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Very Hot Topic (More than 75 Replies) Dev to Community: ToEE almost popular as Cove (Read 13904 times)
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Re: Dev to Community: ToEE almost popular as Cove
Reply #50 - Jul 9th, 2015 at 2:41am
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Rubbinns wrote on Jul 9th, 2015 at 2:35am:
I think the staff, xbow and bastard sword are better than greensteel. maybe even the dagger for assassins. idk why anyone would play an assassin unless they like to be incrementally tortured through each quest. But in case one didnt want to roll a superior assassin as a bard, you could use the dagger.



I can see your point, but I haven't played a bastard sword toon in a couple years (knightmares), and I haven't touched a bow since the mechanic pass, they are just so slow now.  Can't imagine I will be playing a non-bard assassin any time soon, how many years till the next rogue pass do you reckon?
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #51 - Jul 9th, 2015 at 2:44am
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how many years till the next rogue pass do you reckon?

theyre done. unless new dev comes along and decides they love to rogue. but mechanic is really good now. at least they can pew pew pew;p

  

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Re: Dev to Community: ToEE almost popular as Cove
Reply #52 - Jul 9th, 2015 at 3:05am
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Yobai wrote on Jul 9th, 2015 at 2:37am:
only when it is in season... .


That is wrong in so many ways....
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #53 - Jul 9th, 2015 at 4:12pm
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Rubbinns wrote on Jul 9th, 2015 at 2:44am:
theyre done. unless new dev comes along and decides they love to rogue. but mechanic is really good now. at least they can pew pew pew;p





It's true, all ddo's real assassins either carry a wrench or lute it seems, ha ha.

I wouldn't hold my breath for another rouge class pass, A wise head pointed out to me in the past couple of days that it is unlikely they will ever be able to push more with the code that they have and that they will inevitably have to go maintenance mode or DDO2. 

Which honestly depressed the shit out of me.
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #54 - Jul 9th, 2015 at 4:31pm
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They have a Holocost Cloak, if they were only smart enough to figure out how to wear it. The way DDO is structured, they can edit pure content independant of code, both in the files they are working on and the people doing the work. If they put a moratorium on rules changes and had content people develop adventure packs strictly using existing rules they could have the code people refactoring the code for many months without interruption.

And that's key, interrupting a programmer with "just one new feature" absolutely destroys the efficiency of a refactoring effort.

So promise 3 updates of new adventure packs and give the programmers/engineers a solid year to work on cleaning up the code, and that 4th update will be amazing. People will get regular doses of new things, nothing new will break, and everything you do after that will take half the effort it does now.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Dev to Community: ToEE almost popular as Cove
Reply #55 - Jul 9th, 2015 at 8:22pm
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Hag Master wrote on Jul 9th, 2015 at 4:12pm:
or DDO2

Lets start with something this side of reality and go from there . . .
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #56 - Jul 9th, 2015 at 8:28pm
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Ginger_Walri wrote on Jul 9th, 2015 at 8:22pm:
Lets start with something this side of reality and go from there . . .


DDO2 is not necessarily a new game, but as Meursault suggested, a re-coding of the core logic to enable future expansions.
Having to develop new content from scratch would be a bridge too far.
They have to leverage the content and customers they have.

This might also get rid of the lag issues plaguing the game and the life long bugs they can't seem to remove.

Whether or not a new video engine Is in scope or not is up for debate as that would impact content coding I suspect.

  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #57 - Jul 9th, 2015 at 8:32pm
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DropBear wrote on Jul 9th, 2015 at 8:28pm:
DDO2 is not necessarily a new game, but as Meursault suggested, a re-coding of the core logic to enable future expansions.
Having to develop new content from scratch would be a bridge too far.
They have to leverage the content and customers they have.

This might also get rid of the lag issues plaguing the game and the life long bugs they can't seem to remove.

Whether or not a new video engine Is in scope or not is up for debate as that would impact content coding I suspect.



Either way, I have a hard time believing DDO is profitable enough for Turbine or WB to even consider it.
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #58 - Jul 9th, 2015 at 8:53pm
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Ginger_Walri wrote on Jul 9th, 2015 at 8:32pm:
Either way, I have a hard time believing DDO is profitable enough for Turbine or WB to even consider it.


The way they are currently running it into the ground, you're probably right.
But with the right resources and some marketing they could make more.
And recoding DDO need not cost $4m/mth - it doesn't need a team of 100 programmers like IC.
In fact, the more programmers, the more likely to get in each other's way.

What they need is a small team of top shelf programmers and a few DBA's for 6 months.  Probably cost less than $1M. This isn't my area of expertise so I defer to others more experienced, but getting the scope right on this is key.

Bigger isn't always better.  For a job like this, I'd look for 2-4 very experienced programmers rather than a dozen graduates.  This is where the Turdbine thinking is divergent from mine.  They think cheap and cost minimisation is the only way to make money.
My business proves time and time again that you need to invest to grow a business.  Whether the business can be reinvigorated and grown is another matter for tactical and strategic planning.  And sometimes we recommend closing elements of businesses - that is the reality.  Because of the IP though, I think it still can make money or I wouldn't waste my time sharing my thoughts.
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #59 - Jul 9th, 2015 at 9:10pm
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DropBear wrote on Jul 9th, 2015 at 8:53pm:
But with the right resources and some marketing they could make more.
And recoding DDO need not cost $4m/mth - it doesn't need a team of 100 programmers like IC.

Resources and Marketing.
Turbine has demonstrated time and time again (whether its actually true or not, who the fuck knows) that they just don't have the resources to change anything meaningful that would either bring back old players or bring in new ones.

And marketing? That's pretty much why IC is dead (well that and I'm pretty sure I read somewhere that it cost something like 5 million to produce, I'm probably wrong so don't beat me up over it.) games like that do have an audience, they just couldn't find it.
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #60 - Jul 9th, 2015 at 9:31pm
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Ginger_Walri wrote on Jul 9th, 2015 at 9:10pm:
Resources and Marketing.
Turbine has demonstrated time and time again (whether its actually true or not, who the fuck knows) that they just don't have the resources to change anything meaningful that would either bring back old players or bring in new ones.

And marketing? That's pretty much why IC is dead (well that and I'm pretty sure I read somewhere that it cost something like 5 million to produce, I'm probably wrong so don't beat me up over it.) games like that do have an audience, they just couldn't find it.



Someone quoted $4m/mth to produce - that would have added up to a big prodn cost.
Also, there was good analysis on why IC died.  Timing, moving into an established contested market etc were primary causes of its failure.
As well as some terrible tactical decisions separating the playerbase etc.

IC was a big gamble and they fracked it up.

I agree that the current Turdbine mgmt couldn't organise a root in a brothel.  That's why the orgn needs to have some business competency injected into it.
You need the technical expertise, but it needs to be balanced with business/marketing expertise as well.

I'm not a marketing expert, but I could market DDO more professionally than they do.  Even without a big budget.  Targeted marketing for a niche product.  We've (Vault) talked about this aspect in some detail in other threads.
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #61 - Jul 9th, 2015 at 9:44pm
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Let's be VERY clear here. IC is dead because Turbine entered the market too late. In the Market there are windows of opportunity and sometimes those windows don't stay open for very long.

Turbine's window of opportunity closed while they were futzing around with their game. The Market became saturated with online battle arena games. Their game arrived late and wasn't good enough to attract enough people away from the games that did make it through the "window" when it was open.

I'd venture a guess that it was Turbine management which mucked things up too much to get the game done on time.
  

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Re: Dev to Community: ToEE almost popular as Cove
Reply #62 - Jul 9th, 2015 at 9:58pm
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DropBear wrote on Jul 9th, 2015 at 9:31pm:
Someone quoted $4m/mth to produce

Knew I was close, left out the "per month" part, vaulting it up on a tablet leaves something to be desired.
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #63 - Jul 9th, 2015 at 10:03pm
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Arkat wrote on Jul 9th, 2015 at 9:44pm:
Let's be VERY clear here. IC is dead because Turbine entered the market too late. In the Market there are windows of opportunity and sometimes those windows don't stay open for very long.

Turbine's window of opportunity closed while they were futzing around with their game. The Market became saturated with online battle arena games. Their game arrived late and wasn't good enough to attract enough people away from the games that did make it through the "window" when it was open.

I'd venture a guess that it was Turbine management which mucked things up too much to get the game done on time.


Thanks Arkat for confirming.
Even if they had of got in early, I would still be surprised how they planned to recoup the production costs.
But then Business Plans can assume anything for upside.
Wink
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #64 - Jul 10th, 2015 at 1:16am
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Arkat wrote on Jul 9th, 2015 at 9:44pm:
Let's be VERY clear here. IC is dead because Turbine entered the market too late. In the Market there are windows of opportunity and sometimes those windows don't stay open for very long.

Turbine's window of opportunity closed while they were futzing around with their game. The Market became saturated with online battle arena games. Their game arrived late and wasn't good enough to attract enough people away from the games that did make it through the "window" when it was open.

I'd venture a guess that it was Turbine management which mucked things up too much to get the game done on time.



The insane part of it for me is how they wasted a WB intellectually property so completely while being a subsidiary of WB and having so much access to the DC universe.

It's like a micro-version of WB's attempts in film.
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #65 - Jul 10th, 2015 at 1:49am
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Arkat wrote on Jul 9th, 2015 at 9:44pm:
Let's be VERY clear here. IC is dead because Turbine entered the market too late. In the Market there are windows of opportunity and sometimes those windows don't stay open for very long.



that and the game sucks.  it doesn't matter how late the game is.  if it is amazing then folks will play it.  maybe it won't be a runaway blockbuster success but it will be a success.

IC sucked.
  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Dev to Community: ToEE almost popular as Cove
Reply #66 - Jul 10th, 2015 at 1:51am
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DropBear wrote on Jul 9th, 2015 at 3:05am:
That is wrong in so many ways....



what if it were Kiwi flavored instead?
  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Dev to Community: ToEE almost popular as Cove
Reply #67 - Jul 10th, 2015 at 12:28pm
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Yobai wrote on Jul 10th, 2015 at 1:49am:
that and the game sucks.  it doesn't matter how late the game is.  if it is amazing then folks will play it.  maybe it won't be a runaway blockbuster success but it will be a success.

IC sucked.


No shit.

Arkat wrote on Jul 9th, 2015 at 9:44pm:
Their game...wasn't good enough to attract enough people away from the games that did make it through the "window" when it was open.

  

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Re: Dev to Community: ToEE almost popular as Cove
Reply #68 - Jul 10th, 2015 at 12:52pm
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There's no point marketing DDO as it stands now, the current players (mostly) stay with it because they are already sufficiently invested in the game to overlook the glaring bugs and shortcomings. New players don't have that perspective, so recruiting new players into the game as it stands just wastes everyones' time.

You don't get a second chance to make a first impression, players who try it and don't like it won't ever try it a second time, and the supply of new players is not infinite. Don't market until you have something worth marketing.

If you want proof of that, look at how fast new players leave the game. Change the default server and you get a huge swell on that server, and it dies out within a couple of weeks of switching default servers.

As long as you're attracting enough new players to test your retention rate, you're spending enough on marketing and your money is better spent improving retention. Once your retention rate is high enough to get a big enough fraction (say, 50%? 30%? Even 10%?) of your new players past the "infant mortality" period (about 9 months in DDO?) then start investing in marketing.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Dev to Community: ToEE almost popular as Cove
Reply #69 - Jul 10th, 2015 at 2:28pm
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Arkat wrote on Jul 10th, 2015 at 12:28pm:
Their game...wasn't good enough to attract enough people away from the games that did make it through the "window" when it was open.




you should have said that in the first place.  it could have saved me two posts!
  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Dev to Community: ToEE almost popular as Cove
Reply #70 - Jul 10th, 2015 at 3:06pm
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Yobai wrote on Jul 10th, 2015 at 2:28pm:
you should have said that in the first place.  it could have saved me two posts!

I did. Read the day and time I posted it originally.
« Last Edit: Jul 10th, 2015 at 3:06pm by Arkat »  

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Re: Dev to Community: ToEE almost popular as Cove
Reply #71 - Jul 10th, 2015 at 3:19pm
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Arkat wrote on Jul 10th, 2015 at 3:06pm:
I did. Read the day and time I posted it originally.



I know.  that's why I sarcasmed all over myself.
  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Dev to Community: ToEE almost popular as Cove
Reply #72 - Jul 10th, 2015 at 4:22pm
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Yobai wrote on Jul 10th, 2015 at 3:19pm:
I know.  that's why I sarcasmed all over myself.

Ah. Ok, sorry.
  

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Re: Dev to Community: ToEE almost popular as Cove
Reply #73 - Jul 10th, 2015 at 6:58pm
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Yobai wrote on Jul 10th, 2015 at 3:19pm:
I know.  that's why I sarcasmed all over myself.


That stuff is hard to get out.
Soak in cold water ASAP bro.
  
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Re: Dev to Community: ToEE almost popular as Cove
Reply #74 - Jul 11th, 2015 at 2:05am
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Yobai wrote on Jul 10th, 2015 at 3:19pm:
I know.  that's why I sarcasmed all over myself.



That is not a pleasant visual image for me, especially with your new icon.
« Last Edit: Jul 11th, 2015 at 2:06am by Hag Master »  
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