Timestamps 0:00:00 Intro 0:18:38 Diablo IV talk 1:09:04 Talk about smurf accounts and the meaning of the term 1:18:05 Metaphor: ReFantazio talk 1:25:40 Halo talk
The new leveling messed me up early on in diablo. I was just like Hoeg and was stuck at that hard/expert switch. Once I hit 50 gear started dropping that helped me with expert. I think once you get one run to 60 under your belt the next time around it will be a lot easier to navigate.
OMG that's an absurd statement by Travis at 1:36:01. He gets so much wrong here. Halo Infinite had a big launch because it's Halo. That name still means something to the wider gaming audience. It benefited from a massive marketing push from Microsoft as well as having free multiplayer and big GamePass engagement. The launch spoke nothing of the games quality, only hype. If Travis paid more attention to Halo's player trends post launch he would have seen terrible engagement metrics almost immediately. Within one week Halo Infinites numbers began to crater. That's a sign of weak fundamentals, not management issues. Travis thinks Halo didn't get supported due to "management" but in reality, it didn't get supported because everyone involved with the game saw terrible engagement metrics. The reason why games like Fortnite and Rainbow Six Siege got supported after launch was because those developers immediately saw promising engagement metrics that suggested further support could grow the player base. Halo Infinite never had that. Travis must go back to Live Service school.
@@sbh1889 Launch doesn't mean much for a Live Service game. Halo's big launch wasn't indicative of the games quality. Player retention (or ideally growth) is a much better indicator of quality and Halo Infinite lost players quickly due to the games outdated design. 343 didn't realize that it's not 2003 anymore. Multiplayer has progressed mightily since Halo a top game.
@@bigbox1431 Won player's voice award at GOTY voted on by the fans. People loved Halo Infinite campaign and the MP when it first came out, but updates were too slow, so people stopped playing.
@@Spartan_83 Voting during the honeymoon period should not be allowed. Once the buzz wore off, most people saw Halo Infinite for what it was...a good 2003 game but a bad 2021 game.
d4 last season i was lv 38 (HC rogue) and i completed the capstone dungeon on world tier 2. i was like himm, this is easy." then i went up to world tier 3. i was about level 41 when i was in some seasonal content that said "lv 55" but i was like what can go wrong this was easy but I died. so that's my story.
Great show!
Btw Halo discussion at 1:25:37 for those coming for that.
thx brother
Timestamps
0:00:00 Intro
0:18:38 Diablo IV talk
1:09:04 Talk about smurf accounts and the meaning of the term
1:18:05 Metaphor: ReFantazio talk
1:25:40 Halo talk
The new leveling messed me up early on in diablo. I was just like Hoeg and was stuck at that hard/expert switch. Once I hit 50 gear started dropping that helped me with expert. I think once you get one run to 60 under your belt the next time around it will be a lot easier to navigate.
Yeah the balance is definitely curved differently now.
Hoeg is correct in how to say "jaguar" and I can't believe it.
Travis, what kind of "pinch" will require you to play a 360? Lol.
LOL!
OMG that's an absurd statement by Travis at 1:36:01. He gets so much wrong here.
Halo Infinite had a big launch because it's Halo. That name still means something to the wider gaming audience. It benefited from a massive marketing push from Microsoft as well as having free multiplayer and big GamePass engagement. The launch spoke nothing of the games quality, only hype. If Travis paid more attention to Halo's player trends post launch he would have seen terrible engagement metrics almost immediately. Within one week Halo Infinites numbers began to crater. That's a sign of weak fundamentals, not management issues.
Travis thinks Halo didn't get supported due to "management" but in reality, it didn't get supported because everyone involved with the game saw terrible engagement metrics. The reason why games like Fortnite and Rainbow Six Siege got supported after launch was because those developers immediately saw promising engagement metrics that suggested further support could grow the player base. Halo Infinite never had that.
Travis must go back to Live Service school.
The game had 270k players at launch on steam... what are you saying?
@@sbh1889 Launch doesn't mean much for a Live Service game. Halo's big launch wasn't indicative of the games quality. Player retention (or ideally growth) is a much better indicator of quality and Halo Infinite lost players quickly due to the games outdated design. 343 didn't realize that it's not 2003 anymore. Multiplayer has progressed mightily since Halo a top game.
@@bigbox1431 Won player's voice award at GOTY voted on by the fans. People loved Halo Infinite campaign and the MP when it first came out, but updates were too slow, so people stopped playing.
It also won the Action Game of the Year and MP Game of the Year.
@@Spartan_83 Voting during the honeymoon period should not be allowed. Once the buzz wore off, most people saw Halo Infinite for what it was...a good 2003 game but a bad 2021 game.
1h on diablo, 5 min on metaphor. :/
Metaphor had been out for a day. We’ll have more to say on it this week. 👍🏼
d4 last season i was lv 38 (HC rogue) and i completed the capstone dungeon on world tier 2. i was like himm, this is easy." then i went up to world tier 3. i was about level 41 when i was in some seasonal content that said "lv 55" but i was like what can go wrong this was easy but I died. so that's my story.
Haha yeah the journey is different for everyone.