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Fordítási probléma jelentése
Post-launch updates are not a right.
The only reason why I would tell you not to buy the game is per a warning if you have lower computer specs in term of CPU. If you do then you are possibly not going to have a good time. Otherwise don't listen to those trolls you see in this thread. The game has never been abandoned to begin with and is a completely finished product. The ACE team is actually working on their mod as usual and are close to their 1.0 release but that's completely unnecessary unless you want to mod more complexity into a game which is completely fine played vanilla. In short, using ACE is like playing the 2.0 version of this game.
This is exactly why those trolls are doing damage even tho they have zero idea of what they are talking about. This isn't new unfortunately, I know of half a hundred completely unknown games which were a hundred fold better than any AAA title I know but were completely ignored by the masses simply because of such situation. This is one of those situations.
No but it's a bad look for the Devs involved regardless to release an incomplete, bug-ridden game like this one clearly is.
Most Devs for console and mobile games patch or update their games as needed because they value their reputation--and more importantly their longterm bottom line--enough to do that. This Dev Team may have disbanded but given they're not working for Riot, I'd say that's even worse. I'd be worried about consumer backlash in regards to this game if I'm Riot or keeping my current job with them if I'm a part of the original Dev Team. The fact of the matter is they abandoned the game and released it incomplete.
First and foremost, relax. Second, your opinion does not equal facts. Third, I get you like the game as-is but news flash, not everyone's you.
The fact of the matter is there are WAY more and better games to choose from on Steam than this bug-ridden, incomplete game.
As for ACE. I keep hearing about them but I've seen not a whiff of their presence on these boards. And I wasted an hour of my life looking through threads for info from them earlier today. I get the Devs made the game Mod-friendly but Steam needs to step in given how badly the release of this game was done. More so given the passage of time.
I'd also challenge you to mention a single game which is in the same category of SH. That alone would be a feat. Even less one which is superior. I'm not going to hold my breath because I'm sure you won't anyways. Can't do something which don't exist.
And as for bug ridden and incomplete: complete BS. Never once have I met someone who could prove that to me. Same for YetiChow. 90% of the time it's an inane user mistake and the rest of the time it is not a problem at all. Like for example the guy who believe as hard as rock that a Hearthling getting stuck somewhere can't be anything else than a pathing error. Just for example.
For the record (and I said it numerous times in numerous threads: in the 150 hours playing this game that I have on record the one and only time I ever encountered something which could be considered as a bug was a script error. Which you can simply dismiss by hitting the ignore button, then the game go on as nothing happened. And that alone is probably an oversight from the devs who forgot to remove a debug tool from the finished build. Scripts not able to resolve are really common place in a game like this and most of the time you are simply not informed.
It does have a few bugs (mainly script errors as mentioned above). It will slow down after you have over 30 hearthlings, or have built a huge city. You also may start to get a few weird pathing errors when you grow very large aswell.
Still definitely worth a purchase if you like these style of games. It has a unique artistic style and the building system is also pretty good (if a tiny bit finicky at times).
Final note, with the inclusion of the ACE mod, it's way more developed than it when the devs stopped doing work.
They didn't finish the Linux version that was supposed to be coming.
Hopefully the mod team is getting the money for the game sales because it seems like they are the one that deserve it now. If not, think this game is a pass.
No, the dev team was given a soft deadline (i.e. told to start planning to wrap up, and eventually told "we're going to keep paying you to work on the game up until and then what happens is up to you, but you work on our other projects full-time after that as per your hire contracts"), and did the best they could within that time, tying off the campaign with a cohesive ending and trimming a few ill-thought-out ideas in the process that actually didn't fit the game anymore in the first place.
Following the devs announcing that they'd been given that deadline and had plans to wrap up into the 1.0 update, the ACE team decided they wanted to do their own take on Stonehearth, because they had the skill to put their own visions for the game into action.
The buck was not "passed" to ACE; at no point were they expected to pick up where the devs left off. The ACE project is a labor of love to make a richer, more rounded Stonehearth experience; not some kind of "poor man's update to the main game." It's comparable to one of the bigger Minecraft mod packs like Tekkit -- it's not trying to be "just" an update for the base game, it's a different experience with different goals.
And in that last year, the dev team worked extra overtime to add code access and "hooks" at ACE's request; going so far as to help the ACE team directly with technical questions and advice. After development wrapped, the devs continued to help ACE with their expertise, and shared all of the resources they were able to such as concept art, the narrative design doc for the "history of the world of Hearth", and so on to help the ACE team understand where Stonehearth had hoped to go with its story.
As far as your boat analogy: RIOT effectively picked Team Radiant up out of the ocean after their boat had already taken on so much water that it was no longer floating. It wasn't "stepping up to a better boat", it was literally taking the only offer of rescue available. If you had paid any attention or done any research you would have seen the posts where the devs explained how they were looking for extra funding help all throughout the development process; the Kickstarter money lasted about 3 years at best and the Stonehearth dev period was easily double that.
Please take your misinformed opinions and ♥♥♥♥ right off with them, there's too much misinformation out there already.
They raised over $750,000 with a Kickstarter campaign, and made the game available for early access on Steam in 2015. In June 2015, through a round of seed funding, they raised $4.5 million from investors. They announced a second fighting game "Rising Thunder" developed by a newly formed team within Radiant. Then in 2016, Radiant announced it had been acquired by Riot Games, and the "Rising Thunder" game was cancelled. Stonehearth was released in July 2018, and received further performance updates and bug fixing for another 6 months.
In 2019, the Cannon brothers, who are the ones that were developing the fighting game, announced they were working on "Project L," which will be a fighting game set in the League of Legends universe. I don't know if any of the team members who finished working on Stonehearth would be involved with that project, maybe they moved on.
Like other projects that are introduced through Kickstarter, there are always risks. They seemed pretty confident that they would complete their game, it just didn't get all the stretch goals fulfilled.
Also worth pointing out: Stonehearth's Kickstarter was launched and completed in 2013, which the article doesn't clarify. Between then and the 2015 investment round, that $750,000 was split between 4-5 people over 3 years, PLUS all the expenses of setting up the community forums and marketing/pitching to investors and, well, everything else beyond just paying the devs working on the game.
For most of Stonehearth's development, the core dev team made pennies on the dollar of what they would have if they'd taken their talents to other studios. Even after 2015 and the extra funding, many of the devs were still working below their market rates.
And then there's the work that happened before the Kickstarter -- Tom and Tony making prototypes and mock-ups and collecting the core dev team together to make the Kickstarter pitch. That was a couple of years, they never gave exact dates but it didn't happen overnight.
So, a realistic timeline here is probably 2011 - 2018, with the first half of the project at least being a "losing venture" in terms of income; the Kickstarter being barely enough to keep roofs over their heads for the next couple of years. The Early Access release gave them a lot more flexibility for a short time; but came with a ton of added pressure and expense too; 4.5mil doesn't go far when running a studio of 10+ people at that point not to mention all the biz-dev and networking and etc. (including the expenses involved in exhibiting at PAX to try and get more eyes on the game.)
They made the classic mistake of hoping/expecting that sales during Early Access would help cover the gap between where they were and where they wanted to be... but back then, nobody knew that some 80% of purchases of the game during its first year of Early Access would come during a Steam Sale; or that a large fraction of the wishlists for the game leading up to its Early Access were coming from Kickstarter backers who already had copies coming (so their predicted sales were nowhere near accurate); or that a significant number of keys from backers would end up on grey-market reseller sites (yes, this was an unfortunate but normal state of affairs at the time.) And when that massive bubble of players hit all at once, with no possibility to prepare for supporting/onboarding that many new community members... yeah, that was the beginning of some serious fracturing within the community and lots of, uh, less-than-informed but highly opinionated players who were happy to rely on second-hand and third-hand info (and some outright rumours) rather than go directly to the extremely accessible information coming directly from the devs.
That's context that most people still don't have for this story -- when all the pieces are lined up though, it shows the whole "greedy lazy devs" nonsense glowing like the nuclear-grade BS that it is.
The vast, vast, vast majority of people who bash on the game fall in either two categories: a) they have ♥♥♥♥♥♥ PCs and never would admit it or b) they have a personal vendetta against the devs because they haven't been able to include absolutely everything they promised in their road map.
There is also the completely mind numbing idea that games have to be kept updated vitam eternam unless they get flagged as "abandoned", which is a very very stupid trend.
Thanks for the reply. I get the frustration but it just seemed odd to me that someone who's actively trying to improve the game was so hostile. I believe I'm fairly impartial on this, I really like the game and I've played quite a bit of it, but there definitely were things that should have been improved before release, and they did do a pretty sharp right turn from "we're working hard to get a bunch of cool stuff in place" to "Ok, we still had stuff to do but here's the 1.0. It's officially released, goodbye".
Having said that, I think the Devs probably made the best of a tough situation. The studio got bought and they didn't really have the ability to work on the game any longer. They left the door open for the ACE team to continue work after they left which was about the only option they had.
I guess what I'm trying to say is maybe a slightly softer touch would be more productive. If the initial reply to OP had been "The original devs are no longer working on the game because the studio was purchased, but they left it in the hands of an amazing ACE team and we ARE actively working on the game!"
Maybe I'm wrong. In any case, this whole thread should probably be allowed to drift away. Having it stay right at the top of the board doesn't help the community at all.
Heck, there is even one guy who keep thinking that a toon getting stuck while building a house is a pathing error. There is simply no helping people like that short of explaining them how wrong they are but then actually have to listen for it to matter.