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Rapportera problem med översättningen
I was pretty harsh through all this battle with you about improving, and after all I am really sorry it has come to this point, because, after all, I have spent almost 300h in this great, but unfinished game, was it worth? Yes, but it would be much more if it was done as it was supposed to.
Cheers Cliffhanger.
Take the money and screw the players, most developers today do it just like that, Cliffhanger is no different obviously.
As I said we haven't looked at this content since it was removed from the game.
Since then the complete data of the game has been revamped (as in our designers went ahead and deleted most of the formulas that generated that old content and created new ones). This brings up the following questions for me as a developer before we could release the content.
- Does the content still have all its values (as in are all formulas present)
- Do these item values make sense (designers love lookup tables, and when creating new ones would you spent your already thight money on content that will be released several month/years in the future?). So probably these values have to be added/adapted for anything past 50.
- Directly tied into the second point: Do things like achievements and goals match the new gameplay? Most probably not, as you might have already noticed with the 1-50 content, we needed several attempts after the rebalancing to get them right. This means playing each map several times after the items have been balanced to find good values.
- For those that were present as the content was still available. JAO was much more balanced for grinding back then, not as it is now that practically every level unlocks the next. So with only using an adapted "old balancing" you would most likely get things like play this mission 30 times to advance to the next. I know that lvl 50 players already have this situation, but it would still only mean that you have to grind some more missions several times and then the content will end there. Also warzones weren't implemented back then so we would either have to move one of the warzones up or have none there(making them nearly obsolete for high level players). Both situations don't seem very favorable. If you have a suggestion about this I would more than welcome it. To sumarize this point: we either need to rebalance the content down to not have gaps, create new maps or have huge gaps between levels.
- The maps itself: Due to different balancing we already had to change all spawnpoints on the level 1-50 maps, so we will most likely have to do this again for these maps. Also the increased running distance made a lot of old designs on "non kill all" maps obsolete. You could just run through ignoring anything not mission related.
- PvP: It isn't balanced as we would like right now, but think about what we would have to check and fix if we just added all the items we had.
Basically what I am trying to highlight with this points: the "It can't be far off" still needs a lot of checking and most probably reworking if you don't want to have maps that are either unbeatable or so easy you can run through in one minute. Yes it would introduce a lot of new content (which if it was paid would most likely get "normal" buyers complaining about the imbalance if we don't do a rework), but it will likely (at the current user counts) not even make back the amount needed to prepare the content and will get you in the same situation as it is now pretty quickly. (being through all the content and having only several missions to attend to)As for random missions: Our current AI solution (thirdParty) doesn't allow randomly generated mission, so we would have to replace it for single player random mission or only randomize the goal (which would also need work in implementing and balancing). Multiplayer random mission would also have to be implemented first and tested (especially if it should be fair to both players, but that could be migated by having symetrical levels). One thing that the current technology would allow is dynamically (based on where enemy ai spawns) open (close doesn't work right now) new pathes through the same level (as we are doing with the explosive containers on the map right now). But that would still need someone to make these maps.
@smucek: I can only point you to Aerena (which is here on steam, If you haven't got a key and don't want to risk paying use beforehand, there are several giveaways, or you can just start up the game on a mobile android device for free). We have full control over it so you can take a look at how we operate a game without external constraints. All the errors we make there are our own with no one other to blame. I hope this gives you a better look at who we are and want to be.
I just want to know if you pay anything from this announcement onwards if it still sends money to this project?
Lower the prizes, or cut them at all. That should be really easy to do.
Im considering getting the echo and campaign DLC. Since I still feel the current campaigns are enjoyable and contain enough content to warrant the cost bennefit ratio.
Moving foward, you can probably keep the game afloat and offer periodic patchs as mentioned.
I think you are really missing the mark on the cash shop. Like you mentioned, make small patches as time/ revenue warrants it. Make every patch contain weapons/skins/gear/armor etc and mercs. Since they will generate additional revenue.
Most dont understand business models and that online games have a tremendous amount of overhead that are associated with them. The unique aspect of f2p online games, unlike other industries. Your customer base are also the people who have spent no money. So there is a dollar cost associated with the customer service they receive even if they generated no revenue, they still generate overhead. Unlike other industries, where they only become customers that require support, after they purchased something. Hence generating revenue to help fuel the cost associated with support.
I would recomend the following cash shop items initially.
1. Add a cash shop perm merc for each class (include the appropriate voice pack)
2. Add a Campign version with additional mercs. Similar to now, just with more mercs as an option. i.e. super campaign pack with 4 perm mercs.
3. This allows previous buyers not to loose out and getting new content without having to get screwed buying everything over again.
4. Im not sure what the issues maybe, but a restart campaign feature is also a most have since creating a new account negates the downloadable content.
Hope all goes well.
LL
For this games many flaws it was evident that you (Cliffhanger) truly did care and tried to fix it, even when you didn't neccessarilly reap the rewards. Sucks that your scope was cut so short.
Guess now its full steam ahead on Shadowrun.
Thanks for the good game. Wish you had been allowed to make it great.
After Gamigo decided to stop developing the game we got the publishing rights ourselfs and after some improvements pushed the game to Kongregate and Steam.