Customer dissatisfaction caused by pause function, confusion in multiplayer games

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billcorr

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  • In a recent multiplayer game, the pause function led to customer dissatisfaction with the HoI4 experience.

There were *MULTIPLE* different pauses that occurred at different times, for different purposes. It would be good if we could all be careful to note the fact that there were different pauses for different purposes, and not jump to conclusions ascribing blame or casting aspersions on people for things that we do not know are true.

Suggestions:

1. Introduce a function at game set up that allows only the moderator to have access to the pause function

2. A la other games, (e.g. DOTA2), notify all players with an audio cue and a countdown that a pause will occur in a multiplayer game.

3. Allow for only a certain number (which could be set at the game set up) of pauses by either each player or each faction. This is similar to "time outs" in professional sports events.
  • Customers were dissatisfied with their HoI4 experience due to the pause function.
  • There are ways to improve the pause function in multiplayer games which should lead to improved customer satisfaction.
 
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