CEO apologizes after always-online feature backfires on Payday 3

Starbreeze Studios failed to plan the perfect heist and couldn’t get away with an always-online feature in Payday 3.

With the release of its most recent installment, Payday 3, the well-known cooperative bank heist series Payday is expected to make a significant comeback. Regretfully, since its inception, only criticism has been voiced, primarily directed at its always-online characteristic.

In contrast to other releases, Payday 3 necessitates a constant online connection, a feature that has greatly irritated players.

Even if this functionality was previously confirmed, that doesn’t lessen the severity of its existence and the problems that have arisen as it approaches its first week of deployment.

Payday 3 has numerous technological problems from the start, including crashes, sluggish matchmaking, and unstable servers. The CEO of Starbreeze Studios, Tobias Sj gren, responded to the severity of these issues right away, taking to X to express regret for the game’s unreliable infrastructure. He apologized and pledged to make sure that gameplay runs smoothly, demonstrating the team’s commitment to fixing the problems.

The launch problems were made worse for PlayStation 5 players, who were unintentionally given an old version of the game. Andreas H ll-Penninger, lead producer, blamed Sony for the issue, saying the business unintentionally distributed the incorrect patch. Even though the updated version was released the next day, this glitch was only one more in a long line of bad things that happened with the game’s release.

The launch of Payday 3, a game that rewards cleverly thought-out and performed heists, has not gone as anticipated. Naturally, the most controversial aspect of Payday 3 is its always-online necessity, as was previously discussed. Although this feature is prevalent in games, gamers have historically detested it, especially when server problems occur and make the same games unusable.

At the very least, Starbreeze Studios is asking fans what kind of feature they’d like added to the game post-launch.

Diablo 4 has seen a decline in spectators on Twitch, partly due to criticism of this kind.

The fact that Payday 2 featured an offline option that let users complete tasks without an internet connection is a letdown. Players were able to continue playing the game even in the event of server problems because to this offline capability, which was conspicuously lacking in the threequel. Many people have expressed their dissatisfaction over the lack of an offline mode and the server problems; some have even blamed corporate groups further up in the game’s production structure.

Naturally, it’s crucial to remember that these choices are frequently made by business executives wearing suits rather than developers, who are pushing for the decisions in order to maximize profits at the expense of player experience. The desire to stop piracy—which was a big problem for Payday 2—and make sure devoted gamers had a fun, uninterrupted experience are inherently at odds with one another. Requirements to be online constantly can discourage piracy, but at the risk of offending existing players.

It’s unclear if Starbreeze will concede and add an offline mode to Payday 3 the soonest that it can.

The argument for and against always-online policies is not new. Payday 3’s release serves as a reminder of the delicate balance that studios and developers need to maintain in order to guarantee player enjoyment and profitability.

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