@realstyli said in Public Test Build Before Release/Exploit Bounty:
@r3vanns said in Public Test Build Before Release/Exploit Bounty:
I would argue the opposite. It's extremely harmful to the reputation of the game and retention of the playerbase long-term.
If it was so, this game would've died years ago. Because this same behavior keeps repeating over and over. Why? Cause community allows it. How they allow it? With their money.
I've so many times heard "fix this faster or the game will die" "you'll lose your core player base" etc that I've lost count.
Yet, here we are. :D
PS. again, don't get me wrong. The same stuff was bothering me for a while, until I eventually stopped caring cause I got used to it. I'm on your side, but at the same time doubt they will ever change.
Look, I love Rare, and I have a lot of respect for the devs. They're one of the most "human" companies out there. I was very much in the "we've heard the game is dying since 2018, nah lol" camp for a very long time but with the public release of stats from community weekends, we have solid data [from Rare] that shows a clear decline in the playerbase over the last year or so. Even allowing for the bump after the PS5 release, the trend has been downward.
It's not for a lack of content, I think they've done amazing work in that regard, but it's because of the game's health. Yes, it has always been a struggle, but it's been a lot worse over the last couple of years.
Some players "get used to it" but others have a lot less patience when there are plenty of other games out there to grab their attention and are far less frustrating. It's just a video game at the end of the day and most people are going to choose where to spend their time based on the fun they have playing it.
If they increase the game health for the Retail build, they are more likely to retain players. If they retain more players, that's more money flowing into the game. The key is that the Retail build has to be in better shape, always.
PTBs work. Games like Dead by Daylight and Overwatch (1 & 2) have shown that. Both games are older than SoT and thriving.
You know, Valheim has PTB.
They ditched the roadmap eons ago, screwed over their own player base over and over. The slowest and laziest content released I've ever seen, some bugs from day one still present in the game, tons of people complained about slope combat for years, for lack of mounts, for lack of buildings, bad optimization the more you build/edit terrain, for imbalance between single player and co-op, etc. On top of that, they released a board game for an unfinished game (they still owe their players 2 more zones they promised). After months and months of backlash on Steam posts/Discord, as a sack of salt on the already bleeding wound. They listened to nobody.
And do you know what I see on Steam? ~21k players active (as of time of typing this). Even though it may have been much more in the previous 1-2 years compared to now.
Conclusion: all games have cycles, and eventually die out due to slowly losing players. This paves the way for new games being made and profited of from.
But during a game's life, big changes (usually) only happen if a company feels seriously financially threatened. IronGate (Valheim devs) obviously wasn't, same as Rare obviously STILL isn't. Whatever their reasoning may be.
As I said before, as long as community allows it. Either by not caring that much about it, or actually agreeing with it. Only money matters, and what's a priority to the company. Not you or me as players.