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So far I definitely like the game. The map editor has a LOT to offer to people who want to share custom content with others and thier friends and will only grow to become better and better with updates. To me, this is the bread and butter of the game. I think the game has more potential in this area than in competitive play simply because the ability to create and share so mucn content gives the game a lot of replayability and a sense of community. Really at this point we just have to wait and see but I think the game has potential for sure.
My biggest concern would be that once the game is releaed, since it is a card collecting game, it will have a pay to win format. Hopefully, since the game is not free to play and has healthy price tag, if it does pick up traction there will be no need for such a format. We can only hope right? But for now the only way to find out is to play and support the game. So if you were thinking about it take this advice from me. Take a chance, buy the game, have some fun, share some stuff, and see what happens. The game is fun and it's early access so nobody can tell the future of it but it has potential no doubt!
Dear Dezzlyn, the point which Xuande wants to express is the different thing with your point, it is not about the EA or full release issue. The over all reviews of the past two games provide a big image that worth concern, which is not only the quality of the games but the attitude to the game.
The pay to win issue which you mentioned, should be a concern because the full release will be a 'low- or no-cost versions' quote from the Early Access Roadmap, which is not a 'healthy price tag' game as you mentioned, different from what we experience at EA stage.
Right now I really like the potential of the game and the active attitude of the dev, hope the game will be better and better and the dev will keep consistancy to pay attention on this hopeful project, which will definitely result both of the good experience of the player and the large amount of dev's payback.
Look at my post history. I don't make it a mission to troll boards, and I'm really interested in the premise of this game - especially once Steam Workshop for units becomes a reality. But upon discovering this dev's past history, I feel like waiting until Early Access is nearly over would be my only option. By making this thread, I was hoping that people invested in this dev's previous games would offer some clarity.
I've had a pretty good track record with buying Early Access games. I've bought close to two dozen, and really only feel burned on one of them (Chaos Reborn). $30x2 is a hard ask for me, so I'd rather not buy into a project if its fate is dependant on a lot of Early Access profit post-Kickstarter.
I just want you to know that I love this game like a child. There's not much else to say except to watch what I do with her.
Heck, EA makes console sports games I buy that typically never live up to anything they promise. :)
If you're on the fence, watch some LP's and wait to see how the game is going after early access. I've enjoyed it thus far and don't regret the purchase one bit. As quick as Zero has patched the game and listened to the forum members, my guess it will continue to grow into a gem of a game.
SD2 is a turn based variant, 4x, worth a playthrough, especially with a community mod installed (AI reallly plays tough on you then) but unfortunately with a few bugs for which Zero is preparing a new patch.
Longsword-----so much potential, I cant wait for more...
Respectfully, may I ask what "past successes" you are referring to?
The Steam numbers for SD1 (1000+ reviews/avg review 41%) and SD2 (just under 1500 reviews/avg review 59%) don't seem to support a claim of successful development.
Your history, at least on SD1 and SD2 demonstrates a pattern of inability to deliver a bug free product that matches your original EA promises, Xuande is wise to be concerned; I appreciate her bringing this to my attention.
If there are other projects than SD1 and SD2 that demonstrate your success would you please list them.
Longsword does look promising; I will be following its development and I genuinely do hope it is more "successful" than SD1 and SD2.
I wonder, did you love them (SD1 and SD2) like children as well?
That is what I also want to express. A list of the past successes will be a powerful demonstration for the players :)
you guys antifa by chance?
(I hope I dont trigger someone with that comment)
StarDrive 2, I used the lessons I learned from StarDrive 1 and used a real engine. When I look at the StarDrive 2 code now, I definitely cringe at some of the stuff I did. And, once agian, I'm really surprised that the car stays on the road so to speak. The reviews on StarDrive 2 are overall a lot better. I think it's overall a better game. I think the critiques that there are bugs are totally valid and I'm working on bringing a final "Director's Cut" version together that should resolve that issue.
Longsword, finally, is a really clean slate for me. It's tight engineering. It works well and people seem to like it. My plan for Longsword is a multi-year plan, and the proof is and will be in the build that you can download for free in the demo or in the even better EA build that is constantly growing.
There are some folks who really seem to hate me for my failures, and that is an incredible weight on me. I have suffered in more ways than one over negative interactions with unhappy customers, and try as I may to rebuild bridges, there are folks who are unwilling to believe that I am anything but a bad person and an untrustworthy developer. A thread like this will draw them in and I think just make everyone have a bad time.
So I am going to close this thread and pin this here as my final word on the matter.
I just don't want conflict to be a part of making video games. I want to entertain you, not argue with you. My goal is to bring joy to people and by doing so, earn a living. I want to just be a humble purveyor of fun. For the folks out there who have an incomplete image of who I am based on my worst moments, I don't want to change your minds with words but with actions.
There is a free demo for Longsword so people can see what I offer without paying a dime, and that is a good start to letting my actions speak. Please try it and see!
I can't speak for anyone other than myself, but I can assure you that my inquiries concerning Longsword and your previous work were not done so out of hate, but in an interest of gaining context. When I saw you had directly responded to a thread that was discussing your history, I thought it might be an opportunity to get both sides of the story.
The reviews for SD1/SD2 left a lot to be desired and were the primary reason I never bought either of those games, despite being a 4X fan. I agree that there is a lot of negativity on those forums directed towards you, and not all of it seems fair.
Having only discovered Longsword yesterday I was eager for some sort of assurance that the product would be more successful (which btw to me primarily means less buggy). Your first post in the thread didn't provide this confidence, which is why I asked my questions (the intention was meant to be constructive not negative).
I think it shows character that you are able to admit and speak about the flaws that were a part of previous products and even more character to stick with the development and solve them; best of luck with the SD2 Directors Cut.
So thank you Zero, for engaging in the discussion and presenting your side in more detail. I hope you succeed in making Longsword everything you want it to be.
Thanks!