Treyarch’s Studio Design Director took to Reddit overnight to answer a few questions from community members in different threads throughout the site.
In one of those threads, a user asked about League Play’s delay and asked why Treyarch just cannot bring Black Ops 2’s system back into Black Ops 4.
Vahn started by saying that Black Ops 2’s system not being considered broken in some ways is “inaccurate.”
I like that you liked League Play [in Black Ops 2] but to say it wasn’t broken is inaccurate. I chose to accept the word broken in this context as having things in it that didn’t work so well. It had plenty of design defects and it was this community that gave us feedback on those design decisions that we banked both THEN and then again more recently.
Vahn continued that Treyarch wants to address the topic of League Play and what they’ve done with the mode in an upcoming developer video.
We hope to address this topic head-on in more detail in a video developer update soon.
He then continued by talking about why League Play was delayed and what changed during the development process that caused them to make the decisions to move League Play’s release around. The main reason behind it was changing League Play based on the community feedback to the announcement of the mode and ensure that it has the features the community wants when it launches.
League Play is taking/took longer than we expected, because we are addressing the community feedback on it in advance of launching it. …thus when it does come out it will more closely match your expectations of what it is and how you think it should work.
We are doing the very things you gave us feedback on that we agreed made sense for the game we now have versus the game we had when I stood on stage and told you League Play was coming back at the MP reveal event.
It’s simply a software development reality that can be hard to understand if you aren’t a software developer. The development of major game systems like this one takes a lot more time than most other features. The people who can develop this type of system are not the same that develop other features. The argument “don’t do <this thing> and do League Play” is rarely a solution to getting something faster. The people who do “this” are doing it. The people who do “that” are doing other things that they are experienced and qualified to do.
Vahn made an edit to his comment to add additional context of his own opinion more so into the situation and said he’s not making excuses, but providing more transparency as to what happened.
No excuses here. We designed our competitive features with a goal of expanding the competitive audience and players. We got feedback from that community on our approach. We are adjusting accordingly.
…we’ve invested a great deal of time, effort, and resources in our competitive features and systems over the years and with this game … we keep pushing and trying to find new ways to make it bigger still while not overly alienating the current competitive community. This is very hard to get right. The very nature of competition can also make it inaccessible to the mainstream.
In another Reddit comment, Vahn followed up by saying he takes accountability for being the one to reveal League Play at the Black Ops 4’s reveal event without stating a date for its launch. He believed, at the time, that the mode would be available and on track, but the development and internal process for the mode changed as time went on.
Here’s the full response after a fan asked about excuses:
We teased League Play at the reveal. That happened. I take accountability for it. I was the one who said it. I did it because I believed in our plan and our ability to execute our plan. I’ve stood on stage before and said “we are doing this” and we did it. I’ve stood on stage before and said “we are doing this” and then something happened where we couldn’t.
I truly and completely understand the frustrations around it. All of us do. I’m so sorry that you feel let down here. Things happen. Tough decisions on priorities have to made. Things change that are not always totally within our control.
We also can’t have it both ways. We can either never talk about anything until it’s done. More than a few people in the organization think this is the best approach right now.
Or…We can talk about what we’d like to do, what we want to do, what we are doing, what you want us to do, whether we will or will not and why. However, transparency is not a promise. It requires an understanding that all things are subject to change, that what you want, what others want, what the studio or business wants or demands are not always the same. You will not like everything you hear. You have to be ok with that and you have to be ok with expressing that in a constructive and helpful way.
I’m so sorry that you feel let down. Whether you choose to believe me or not, you didn’t get sold vaporware. The studio is working its ass off to make good on it’s commitments to our fans. Things are going to happen that get in the way of that. All any of us can do is just keep driving forward.
The latest news from Treyarch on League Play is that the mode is expected to go live in mid-February on PS4. More details are expected soon.
Call of Duty dev finally confirms that games have had SBMM all along
A former Call of Duty developer has confirmed that the series has used skill-based matching since 2007’s Modern Warfare.
Skill-based matchmaking has been a hugely controversial issue among Call of Duty fans for years, and former developer Josh Menke has finally confirmed that CoD titles have had SBMM as far back as 2007’s Modern Warfare.
In the early days of online multiplayer gaming, players would have to select a server to join by themselves. As time went on, developers started to automate that process, eventually introducing skill-based matchmaking in an attempt to keep matches competitive.
While this seems logical, it’s been a highly contentious issue among gamers who claim it has ruined games and made them less fun.
Games like Black Ops Cold War and Warzone have been criticized for using skill-based matchmaking too much, with players comparing them to older Call of Duty titles. However, former Activision Senior Systems Designer Josh Menke has revealed that SBMM has been in CoD games since 2007.
The idea behind skill-based matchmaking is to place you in lobbies with players of a similar skill level. While many believe that older Call of Duty titles didn’t do this, Menke states it’s been used as far back as the original Modern Warfare.
“[Call of Duty 4] did have some skill-based match-making, all of them always have,” he told GDC. “It’s just the math and science have gotten better over the years. If you grew up on it back then, your expectations are very different than if you have it now.”
“The same thing happens in Fortnite, even today. When the game first started, I believe they had very little skill-based matchmaking, then over the years they’ve experimented with different levels of SBMM and using bots.”
“You’ll have players who play Call of Duty that will be like, ‘I don’t like skill-based matchmaking,’ but then they go play Valorant and it’s fine.”
One of the biggest complaints about skill-based matchmaking is that while it should be used in ranked modes, public or casual matches have become too difficult because of the system.
Menke does feel that developers are making one major error with current matchmaking systems, saying that when a game can’t find a good match for a player, it just “settles” for a bad one. Instead, he suggests using “real-time stats” on the player base to create the best games possible.
Whether you like SBMM or not, the system isn’t going anywhere. At least the long-running debate over CoD’s historical matchmaking system can finally be put to rest.
For more Call of Duty, check out everything you need to know about Warzone’s new Pacific Caldera map.
Image Credits: Activision
Top 5 hardest Call of Duty campaigns of all time
Call of Duty has produced some of the most memorable campaigns in FPS history, but we’re counting down the top 5 hardest ever.
As well as delivering epic narratives and creating iconic characters, plenty of CoD campaigns have also offered a nice challenge down the years. So we’ve picked out the top 5 hardest CoD campaigns ever, and ranked them.
Whilst it’s Call of Duty’s multiplayer that understandably gets all the plaudits, the franchise has produced some incredibly good single-player experiences too – with Vanguard being the latest one. After all, before online gaming really got going in the mid-late 2000s, campaigns were the main selling point of FPS games.
Many games have since overlooked this aspect in favor of keeping players hooked to live service models. However, barring Call of Duty: Black Ops IIII, every major CoD title has had a campaign, and we’ve sifted through them all to rank the top five hardest of all time.
Hardest CoD campaigns ever ranked
We can confirm that we’ve played and beaten all these campaigns on the Veteran difficulty setting – apart from BLOPS III which we did on its debuting Realistic difficulty.
As most players will know, Veteran can turn a simple corridor into a test of patience that can take a long time. This separates the weak from the strong and is a perfect way to differentiate campaigns.
- Read More: How to get Call of Duty: Warzone Role Cards
Recent years have phased out repsawning enemies and grenade spam, and as a result, have been a lot easier. But a trip down memory lane will dig up some of the most frustrating levels and sections in the series.
5. Call of Duty: Modern Warfare 2
Definitely not as tough as the later entries on our list, but Infinity Ward’s second installment of the Modern Warfare saga had the odd mean level that will bring out the veins in your head.
The game actually starts out fairly generously for the first few levels, and then dumps a harsh one-two punch of Takedown on you, a nerve-inducing push through the Favela, and the extremely open nature of Wolverines.
You’re allowed your breath back for a bit, and then you’re plunged into the infested depths of the Gulag that has some positively vile checkpoints to clear. Through Whiskey Hotel and Loose Ends you have a ton of enemies to contend with and these are the levels that test your Veteran instincts, especially the survive and escape formula of Loose Ends.
Modern Warfare 2 doesn’t have a defining level or section that stands out, it’s just packed with lots of solid fights that will test your mettle.
4. Call of Duty 2
The early Call of Duty games set the standard for some of the difficulty that was going to be featured down the line.
CoD2 feels a bit more streamlined and thought-out compared to the first game, but it’s still rife with grenades flying in from every angle and Germans that have had their skills honed by the Matrix.
There’s definitely a sense that the levels get harder towards the end, as a natural difficulty curve should do. The German respawn factory never ceases production, even until the very end. The only thing that lessens the difficulty a tad is the fact that Call of Duty 2 introduced regenerating health for the first time, meaning players had time to recover.
3. Call of Duty 4: Modern Warfare
We consider CoD4 to be the best Call of Duty game, and its characters, set-pieces, that nuclear explosion scene, and so much more make this campaign memorable, not least the punishing difficulty.
But it’s a handful of missions and sections that will get you used to the death screen. Charlie Don’t Surf’s push through the Broadcast area is painful, the Hunted is littered with large space and tight areas packed with enemies, and even scaling the hill in Safehouse can take a while.
But it’s some of the game’s final missions where things are turned up to 100. The iconic One Shot, One Kill mission is a supreme test of skill, patience, and luck on Veteran, No Fighting in the War Room is a timed slog through steam, claustrophobic corridors teeming with foes, and of course – Mile High Club.
A one-minute sprint through about 50 enemies in the tightest fighting area yet, going up a floor, demanding absolute precision and excellence on your part. You’ll find that if you check many gamer’s Trophies and Achievements for CoD4, they’ll be missing this one on Veteran.
2. Call of Duty: World at War
Call of Duty: Grenade would’ve been a more apt title for Treyarch’s 2008 World War II shooter and many players to this day still see grenade indicators appearing in their vision.
Every mission is an exercise in patience and bravery thanks to unlimited enemy respawns and the germans owning every grenade in existence.
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The game is a brutal journey for its first 14 missions on Veteran, and then you get to what is probably the most difficult FPS mission ever created – Heart of the Reich. The act of taking down four AA guns can take literally hours as you have little cover, enemies are attacking (infinitely) from all sides, and you’re having to constantly retreat from grenades every two seconds.
World at War is one of the last true tests of outrageous CoD difficulty.
1. Call of Duty 1 (Call of Duty: Classic)
Anyone who thinks World at War or CoD4 are the hardest campaigns only say that because they haven’t the arduous task of completing the first-ever Call of Duty campaign on Veteran.
Why’s it the hardest? It’s very simple. No health regeneration, no health packs, the checkpoints are utterly unforgiving as you need to have a certain amount of health to trigger them, otherwise, you get diddly squat, checkpoints can be awarded as you’re getting shot, enemies can regularly appear behind you, and they have an immaculate aim.
Then when you start to factor in Chateau, POW Camp, Eder Dam, Truck Ride, Battleship Tirpitz, and the absolutely mind-bogglingly difficult Pavlov’s House, then it’s easy to see why Call of Duty 1 has the hardest campaign ever.
Don’t believe us? Go and play it on Veteran, then get back to us.
So that’s our top 5 list of the hardest Call of Duty campaigns of all time. Even if your list has one or two slightly different entries, we can all agree that Call of Duty has done a great job of serving up some fiendishly tough treats.
Image Credit: Activision
Leaker claims Activision is considering changing Call of Duty’s annual release schedule
A leaker has suggested that Activision’s annual CoD release may be coming to an end with extended cycles being considered.
A new Call of Duty title is released every year, with multiple studios taking it in turns to bring out a new game. A new leak however has made the bold claim that Activision may be thinking about changing its release schedule and model.
It’s become a given that a new CoD game will be released in November of each year, with the likes of Treyarch, Sledgehammer Games, and Infinity Ward all taking it in turns to develop a new game.
It’s already rumored that Modern Warfare 2 is in the works for 2022, but depending on Activision’s approach, they may opt to change their release policy, starting with MW2.
Leaks seem to happen left, right, and center these days, with people able to learn a great deal of information about projects and plans, many of which turn out to be true.
The new Call of Duty rumor comes from leaker Ralph, who recently claimed that the reported Modern Warfare 2 Multiplayer remaster has been canceled, and thinks that annual releases are being reconsidered.
A recent Tweet from them quite simply said: “Activision are reportedly in discussion for extending Call of Duty’s annual releases.”
As with any leak, this should be taken with a major pinch of salt. RalphsValve has recently come under scrutiny from fellow leakers regarding the accuracy of his claims.
With the rumored 2022 Call of Duty: Modern Warfare 2 title still potentially a year out, maybe two now, things can always change, and we’d recommend taking these claims with a pinch of salt.
Furthermore, given how much this could change the Call of Duty landscape going forward, we’d also strongly recommend waiting for official confirmation from Activision before assuming this is the direction CoD will be going in the future.
For more Call of Duty news, take a look at when Vanguard and Warzone Season 1 starts.
Image Credit: Activision / Infinity Ward / Sledgehammer Games
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