I can count with one hand the amount of times the community has brought up something we werent aware of already. We have a ton of checks and balances not just internally but with our partners as well. Some stuff will always slip, like Qui-Gonn's saber being blue that one time, but thats gamedev in general
Not sure what you mean with this. You can't be saying you're aware of all the bugs and issues before you push things live? There are a few long standing bugs which have been around for literally years which really baffle me. I'd really love to come in for a week to see the codebase and try and fix some of them for you. As an example, there's what appears to be a floating point rounding issue which can cause text to jump around the screen on a per-frame basis. It's amazing to me that it has existed all over the game (main chat, TW logs, TB logs) for years without being addressed.
Either way I was referring to only judging your work from an internal perspective (both what you decide to work on, and the quality of what you produce.) If the players dislike the things you choose to work on, and/or the way you decide to implement them, it sounds like you're basically saying it doesn't matter as long as you think you did a good job (and presumably, as long as the MTX metrics perform well.) As a game designer, surely there's a desire to have a happy player base who are spending because they enjoy the game, rather than having an angry and addicted player base who spend out of addiction, FOMO, etc.
Unfortunately, not at all. Sharing an engine doesn't equal sharing the code. We would have to completely start over, not to mention that even upgrading to a new version of Unity with new features can be extremely risky for an old game like ours. Going through all the permutations would veer into the confidential category, plus it would take forever.
Comparing us to a game like WoW is also not even in the same ballpark. They have infinite resources, their own engine, dont deal with external IP and their release cadence is way, way different. The time spent fixing things or upgrading things will directly take the time away from making things. We try to fix things when we can, older phones not being supported freed up some polygon budgets after all. When our cadence was Galaxy of Marquees, notice that we didnt have many Legendaries in that timeframe nor did we have new modes, ships, capital ships or new TB's. The "nothing is free" mantra is very applicable here. We finished Lightside Geo which was a crazy amount of work, then did new movie content in the middle of Xmas break, two new capital ships and two new characters that are way beyond the scope of a heroes journey. If we had done one at a time, I'm sure we would have made more unique content for the event but two new characters way above Legendary specs in simultaneous development? With the same team? Crazy amount of work.
At the end of the day, whether its visible or not, that comes and goes. People freaked out over Reys icon which is a tiny icon thats even tinier in game and that was enough for those folks to start making threads on reddit. That shows their passion and investment in the game and thats ultimately a good thing so I am not going to hate on them for that, but I wont overreact either.
It kinda feels like you don't feel you can be compared to anybody, then? Not fair to compare you to WoW, not fair to compare you to Marvel or other competitors etc. Your situation, your codebase, your team are obviously unique... that doesn't mean the players can't compare your product to others in the market. If, as it sounds, you're sticking on a version of Unity from who knows when, and the "risk" of updating will continue to prevent you to do so, then . Has there ever been any serious discussion or consideration to a ground up rewrite of the client? I guess you wouldn't be able to talk about it even if there was, but I bet there's a lot of people on the team who would love the opportunity to do something like that. There'd be nothing like getting to write a v2 of something armed with the knowledge of all the lessons your learned from writing v1 and it evolving over the next four plus years.
The whole "nothing is free" side of things is of course true, but again as I said before, I'd say the criticism is often on what you guys prioritise. You say to notice how things were during the marquees phase, but that's literally what the criticism is, right? Like you guys planned, designed, and released nothing but marquees for a while. Nobody asked you to or forced you to. You could have dropped a couple of those marquees for a legendary instead, or whatever. I think the silent majority favour the times where you are doing a few different things at the same time. Something for the newer players, something for the midgame, something for the endgame, something for the "tip of the spear". When you focus down on just one of those elements for a while, it gets dull for the players not in those categories. Again this isn't to diminish how much work the GLs no doubt were for you and the team, but for everyone who isn't in the 1% this last title update has nothing to offer them (at least for a few months). I actually kinda miss when Galactic War was non trivial and every day was a question of whether I'd be able to squeak through it and full clear or get stuck on one of the later nodes.