MMORPG Tycoon 2

MMORPG Tycoon 2

View Stats:
How do Minor and Major updates work?
does anyone know how the minor and major updates work?

for a minor update i need 10k but do i need to invest in new tech then click minor upgrade?
Cause i can already research new tech anyway without clicking minor or major so idk what it does
i hope that makes sense
Last edited by Lloyd0205; Apr 15 @ 3:29pm
< >
Showing 1-3 of 3 comments
Scotias Apr 16 @ 4:03am 
Any tech you research is enabled right away from what I can tell.

Whether you 'announce' them with a regular or major update determines how much hype and so new players you get, potentially. Check the configure button on the top right to see changes that are desired most.

I'm not good at explaining things very well but I hope that helps a little at least ( I've only been playing a couple days myself ).
VectorStorm  [developer] Apr 17 @ 10:24pm 
Yes, the idea is that releasing updates is really a marketing exercise. You need new technology or new content and you're advertising it; the differing costs reflect the different amount of marketing push you put behind the different types of update. So you get a *lot* more of a reaction from potential new players from issuing major updates than minor updates, and you get very little reaction from hotfixes (but also they're free)

I *have* played with the idea of making new stuff you develop be unavailable until you issue a release, but I thought it felt too disconnected and even visually confusing; you were placing down buildings which your players couldn't see and walked straight through until your next release, and etc. I like the immediacy of placing a building and it just *being* there and seeing your players immediately react to it instead of having to wait for the next release.

I'm definitely open to hearing alternate opinions, though!
morph113 Apr 22 @ 4:32pm 
Originally posted by VectorStorm:
Yes, the idea is that releasing updates is really a marketing exercise. You need new technology or new content and you're advertising it; the differing costs reflect the different amount of marketing push you put behind the different types of update. So you get a *lot* more of a reaction from potential new players from issuing major updates than minor updates, and you get very little reaction from hotfixes (but also they're free)

I *have* played with the idea of making new stuff you develop be unavailable until you issue a release, but I thought it felt too disconnected and even visually confusing; you were placing down buildings which your players couldn't see and walked straight through until your next release, and etc. I like the immediacy of placing a building and it just *being* there and seeing your players immediately react to it instead of having to wait for the next release.

I'm definitely open to hearing alternate opinions, though!
I do like the idea of stuff being released with the updates and not before. Potentially it could be done similar to dungeons where there are the live instances and a prototype where the not live version of the dungeon is. So build mode and everything could be done in a disconnected prototype server environment and the live build is the one where the players are online at without any changes until you drop a new version via hotfix, minor or major update.

That wouldn't count for regular buildings etc., just for new zones, new unlocked tech & it's buildings etc. but once a tech was released via patch (like themes, flight paths etc.) it can be build immediately in the live version. Things like dungeons, new zones (and everything in them), new classes etc. would be nice if these could be locked behind an update. Also possibly class balancing changes would require at a least a hotfix would also be nice. I'm not sure if everyone would be happy with such a chance, but it would make it more realistic and releasing updates would feel more meaningful. Right now it feels like it's just a different form of advertising.
< >
Showing 1-3 of 3 comments
Per page: 1530 50