Hylis wrote:Impressive post for a smartphone
I also think it's useless and counter productive to try to put a stress around. It's mainly because I have a plan and unless it's done, I have little reason to stress. But at the same time, you are quite right that some players can stress because they don't see it clearly enough, and that's my fault. So, I will explain a little, since I think that the next step is quite easy.
Wrong. People are stressing because they see a sinking ship and they all want the captain to keep it afloat for as long as possible, but you are basically telling everyone "nono, just stay on the ship for a few more minutes, it won't sink yet".
That is the difference here. You think people are stressed because they don't see your plan, but people are stressing because they were never told this was a 5 year plan when they invested in the game. Sure, no one expected the game to be fully done by release-date, but what we've seen so far has been anything but impressive.
Hylis wrote:
June 2014 plan - The universal demo
The goal here is to have more fun and more friends.
More 'fun' modes
Why: the only demo mode, Elite, is too competitive for many.
Short answer: the universal demo
Long answer: It's already impressive to see so many people to play in a competitive mode in France, and it's probably one of the reason why it was the FPS with the most team at the Gamers Assembly. But how many care about playing a FPS for competition? This is why that there is a need of mode 'fun' modes, and that these modes are available in demo. We are working on our side, but the 2.0 approach is the key. For example, a CTF can please more to some players that Elite. And in the end, the cool thing is that it could then bring more people to like the competition, and Elite as well.
More friends
Why: main reason to play on long term is to do it with friends
Short answer: universal demo
Long answer: It's difficult to invite a friend to discover Maniaplanet today. Either he buys the game and follow your instructions, either he plays Elite with the still to fully rebuild matchmaking (better technology now, but younger than the previous one) So, once the universal demo release, the welcome should be better, and with an easier access to 'fun' modes thanks to the Store. The 2.0 approach and the store can become of a great attractiveness to test and welcome friends to discover stuff, for free.
And again, let me stress (pun intended) why this thinking is so wrong.
You'll find it hard to get new players into a game that has such a small playerbase. Basically people are seeing this game as a dead game, so they won't invest in it. It has also gotten a very bad reputation despite it's small, yet faithful playerbase.
When people outside of Europe (or France for that matter) get into this game they find almost no players for most modes. So they start asking around and get told that there are almost no players for this game and not worth getting into. Thus they end up moving on to another game.
This is just a simple fact and we've all seen it happen to so many games. Sure, some will still have a small, yet faithful playerbase but it won't ever get any bigger becasue of said problem. So whatever plan you have, I don't see it happening considering how badly of a reputation Shootmania has already gotten from players who used to play it but then left. And there has been lots of players who have left the game. That much is evident,especially for us who have been involved since early alpha/beta. We saw a steady growth during beta up untill open beta, and then nothing really happened since launch. In fact, it seems as if it has gotten worse in terms of player numbers since open beta. And that is over a year ago.
Hylis wrote:And this is just the next step. I can not talk of the one after, but it's obvious that there is one after. Our goal is to build the most popular FPS, and long term is our best ally, since even if it's really long to make 2.0 & esport, I am quite sure that it's a right path. And I believe that players are stressing because they so much know how much this path is cool, and that they want to see it succeed. But I can tell that Ubisoft is really behind us to make it happen on long term. And this is why the dev team is bigger than ever.
Again, players are stressing because they're not sure how much longer they'll be able to put up with this game and the direction you're going. You're right that players want to see it succeed, but a 5 year plan won't work. I mean, your entire engine and system is so outdated that a long term plan isn't exactly helping your goals. Still constant clicking from one page to the next. Ever heard about scrollwheels and scrollbars? I guess you have, but are you capable of incorporating it? (I agree that this is a tiny detail, but it just goes to show how far behind the times you are as a company when it comes to development)
Then there is the actual game engine itself. Horrible outdated already, and your plan is a 5 year plan or something like that? (I heard another Nadeo employee say they expected the game to have more players in 15 years than today, so that says alot of the timescales being thought about here). I don't mean to sound rude or anything, but are you that delusional?
Ubisoft can be behind you all they want, but I'm afraid the ship has sailed and is already sinking. Which is a shame, because the game holds so much promise but yet after another big nerf to walljumps (and even hardcoding brown castle walls to only allow 1 walljump pr block is just laughable) and no fix to microstutterjumps I've lost all hope for you.
I've waited a year for a proper update (I don't count the summer update of last year since it added nothing to the game) and all I got was some new blocks and textures that make the game look more like cheap urban warfare shooter than anything? Sorry Mac, you have to do better than that.
I'm fairly sure you won't miss me, but you've made some grave errors in development and the direction you've taken the game. For isntance, removal of bounce rockets from Beta2 was probably the biggest failure ever. Should've added a secondary fire-button and made bounce rockets cost 2-2.5 ammo so they could be used anywhere and even on the run. But hey, that would go against the simplicity principle this game has, right? The same simplicity rule being broken by brown and white castle blocks having different properties when it comes to walljumps (I could make a video and explain all this to you, but you made this game so you know exactly what I'm talking about. Or so I hope for your sake).
Nerfing walljumps haven't exactly been a great success either. The only good walljumpchange to come out in this update is taht they don't slow you down anymore as they did in Beta3. That and the increased stamina.
But hey, those changes should've been made in april of 2013, not 2014.
But ofcourse, you have a long term plan so go ahead. I'm sure in 5 years you'll have 10x more players than today. That is, if no other similiar type of game shows up. If a real competitor to Shootmania does show up in the next couple of years, wave byebye to your long term plan.
And it's exactly because of that reason people are stressing. Yes they want the game to succeed, but as opposed to you, the players realize how close the ship is to sinking. You however, seem completely oblivious to the fact that all ships can sink.
Were you by any chance involved in constructing and selling the Titanic? (Sorry, couldn't help myself).
Anyways, good luck, some of us are out.