That being said - we know that this was a glitch many of you grew to embrace and love, and so we made significant adjustments on regular gliding. From overall feedback, most people love the new changes: Didn't make much sense from an immersion standpoint to "master" since the motions required were esoteric.īased on those strong reasons, we removed it from the game.Was impossible to tutorialize and poorly understood by most of our community (half of our team internally were not able to master it fully after multiple attempts) thus putting the majority of the userbase at a significant disadvantage.Destroyed any semblance of the scale and distance of the world - allowing people to go anywhere almost instantly.In this case, it was clear to us that the gliding exploit/glitch: We realize that this means some changes that will make some users unhappy, but we will always do our best to respect the grind and be clear about when big changes are coming down the pipeline. As a result, unlike other games that become stale over time, you can expect core systems within Zenith to continue evolving over time, to be sleeker, better balanced, and more well thought out. It's an evolving game (some would say an entire digital world), not a singular artifact. After all, we hope Zenith is still around in 20 or even 30 years. To give some context on how we make big decisions like this.Įvery change we make is meant to strengthen the game overall and broaden Zenith's overall appeal. However, I understand that many of you have been unhappy with some of the recent changes we've made to gameplay, including fixing the gliding glitch and some of the dungeon mechanics we've introduced, and want to explain some of our thought process behind making breaking changes like this.Īt a high level, while we take player feedback really seriously, we will never reverse a decision we feel *strongly* is right for our playerbase due to a minority of people that disagree. We've jumped up 8 places on the best selling charts too. We've seen our new users per day double from pre-launch. It's still early but we're also seeing people spend 15-20% more time in the game on average as well. Since we launched the patch, we've seen our peak concurrency numbers roughly double and sustain at a much higher level than before. We've made dozens of adjustments based on that principle. We've gotten some amazing feedback from you all and I wanted to assure you that we always keep our hearts open and our eyes peeled for amazing feedback. I wanted to take some time to talk about the Celestial Throne update now that it's been out for a week.
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