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T10 ré-ouvre les voies de communication


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Dont voici un post informatif sur le pour quoi du comment...

un membre
1. Why was the decision made to go the matchmaking
route? this question has been asked over and over and over with no
answer other than "Go play, it will get better," or "Public lobbies are
not coming back." Those are not answers to the question. Why was that
design decision implemented? Who thought this would be the route to go?
Why implement it the way it was at launch (R1 - S)? This is what most
people want to know at this point.
2. Where is the
blog/podcast from the developers that Che mentioned week one outlining
these changes? Better yet, is there one coming from Dan?
3.
Again, why were the changes made to lobby tuning. What was the reason
for this? We all know that supposedly it won't be back, but again, the
questions is why?
4. What is in the works for future
patches, as there are obvisouly several game breaking and economy
breaking bugs in the game? What is the top priority?
5. Why was the community informed that all functionality would be retained while adding new things to the game?

If
you can honestly answer these questions, you likely will be doing
yourself a favor and would likely help ease a lot of bad feelings your
player base has towards your company at the moment.Also, if this
thread gets locked, when it has been written in a manner that is not
only civil, but follows the guidelines I have seen repeatedly explained
in the several locked threads, I know this game has nothing left for
the community. I am asking for information and feedback from T10 which
is the point of this board.

landin de T10


Sure I'll reply and comment where I can.

1). Dan talks about our goals with the Matchmaking system in this blog. He pretty much sums up the design decision to go with a Matchmaking system so have a look if you haven't already

.2.)
Sorry about the lack of podcasts. We've all been extremely busy since
release working on patching the game and adding features to
Forzamotorsport.net just to name a few. When we do get some free time
we'll make sure to host another podcast.

3.) I am not the
authority on this subject, however there are a large variety of
potential reasons why this feature was removed. The major one is
profile security and making sure that your profile and cars are safe
from accidental corruption due to an incomplete save. Take this
scenario. The race begins to load right after you've selected to save
your tuning changes. The file cannot save properly and will risk
corrupting the profile. We know how much you work to build up the
career garage and took active steps this version to optimize the
stability of your profiles to avoid data corruption.

4.) As of
now our number one priority is resolving the credit glitch. I've been
actively forwarding information along to the team to help us isolate
and resolve the issue.

5.) First of all I apologize for any
confusing PR messages that may have slipped out. The fact is many folks
writing about our game don't follow it religiously and may not know all
the facts. Mistakes do happen and perhaps a comment was taken out of
context, or mis interpreted by the writer.

Also keep in mind
that we don't always have a crystal clear roadmap for new bugs and
issues that may arise in the future that will put functionality at
risk. Devloping a game is an on-going process that is full of
surprises. Unfortunately some of these surprises put features at risk
of not functioning correctly, harming the overall intergrity of the
game. PR happens in tandem with this process of bug fixes and changes,
so while we may have planned to include something during an interview
our plans do change as new issues are discovered.Thanks,

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