attempted something completely different in WoTLK Gold using the daily point of interest goals. In Mists we played with the daily quest model , and we received a lot of feedback from players that it was boring, and too stagnant. We thought that it would be better if we offered a variety of various places to visit at any time and provided more freedom, it could make them more interesting. But at the end the day, we weren't satisfied with the result, and it was due to players' feedback. So we changed to the world quest system and added Legion because of this. This is just one example. Everything we do is influenced by how the players think about it.

Robinson Robinson: I believe that is true for every level as well. As with major, overarching decisions as Tom's discussing right down to minutiae...which isn't really minutiae, it's extremely important that is important, such as character customisation. As a demon hunter, you're creating the first set of horns, cheap WOW WoTLK Classic Gold you're about to see and hearing about the lack of appealing alternatives. Maybe the tattoos don't fit the image they imagined seeing during Demon Hunter. Demon Hunter class. We take the whole thing and examine what we're doing , and adjust. By modifying the character and using the artifact weapons, and hearing what the dream was, since the majority of what we do is based on the experience of the player and their fantasies about what these weapons will be. It's also important to note that having created multiple versions of each artifact provided the chance for us to hear people discussing the artifacts. We'll consider that and reconsider our approach according to what we hear people talk about.

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