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Ilmoita käännösongelmasta
edit: I don't really know if this can be done so don't get your hopes up.
http://steamcommunity.com/app/507490/discussions/0/152390014800584638/
However in that case it might be better to just merge games completely, with Escalation single player locked for those who don't have it. Unless you want to turn base Ashes into cheap light version as "demo" or even F2P, but you still can do that even if games get merged into one.
As for Star Control I think Escalation players would prefer some Ashes content over it. After all that what they wanted to pay for. Personally I'm not interested in Star Control at all.
Happy new year as well! I'll take the time to tell you my feelings without changing my initial review to a "Thumbs down". First of all Ashes doesn't seem to be more than an impressive DX12-Techdemo and Benchmark for many. As I was done with Windows 10 after a year and now back to Windows 7 a couple of months until January 2020 it does not matter that much to me. However, that Ashes actually is game that runs well on DX11 and not only Windows 10 is overlooked somehow.
Second Ashes seems like it is being built on competitive PvP-League play, something I'm personally not very interested in. I like to take my time, building large armies instead of rushing everything within a couple of minutes. I of course enjoyed the Multiplayer with friends, unfortunately they did not so much and so I'm stuck alone with this and you know how the Singleplayer-Campaign is (or was in the first place). So you might as well know that many of those Updates you are proud of I was expecting in the first place. That might sound cocky but I then bought all DLCs for Ashes to support you guys without actually ever playing them. Or can you play Ashes base and only Escalation together?
And then "Escalation" came around and I thought the WTH? Now they are fragmenting their tiny userbase again? Now they charge for basically the same again? Wasn't splitting GOG- and Steam-Users already "suboptimal" enough? Why not keep everything in one place? Where is the point not to simply built on extending the base game if you don't radically change things. Well, if you did you at least failed to communicate it but it seems it weren't many listening anyway. So from the outside it looks like what some people call a "cash-grab" I guess. Personally I think which of both I'm gonna play now? What's the real hard difference it needs to be sold and patched as a different game? Even from a Devs side I simply don't get it why one thinks it might be good idea to split development branches while the base game still has so much unused potential with that powerful engine you build.
But as you said: Things went south anyway already and looking at the player numbers saddens me (given they tell the truth).
http://steamcharts.com/app/228880
http://steamcharts.com/app/507490
Seems like some enjoy "Escalation" for - to me - unknown reasons. But then look at how Supreme Commancer - Forged Alliances compares to Ashes, or Total Annihilation:
http://steamcharts.com/app/9420
http://steamcharts.com/app/298030
Uh, that really hurts. Supreme Commander (1!) was originally released Feb 2007. Forged Alliance came in November the same year and featured increased performance (which was badly needed), a new faction and more but weaker Experimentals added but basically it was a needed patch of the original game which soon got forgotten because it was basically broken multiplayer-wise. I don't see that with Ashes and that is a good thing.
I considered that not as a great move either by the way at the time and we all know that commerically this wasn't too successful commerically as well, so a ten times higher userbase given by hundreds of sales in almost ten years is not suprising. So of course, TA and SC as well as Ashes is a niche inside the RTS-Niche with the Taylor-Games still being way more actively played.
I also understand that you need to earn a living and can't throw away Ashes in Humble-Bundles for a dollar. But splitting the community via digital distribution channels and two different base games is obviously not paying off. You're not even clarifying that people can't play to together:
http://steamcommunity.com/app/507490/discussions/0/352792037310716464/
So what did hurt the Ashes-Reputation?
1. It is/was basically but widely popular for tech-geeks as a DX12-Techdemo and Benchmark
2. In Germany, the split Community via GoG and Steam not supporting Crossplay-Multiplayer wasn't well received but judged without even reviewing the game
3. At least in Germany, the Reviews were very fairly mediocre and the game was mainly judged by the poor Campaign at release and I'm personally surprised it wasn't received worse
4. Reviews mostly ignored the Multiplayer-Aspects of Ashes entirely, especially its great performance, stability and if it fails the fallback-mechanisms (Rotating MP-Autosaves), a thing that MAKES ME never want to play Forged Alliance again.
5. Escalation "Standalone-Expansion"...WTH ;)
So what would I do?
1. Integrate "Escalation" into the Ashes Basegame (as a paid Addon-DLC). Stop splitting the Community and your Development-Branches until you really start working on "Ashes2"
2. Remove Ashes and Escalation from GoG OR after integration make it work cross-plattform. If you can't, don't do it.
3. Learn from the experience and show it (don't just say it and then change nothing like UBIsoft or EA or Microsoft "We learned our lesson! (but we will continue the same way as before)"! until you're too big to fail.
TLDR: What was done wrong can be fixed, just do it! Your "what is done is done" does not mean nothing can be changed until YOU think so. For me it is not about "pricing", I don't even want Escalation for free in the current form. I want to see the base-game extended and if that's gonna cost it is OK. I don't wanna sit here thinking "Oh, which Ashes released within twelve months I'm gonna play today, the one nobody has or the one that is abandoned"...and then playing something else.
I don't think it's really possible to integrate the two together any more than it's possible to integrate Supreme Commander and Supreme Commander: FA together at this point.
One thing regarding SupCom is to remember that the developer of that is gone. So any lessons we apply can't use SupCom as a guide. SupCom has a bigger user base today because it's a good game that is sold for $12 full price.
Getting a massive user base is easy if you're willing to pay for it. :)
The challenge is to find that perfect balance between keeping customers happy that doesn't result in a financial loss.
Ashes really wasn't designed as a competitive MP game. The base game was designed as a large scale RTS that used today's tech to get a lot more units in the world without bringing the machine to a halt.
The base game has already sold more than twice the number of units we expected it would sell in its first year. Escalation was created because it became clear people wanted a bigger, more complex RTS and because of the sales of the base game, there was budget to do that.
Now, the challenge is to find a way to reward our early adopters for their loyalty.