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I heard that there was a "fix" on hit registration and that it is live in Conflict mode. After playing more that 20 games in conflict yesterday, I think that hit registration issue and lag are far worse now. Fighting the same guy many times i am hitting him, not even half of the bullets registering, in other game against same guy i kill him easily with not that much of damage done to me. Many times i was killed being at least 5 meters in cover on a wall.

I don't know what has been changed but conflict is so bad at the moment.

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about 5 years ago - /u/ChrisGansler - Direct link

Thanks for sending over that feedback. As OP mentioned, we made some changes to the Conflict servers to see if these improvements will help with latency and hit registration issues.

If you could be a little more specific on the feedback it would be greatly appreciated. Where possible video footage would be awesome. If that's not possible still try to add as many details as possible. When were you playing, what platform, what region, did you queue in a group, solo, etc.

The more you can add in terms of details the easier it is for us to check what's happening and make further improvements.

about 5 years ago - /u/ChrisGansler - Direct link

Originally posted by gX-kiD

One question, out of curiosity:

Do you actually believe what you are writing? Or in other words, are you really left in the dark by your backend team about your shitty servers and they make you collect all this feedback each time the issue comes up again for no real reason other than to keep up the facade that this is a mysterious problem and not just Ubisoft being stingy as always with their servers?

Or are you fully aware of the fact that your job here is basically just damage control to create the illusion of an investigation when in reality every Division veteran knows that this problem will never be fixed?

Or do you not even try to justify any of this crap to yourself and just collect your paycheck?

I always find it fascinating to learn more about the games industry so I hope you can share some insight on that.

I'm not sure why you think I'm just here to do damage control. We made changes to Conflict and want to know if these changes are positive (or at least not negative). We can make changes to the Conflict servers without affecting the other areas of the game, which makes testing quite safe while still have a larger population than on the PTS (where we also tested the changes).

The OP here states clear problems he had since we made the changes which might mean we do not want to apply them to the rest of the game at all, while we initially want to do so with TU6.

We receive a lot of feedback but, mostly due to the nature of how we as humans communicate with each other on Social Media, most feedback is pretty thin on details and doesn't really give us anything to act upon.

Your constant negative attitude towards our communication doesn't really help us either. I understand there are frustrations with us, the game and other things but I'm also curious what drives you to reply like you do. As you say, it's fascinating to me and I'd love to learn more.

about 5 years ago - /u/ChrisGansler - Direct link

Originally posted by gX-kiD

I'm not sure why you think I'm just here to do damage control.

Because that is your job. Community Manager in this industry basically just means that you are part of the PR & marketing effort around this game. Compared to the first game it's quite obvious that your employer wanted to invest into someone who's likeable, which you definitely are, and who can spread some feelgood vibes around reddit to calm down the negativity. It's fairly obvious what your job is, apart from translating from and to the devs.

We receive a lot of feedback but, mostly due to the nature of how we as humans communicate with each other on Social Media, most feedback is pretty thin on details and doesn't really give us anything to act upon.

Act upon? You guys keep throwing around all these theories and explanations but the truth of the matter is that this has been an issue with the first game from day one, and it most likely will stay an issue for as long as this game stays online. Of course you can't admit to that, probably not even internally, so we all have to take part in this dance, pretending that we don't realize that the music is simply too quiet (or the servers too shaky).

Your constant negative attitude towards our communication doesn't really help us either. I understand there are frustrations with us, the game and other things but I'm also curious what drives you to reply like you do. As you say, it's fascinating to me and I'd love to learn more.

It's hardly negative as it's more realistic I'd say. This industry, your employer included, just can't be honest for the life of them. What exactly is "negative" about asking about drop chances for something that your players are investing thousands of hours into?

It's a very simple question but you simply can't and won't answer it because for your employer it's more important to manipulate players in a crass disrespect of their time and effort, than just being transparent for once.

What exactly is "negative" about holding your employer accountable for the promises that were made and broken?

This game has turned out to be an unfinished mess, again, and like so many other studios in this industry, you simply refuse to learn from players out of sheer arrogance. With how many drastic changes the LIVE game has seen already, I think it's safe to say that we are playing yet another Beta version of a game - one we were charged for unfortunately.

This industry has almost lost all the customer goodwill and respect there is because time and time again you decided for screwing players over, lying to them, or just ignore them when it's convenient.

And this is not only the opinion of an "entitled and toxic" gamer, even developers themselves start waking up to this.

Here, a statement from the Everspace devs about their sequel: "Finally, we have noticed that since our last Kickstarter, things have changed quite a bit. Due to broken promises from indie devs all the way to AAA publishers, it is probably no exaggeration to say that trust in developers is at an all-time low, especially in regards to Epic Games Store exclusives of titles that were originally (co)funded on Kickstarter."*

https://www.kickstarter.com/projects/rockfishgames/everspace/posts/2644664

That speaks volumes, and the EGS part also partially applies to Ubisoft games.

Or let's look on your newest abomination, Ghost Recon:Breakpoint. I get it, you're already typing "Unfortunately I can't comment on what other teams are making" blabla, but in terms of greed and incompetence this game easily puts EA to shame. And you wonder why gamers are becoming more critical & skeptical?

It's because you guys know no shame anymore, and your public reputation is slowly settling somewhere between big pharma and big tobacco.

And you, Mr. Gansler, you're part of this machinery, with all your defenses, excuses, justifications, explanations, or just your "understanding".

I personally don't know how people like you sleep at night but I'm sure you have your internal justifications for what you do and who you're working for.

And now hit me with your feelgood lies about all the passion, inspiration, creativity, and customer focus you're experiencing at your employer.

Cheers

I think a lot of the frustration is understandable. That being said, it doesn't really explain to me why make the effort to respond to me then? If I'm just a Yes-saying marketing tool, why go through the effort?

All the other things you say I can understand and I even agree with some on a personal level. But what I don't get is the amount of effort put in to make it look like I'm just lying, instead of asking players for feedback because we can't verify things on our side.

I do apologize that you feel I'm not genuine and don't provide anything of value for your interaction with Massive.

about 5 years ago - /u/ChrisGansler - Direct link

Originally posted by Tikidave

I think the crux of it is quality control. The gaming industry has the luxury of a rabid fanbase that they can use to test the product. Also for two decades now, they realize they can release unfinished or poor quality products at full value with a promise to fix later. Imagine the anti trust lawsuits if car manufacturers acted as irresponsibly... although some have. Until gamers quit blindly buying every new release, I'm guilty as well with Division 2, we going to continue to get second rate service. Like with every decision in life, its about $$$.

I can see that point for sure, we launched with bugs that had impact on the overall experience for sure. The thing is, we try to fix everything we can reproduce and there's no reason for us to try to slither around these things.

We require player input because players are experiencing these things and millions of players playing will just ultimately always have more hours played than our QC teams, just by sheer numbers.

That doesn't mean we're not testing these things or are not experiencing any bugs. We do and we fix them. But some things we can't reproduce and that's where player input is just super valuable and can help us fix things.

A simple example is one of the sound issues that arose early after launch. Only after players told us they were using specific headsets with a specific software we could identify the issue, buy the headsets, install the software and fix the bug.

about 5 years ago - /u/ChrisGansler - Direct link

Originally posted by lmole

I have experienced lag and hit marker registration issues since day one. I play in Minnesota and have 275 download speeds with a 20 to 30 ping and latency is so bad I often want to quit. The new fix hasn't changed much. No better no worse from what I can tell, just bad. I notice that the same people always experience the latency and those that don't, hardly ever do. I am willing to bet the problem is geographic. On FB group I belong to the players that always seem to not know what lag is are from NYC area or the LA area. Those in the Midwest have the worst experience.

Thanks for the info. Have you played any Conflict matches lately? We made back-end changes last week Tuesday and if you've played and noticed anything being different that'd be great to know. If everything is still the same, also let us know. While this would mean nothing has improved for your case specifically, it also means nothing got worse which is something we can also work with.