The Targets comprise Splash Damage, Fireteam and Warchest. Splash Damage is principally engaged in the development of computer games for different hardware platforms, including consoles, personal computers and mobile devices. Fireteam is principally engaged in the provision of online services and back-end support of computer games. Warchest is principally engaged in owning, publishing and operating competitive multiplayer games with high production values for all leading platforms. The Targets are companies incorporated under the laws of England and Wales.
The Consideration (excluding the Aggregated Adjustment Payment) payable by Radius Maxima to Paul Wedgwood and the Optionholders under the Sale and Purchase Agreements shall not in any event exceed US$150 million (equivalent to approximately RMB996 million). The sum of the Aggregated Adjustment Payment payable by Radius Maxima to Paul Wedgwood and the Optionholders under the Sale and Purchase Agreements shall not in any event exceed US$10 million (equivalent to approximately RMB66 million). The sum of the amount payable by Radius Maxima to the Targets under the Main SPA (including but not limited to any payment obligations under the sub-section headed “Additional project funding” below), shall not in any event exceed US$10 million (equivalent to approximately RMB66 million).
First, and most important, queue times. The queue times you are currently experiencing are a bug, not a feature. It is something we are actively working to correct. Several backend issues appeared post-launch that culminated in long wait times. Removing this issue is our highest priority right now.
Second, abandonment penalties. We had put in a ten-minute cooldown period to encourage players to complete matches. Your feedback has convinced us that it is more important for players to be able to come and go as they please. Today's patch will remove abandonment cooldown penalties from Casual Mode.
Third, user choice. We'd intended to roll out the number of match options available to players incrementally, so as not to overload the matchmaking system with too many variables on Day One. In retrospect, of all the match options to hold back, map selection should not have been one of them. It is the next feature we are adding to Casual Mode, and you will get it very soon.
Fourth, Casual Mode levels. Levels are a cosmetic feature that show how much you've played. They can never be lost, and they do not affect matchmaking. We did a poor job of communicating that Casual Mode Levels are in no way similar to Competitive Mode Ranks (which do affect matchmaking, and can be lost).
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