Lord Machaar
Member
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@OWA quote:
They are not obligated to enlighten the community it is the best practice to do so though. However; if Titan came out and said, "Well EpicDuel is now dead and we have no news what is to come next stay tuned for more." That would end very poorly and everyone here can agree on that. If that same message of EpicDuel being dead was relayed with the news of a new game that would be replacing EpicDuel as well as a Q&A following said announcement the news would still be received poorly by some but others would accept the news for what it is, progress into a more modern age of gaming. It is also likely there won't be a Design Note hinting at the coming announcement due to how poorly that went over last time and instead the announcement will just be dropped once enough of the plan has been settled by the development team. No one has asked the devs to announce ED "dead", at least not me. Saying with all honesty what devs are planning to do each 4 months isn't "Design notes with little substance" as Battle Elf likes to call them. Enlightening and keeping the community updated with what the devs are up to, is not the best practice, it's an obligation. I'm not saying that enlightening the community means the devs should make a "huge posts" each 3 days. The last "enlightening" of players was 4 months ago. That was in April, we are now in August. Excuse me if I played games or games associated with companies that they put their "community" before all, but I know that's how any successful developper works in a competitive field. quote:
I consider pushing micro-transactions locking things behind a pay wall or making your wallet the most efficient way to progress. So both the 2x bit multiplier and the Chemical Hazard skin I wouldn't consider pushing micro-transactions. Also given all the crates can be unlocked just by spending biobits, which is a by-product of collecting the batteries to get crates, it is more efficient to just play the game than it is to open your wallet again a sign of not pushing micro-transactions. You can also by-pass crates altogether and just buy mutations with the bits you get from your runs so there are many avenues open for free players to play the game which is also not something common in games pushing micro-transactions. I'm not sure if you've played the 1.5.0 version yet, because I think you are talking about a different version. My thoughts on this matter were shared on the BB section of the forums, so we don't go off-topic or anything. http://forums2.battleon.com/f/fb.asp?m=22165302 http://forums2.battleon.com/f/tm.asp?m=22164448 I'm not sure who told you that you can unlock all crates by spending Biobits. The only crates I got are the free crates, steel crates and re-inforced crates. All of these unlock common mutations only, sometimes some rare mutations. Radioactive, elite and quantum crates can only be bought. Such crates unlock epic and ultra mutations including skins. Once again, if you can get one of these in the mutation lab, then I'm sure I've missed this part in the dev blog. Skins cost 40k Biobits, and saying on the dev blog that BB is a game that you can play during your lunch time is a bit contradicting. If I can spend 30 minutes on the game each day, then I'm sure I won't be able to get more than 2k - 1k Biobits. Yes there are start up mutations, but waves are also now harder, so it doesn't mean you will get easier Biobits. It feels like version 1.5.0 has been made for hardcore players or for pay2win players. The game has been derailed from its purpose which is being an arcade game where you can spend time on your lunch. If upgrading a mutation now will take you 100k Biobits, then, to try everything in the mutation lab, it would probably take you hundreds of thousands of Biobits. Which will take months if not years for "regular" player. In a competitive field like the app stores, players aren't obliged to stick to a game where you see no progress whatsoever. They are free to choose the game that awards them the best, without feeling that they are either obliged to play hard or pay, in a game that wasn't meant to require both. But then, to not go off-topic, it's better to discuss this in its own place. quote:
I wouldn't say the dev's are still worried about ED's free funding because the last promo was released on September 18,2015 and historically the best week for sales is the first week a new promo is released. That means the developers aren't trying to push sales in EpicDuel either due to the lack of promos that they know will sell and generate a very quick cash injection. I will admit I don't know the numbers behind bomb sales in the repeating war system but when I was part of the team it always seemed the sales of Promos was still above that of the war sales or that they overlapped with each other due to the war lining up with a saga promo pack making the numbers hard to separate. It is also important to note that all the money created from the EpicDuel teams games doesn't stay with just the EpicDuel team it goes into the rest of the company so when you point to gifting being a massive funding project for games that aren't EpicDuel you would be correct because it supports the entire company not just EpicDuel, BioBeasts, or whatever is to come. If you are confirming anything in this reply it would be two things: 1- I wouldn't have called it free funding if devs actually made promo packs. Then they would've spent time and effort. What we see now is actually a free funding thanks to the repeated war cycle. I do play the game and in my wars, players decided the winning alignment. I wouldn't be saying this, if both of us didn't know that the war relies heavily on pay2win. You know that and I know that. I'm sure devs thought about launching wars automatically, and I see that they have succeeded with that, and that'd also be another reason why I'm calling this free funding, for almost a year now. 2- The second and most important thing is, the impact ED players had into making many projects alive, AQ3D or BB, or any other project. ED players do spend a lot of cash on the game. On a dead game let me correct that, because spending cash on a feature that repeats itself each month, without updates, so let me tell you this, not any community out there do this. If "enlightening them" is not an obligation in this case, then I don't know what we should consider it. quote:
I'm going to have to break this into two responses because there are so many levels of wrong here. 1)Just read this article about No Man's Sky it will give you some interesting insight into why your thought process on the developers lying is flawed. Promising the Earth: No Man's Sky To refer back to a point made in the No Man's Sky article there was a bit in there about developers making statements they believe to be true at the time of making them but outside forces forcing them to change their plans and thus retroactively making the statements false. These statements are not lies as they reflect the true intentions of the developers who are then not able to fulfill these intentions. An example being the outside forces of the coming large scale abandonment of Flash thanks to browsers having it default to being disabled are pushing the developers to a much more logical path of stating a new project in Unity which does not show signs of large scale abandonment. 2)Time lines are a magical thing but only if you correctly reference them with defined start and end points which is something you have failed to do. Here is the official feature list for the April time line given by NW The article cleary states: "Also, do not think for one second I am questioning the fact that developers should strive for accuracy and honesty when marketing their games. That is never in question and we should condemn any developer for genuinely deceitful behaviour." No Man's Sky is a great game that I enjoyed trying. The article though speaks about the "content" such as the game being MMO, not the deadlines. We aren't here talking about the content, or if devs haven't presented promised content in version 1.5.0. We are here talking about a deadline, which is a thing from the stone age for professional companies. Gaming companies no longer struggle with deadlines because they know it's a life or death matter. In 2014, the ESA (European Space Agency) landed a satellite (Rosetta) on a comet moving with hundreds of miles per second. In the day before the satellite landed, that was something impossible, the day it landed it became possible. To me, it's a matter of how hard you want that thing. I'm not saying that the devs do not want to achieve what they want really hard, but then there is a difference between sayings and actions. The difference between these two words is what makes some people great, and some stay as nobodies. quote:
Sometime between May 9, possibly before this, and July 1 the team found that the old bit system for unlock mutations was too slow in pacing and that lead to drops in player retention. So that was when they came up with the economy overhaul update 1.5.0 which also served to decrease the difficulty of the game by providing an extra mutation of your choice per run. That release was on a separate time line that ran from the previous date range to August 10, 2016. Now we are on a third time line for game polish and hopefully marketing that would mark the end of the major pushes in BioBeast and a transition into the new project. I'm not sure if again, you have played the same version of the game as me. I can say that it is slower now to advance in the game than before. I'm not saying it was faster before 1.5.0, but not it is slower, and again to not go off-topic, I'll just state some points here: - The crate system as I mentioned in one of my posts in BB section of the forums, is obligatory, but also useless. For a regular player who plays the game during lunch breaks, not talking about pay2win or hardcore players, the crate system is obligatory, because the upgrade costs of mutations have been inflated. Taking an example, Stubborn Will, a mutation that used to cost what? 2k , 3k or 5k Biobits? Now costs 24k Biobits. That's one mutation, of many other mutations, that you may or may not use in your escapes. Spending 24k Biobits on a mutation, will probably take you 1 week, so with this rate, you won't be seeing any progress, unless ofcourse you pay, or play hardcore. The difficulty of the game hasn't been decreased, you have an extra mutation of your choice, but also numbers of bots per wave has been buffed, in the first wave of an escape in easy mode, you used to face 37 bots, now you have to face 40, sure small number, but we are also about relatively an easier wave. The 7th or 8th waves now in insane mode are a lot harder than they used to be. @NW I can say that it's my mistake now, I miscalculated the period it would take you to make a feature complete BB. It seems like 6 years playing your game, and 8 years playing AE games weren't enough to make me correctly speculate the exact periods that will take you to complete stuff. quote:
Thank you first of all for saying that ED will be dead for 40 days - 2 months, and since this is approx, it's 3 - 4 months in reality. And even if you guys decide to come back to ED. You don't have a magical wand to fix everything in ED within hours, it will also take you around 1 - 2 months. So we are talking about a duration of at least 4 - 6 months where ED will be technically dead. Source: My reply to your 19th of February announcement. It was my mistake to only multiply the duration you gave us which is 40 days only 4 -3 times (6 months = 180 days, so 6 months from february, means august, which is now). You said BB will be feature complete in 40 days, but I know how ED devs function, so take any period given by the devs and multiply it 4 or 5 times, and that would be the real period. Sadly, after 6 years, it seems I didn't learn enough. I think we should start multiplying periods 10 times, making it 400 days. Well I guess, see you guys after 200 more days.
< Message edited by Lord Machaar -- 8/23/2016 5:06:32 >
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