Telemetry in level design.

That's something I missed when working on the last project. I lacked factual data that pokazałyby me how the players were moving around the level that I created, and my corrections could only be based on observing other people's games in the company and their feedback.

Having the right data that spływałybyed me from every game I could make the iteration process much better. Dowiedziałbym how people wander at my level, what paths are most popular. I would like to know where the opponents spotted the hero, where were, where the player was lost, as the player moved. This data would certainly help to optimize the level of difficulty in relation to the rest of the game. Performance optimization could also be a bit of a win. Wouldn't which rooms are generally overlooked and could be simply closed.

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