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The price Team17 payed for this game is only slightly more than it'd cost to finish the damn thing! It's a Tofu-Dreg project.
They slapped together a structure cutting corners, used sand instead of cement, and sold it to an investor who doesn't know anything about development, who is planning on selling it to the public thinking they just bought a brand new house, when in reality, they just bought a dirt lot with a crumbling frame.
Think about it: if this game was actually worth that much money, POST RELEASE, why wouldn't Black Matter monetize it themselves. They already have it on the market. All the DLC they are selling is just left over cosmetics from years ago. If Team17 actually had the capacity to finish this game, couldn't they just make their own? The game's already peaked. Day one sales are the peak. If you're looking to monetize the game with micro transactions and DLC, you need player retention.
Team17 bought borrowed goods, in an unfinished state, and their payment is pending performance. How can an unfinished product perform? Every one of these free-weekends paired with an update chases away potential customers because every update introduces more instability.
This has been the case for a long time. But they keep doing it anyway. Why? to fluff up those concurrent player counts for progress reports? What is that worth? You're losing growth in exchange for a temporary bump in server pop? The new players are the ones who would buy the DLC. Every new player is worth far more than vets. The vet likley already bought all the DLC, and is therefore not going to put any more money into the game. Sure they'll probably buy the new DLC. But why do that, when you can sell a new player ALL THE CUMULATIVE DLC YOU'VE PUT OUT? Don't think I don't know WHY you guys abandoned the kickstarters the moment the game reached a wider audience.
Look at the total number of sales vs concurrent players... That's your like to dislike ratio. That's just a slice. Do you have any idea how many sales you've lost due to word of mouth and poor performance during free weekends? They've pissed off the kickstarters, and they keep pissing off new players as they come. They burn all the graces they are given. And now they're selling promissory notes for millions of dollars! This dev team is flirting with fraud.
You bought an unfinished game, for $62 MILLION DOLLARS and expect to make that money back? Clearly you aren't intending to actually finish delopment. That would cost MORE MONEY on top of the cost of buying the IP. But how else are you expecting to keep monetizing a game post release? You're selling surplus. That's you're reserves you're burning through. These cosmetic DLCs are old stock! Cut content that would have otherwise been paired with the regular updates that rightfully should have been included in the base game. This is catabolic development.
You know I'm not the only person to figure this out. How many players you think are looking at this 8 month dev cycle and thinking the devs are giving up on this project. 8 months for a map that was already more than halfway completed 8 months ago, and some cosmetic updates all of which were leftovers from over a year ago.
The Smart Materials was something the devs were looking into YEARS AGO. That's not new content, that's just the backlog. You're paying money for this? And you Expect to make a profit after the fact?!?
A lot of feedback here is unrelated to the issue at hand: the loadout bug. We would invite you to discuss those other points in the General Discussion forum as this is not the right venue to do so as the Support team focus on reporting and troubleshooting problems.
That said, and to clarify and confirm: the loadout bug is not closed at all and it's one of our highest priority issues to continue working on. If it happens all the time, we would really appreciate a video of it happening, not because we do not trust you, but because it may reveal to us what triggers this frustrating issue.
Regards,
Team17 Support
The only reason I think that is because the actual game thinks that I have the loadout, and shows that I have it, so the player state files aren't corrupt, otherwise that would bug too. It's at the moment of spawning in, and likely there's a last "playerCanLoadout" kind of method which is silently failing because exceptions are for rubes.
lordfappington69
·
10 mo. ago
Okay I've figured out a 100% way to fix it
Go to a class you have three loadouts unlocked.
Choose the second, third, first then third.
hit "confirm"
select the same class.
Choose second, third, first then third.
hit "back"
Spawn in
I have tried this, as well other friends of mine and it doesn't work.