Seriously though 20% is an absolute disaster. If I'm sitting in the boardroom and I ask "what is the likely impact on activity of this change to my business" and the technical director comes back with a smile and says "it's cool, we just lose 20% of our frustrated playerbase".....I'd be going f***ing nuts.
You don't implement to lose customers, you implement something that "gains" activity. Can someone please tell me if this is normal business behaviour in Sweden, do all Swedish companies operate like this? Am I missing something, I want to understand the cultural buisiness differences between my country and Sweden.
I don't know if its tracker not measuring correctly or if's its real, is crafting really 70% down in a week?
One of the golden rules that has been hammered into my brain for like 30+ years of working is "always keep it simple", never over-complicate anything. Running upto a mob to shoot it "should be" so easy a two year old can work it out INSTANTLY.
What I'm reading seems to imply; that MA moved the coin slot from eye level on a fruit machine, and decided to hide it on the side of the machine. Then they set the machine into a spinning motion and gave you a complicated remote control and asked the players to map the HOLD buttons 'themselves' into this remote control so they can use those buttons, whilst trying to put coins into the machine whilst it's in motion.
When you've got like 3000 players 'globally' and probably 50 of those are the real heavy hunters, you simply can't afford to introduce change that damages your business. I shake my head at this 'art project' I really do, unless they have more cash than sense. But it scares me to death, thinking they will want me to pay heavily to support the losses over this change.
Rick