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After many spent the last 8 months defending/describing S6 as being a “small dev team” while having a team size comparable to WoW 🤣🤣🤣
Honestly from the sounds of it they blew a good chunk of the 50 million investment on finding people that even knew the RUST programming language well enough, not to mention RUST programmers get paid more because it's gaining in popularity, but it's not a well learned language yet. The problem is it works well for web, software, etc., but not so much for games, especially MMO type games.
People could argue forever on the which is better Unity or Unreal for a game engine, both have their pros and cons. For the graphical style, etc. of this game they really should have used Unity and not Unreal, Unity simply gives you better control, etc. whereas Unreal is more easy to use tools. Unity and other programming languages are also more forgiving with errors, which can be really important in an mmo style game. A perfect example of this is the Temple Of Waves crash a couple of weeks ago.
trying to push something still relatively new / unused and all that is great, but that's something you do down the road when you're financially able to take the hit, not with your first game.
One stupid little thing that stands out to me is with the flowers update they placed several rose bushes going across the walkway to the homestead from Kilima Valley. An experienced environmental artist would never do that, they literally get payed to think of why should you or should you put something like this in the environment.
Why do proudhorns and pretty much every animal for that reason glitch into rocks, cliffs, etc. or blink in and out graphically even though they're well within visual rage of the player. Why do they have so many different smaller servers setup for the different areas on the map. Why will various parts of the environment not load (plenty of times bridges, the entire floor terrain in Hassian's cove, etc. don't even load. Why is climbing and ladders so glitchy? None of these things are anything new in games, yet why can't this one handle these things which all the glitches?
All of this is before even starting to think about the lack of content for a game that's been in development for a few years now. Ignore the massive grind and time sinks and you can easily go from new player to completing everything in a week, two weeks max. for how long this has been in development it should have months worth of content before even counting the end-game grind and time sinks that are common to give devs time to create more content.
There's a lot of good things about the game, the storyline, etc. is great and actually interesting, but the overall decisions and execution are going to end up killing it.
This is my biggest problem. There are so many basic things lacking in the game and so many basic features that don't work properly, but they've spent countless dev hours on seasonal events that exist for a month or two out of the year. Terrible management.
Dunning-Kruger strikes, again. I hope Karabaich and Leung have Palia follow them for the rest of their careers. Arrogance seldom ends well.
There's no way a game like this could sustain 50 full-time employees, let alone 200. They'd need to pull in at least 10 million per year.
Games-as-a-service and "free" to play is a failed experiment. This game would have done a lot better as a subscription based game with guaranteed income.
You mean when is the next paid "thank you gift"?
If/when S6 closes its doors, is there a possibility that they might sell Palia to another company to carry on or is it doomed to die off and fade away?
Tencent are pretty much the only ones that would be crazy enough to possibly pick this up, but I doubt even they would. The Steam numbers aren't impressive so it would depend on the numbers from Switch and Epic Games Store, but even they'd have to dump a huge amount of resources into fixing the game, adding content, building player base / player trust.