![]() This is intentional because making Honor too transparently "completable" draws focus away from positive behavior as a mentality and instead toward gamifying or min-maxing the rewards system it's attached to. We know Honor is a relatively opaque system, and it can be hard to know how well you’re progressing toward the next checkpoint. Honor 5 capsules will still contain the token you can redeem for Twitch, Warwick, or their previous chromas. The Three Honors skin line is replacing these new chromas. Historically, we have added a new chroma for the Medieval Twitch and Grey Warwick skins each year for players to choose from when they reach Honor 5. We also wanted to touch on the other rewards you get for Honor. ![]() As promised in my last post, I’m thrilled to share The Three Honors Skinline and its 2022 entrant : Three Honors Malzahar. Three Honors SkinlineYou’ve told us more times than I can count that the rewards for reaching the highest level of Honor are stale. On to today’s exciting announcement-we want to ensure you continue to feel that your efforts to behave positively are directly recognized with appropriate rewards. But we’ve seen similar numbers of players using End of Game chat, so players who want to communicate are still doing so with the added bonus of not requiring others to get involved if they don’t want to. We had worried that this may result in players not communicating at all in End of Game, even if they wanted to. With opt-in for End of Game chat, players aren’t exposed to chat unless they want to be. Our hypothesis is that players have been more inclined to behave positively to receive the recall, but because the reward isn’t directly tied to how a player honors others, honoring behavior hasn’t changed. We were hoping that with a clearer link between the system and the reward, players would be encouraged to use it as a way to show their appreciation of good behavior. We know players sometimes use Honor to reward good play rather than good behavior. Yet we didn’t see a change in the way players use Honor (which we expected). As a result, we’ve seen improvements in sentiment on player behavior, particularly in positive behavior experienced in games. With Honor Recall, players are able to celebrate their hard-earned honorable behavior in game. At the same time, there’s a lot that we’ve been surprised by and we are continuing to learn to apply to future updates. So far, we’ve seen a lot of success in this approach-more than you might think, given we haven't been particularly loud about the changes we've been making. Though the vast majority of players usually behave well, the occasional times that they do act out make up the bulk of player feedback reports. Last we talked, I kicked off our new approach to Behavioral Systems, shifting our focus to the 95% of players who are only occasionally disruptive. Hit the GitHyp link above for the rest of the data.Hey players, TimTamMonster, your Product Lead for Behavioral Systems, here with an exciting update. Perhaps if Ubisoft decides to show the player count in upcoming games like Ghost Recon: Wildlands, we'll able to test this theory further. This is also a good sign that despite splintering off to create its own client and store with Uplay years ago, Ubisoft games still sell better through Steam directly - even when they're more expensive in most cases, and don't offer any additional features on Steam. All versions play on the same servers and rely on the Ubisoft microtransactions store - accessible through Uplay - to purchase any additional content. First, Steam copies still need to launch Uplay to play, so there's technically no benefit in buying it on Steam. ![]() This is very interesting for a number of reasons. In short, around 54% of the player base bought their copies through Steam. That same weekend, the in-game stats reported 83,000 online players on PC, which means around 38,000 players bought a Uplay key, through Uplay directly, or received a free copy as part of an Nvidia GTX bundle. ![]() On Steam alone, the game brought in 45,836 players on launch day, and 45,944 on Saturday of that weekend. The site tracked the game's launch numbers provided through the in-game counter, which accounts for all versions, and compared it against Steam's own player stats. That's according to the recent report from GitHyp. But what's interesting is that despite Uplay keys being more widely available, and often around 20% cheaper, Steam still had the lion share of purchases. This is known to most players on PC, of course. The game is also sold on Steam, but unlike Steamworks games, the keys you buy from retailers can't be redeemed on Steam. The PC version of For Honor is available at many online stores, as a digital Uplay code. The Steam player base in For Honor makes up over half of the game's total population on PC.
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