The more content you release, the more..

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Soprah
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The more content you release, the more..

Post by Soprah »

Remember this?

Tl;Dr: Basically, it's about the more titlepacks are released, the less players are available for each titlepack.

QUICK MATHS:
C = Community players amount
T = Titlepack amount
10T = 100C
=> 1T = 10C
If there are 10 titlepacks and 100 players, then we 10 players for each titlepack

But if more titlepacks are released and the amount of players are not increased..
20T = 100C
=> 1T = 5C
...Then we have less players for each titlepack

This was the core message of the topic of the link

_________________________________________________________________

Now apply this theory to Nadeo

Nadeo tends to publish new tools and features to maniaplanet by each update.

The more content you release, the less developers you have for each tool / feature to polish. And I think that's the main reason why Mp4 was so buggy and the future Maniaplanet versions always will. Nadeo has developed sooo many editors, tools, features that it has become nearly impossible to fix every single bug of each tool because the studio doesn't get bigger in proportion.

I appreciate the creative possibilites. But there is no point in having so many possibilities when you can polish everything and leave essential parts of the game out.

I hope you appreciate this feedback :D

Soprah
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Miss
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Re: The more content you release, the more..

Post by Miss »

But Nadeo has also grown in the last few years. They have more developers to work on stuff now.
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TMarc
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Re: The more content you release, the more..

Post by TMarc »

And that this kind of math is wrong was already shown several times with the actual player count for each title.
Nadeo can do as many titles as they want, with the best quality, if the people don't like them they will concentrate on more popular titles like Stadium.
But thats not the main problem.
As long as creative players can't build regular track blocks that can also be used as such in the editor, with connection helpers and other features of Nadeo original blocks, custom titles will always look more like mods or make editing more difficult and less attractive.
And if the editing is difficult, less maps will be there and automatically also less players.

Lets wait one more time to see what Nadeo is kinda promising and then take the consequences.
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Dommy
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Re: The more content you release, the more..

Post by Dommy »

Doesn't change fact, over half of the titles are dead. Players tend to play old, the same titles over and over, while newest titles stay on channels only.
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nilakite2
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Re: The more content you release, the more..

Post by nilakite2 »

Dommy wrote: 29 Jan 2018, 07:25 Doesn't change fact, over half of the titles are dead. Players tend to play old, the same titles over and over, while newest titles stay on channels only.
+1 Dommy
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i7mean
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Re: The more content you release, the more..

Post by i7mean »

Yes Dommy, titlepacks are desertic however I interpret this "Players tend to play old, the same titles over and over" like criticism over these players when in fact the don't have the choice since the basic playerbase is in the normal titles like Stadium. Why would they play a titlepack that has 1 guy on a server when you can join a basic titleback with 100 players. And if you say "if everybody change their old minds and split into all the titlepacks, it will change it and will be alright" when in fact, in this exact case, we fall in the situation described by Soprah, as there will be 2-3 players for each titlepack.

(if it wasn't what you meant, sorry, but still I think my post is relevant)
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mine3
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Re: The more content you release, the more..

Post by mine3 »

- What Nadeo really needs are servers:

Servers that are populated from morning to night. Everyday, constantly.

You need good server host for each main modes.

Nadeo needs to let demo players to all servers.
Make demo players able to play in any server, any time, to keep the servers "up and running" with population.

Its very important. Because people only joins populated servers and this creates constant contiunity of people in the servers.
This makes the server alive and it keeps them alive from morning to night. Makes all the players free to join anytime.

Its your only true solution: Freedom for players. Freedom to choose what ever, when ever, how ever.

Channel is 1 mode for 1 hour, it just doesnt work.

Nobody plays in schedules, many plays their favourite modes for example 3pm, 7pm, 8pm and finishes at 1am.

Channel is killing the game and demo limitation is killing the servers.

Nadeo needs to shut down the channel, to close the confusion, then direct everybody to all the servers (demo and paid) and only then the game is going to look populated, and everybody can play like before.

What happened to the, open game, choose a server and play -simplicity? It worked just fine.
Last edited by mine3 on 30 Jan 2018, 02:26, edited 1 time in total.
null8fuenf10
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Re: The more content you release, the more..

Post by null8fuenf10 »

Hi,

Sophra have you read this? From the Thread Maniaplanet... viewtopic.php?f=8&t=43543
Hylis wrote: 27 Jan 2018, 16:03 Good post. Giving rough direction is difficult since speculation start from where you leave it. Maybe I can explain my vision of passed things to help understand our ambitions:

Before, we led the way in creation & competition in racing. Then we went for multiple challenges at the same time : create a platform with Maniaplanet, discover a new genre with Shootmania, work on a Trackmania², expand the team, install in new offices, work for consoles and all of this in a new company at Ubisoft (great by the way) It was quite a heavy lifting to do that only made it difficult to have everything running at players expectations.

Turbo succeeded a lot on many areas like: sales, good user scores at 4/5 and visibility in many places like USA or in the world, with 5 millions players. It was not a game for the PC community and scores on Steam at 3/5 are accordingly. Would we had not released it on PC, it would also been an issue since some core players could not even have played it and this is why I insisted to release it on PC.

Maniaplanet 4 was a deep work for many things, including invisible ones, like the online architecture complete update, blocks optimization, script API, engine parallelism, Direct X 11, 64 bits, possibility to switch from games to games in Steam, reduce the loading times, makers etc. By doing so, we had to let things behind as well, and it's more visible for people that were used to it. We will continue to fix some more or less visible bugs: a release is scheduled in less than two weeks, and others will be after.

Now, we need to innovate a lot, to give them the feel to be in the best place, the most advanced solution for gaming in one of it's significant area. So, our strategy is:
Short term: to polish the free experience in MP, using the channels, and makes them good for advanced players by adding key features. The goal is to both learn on these topics and provide a good environment for players to help us connect with players who want until next long term release.
Long term: come back with something big, also for core mania players, since creation & competition are key to our brands to make them shine more than others.

I hope it helps you understand our past choices until now,

Florent
I think we should wait and see what happen. ;)


mine3 wrote: 29 Jan 2018, 22:15 ...
- What Nadeo really needs are servers:

Servers that are populated from morning to night. Everyday, constantly.

You need good server host for each main modes.

Nadeo needs to let demo players to all servers.
Make demo players able to play in any server, any time, to keep the servers "up and running" with population.

Its very important. Because people only joins populated servers and this creates constant contiunity of people in the servers.
This makes the server alive and it keeps them alive from morning to night. Makes all the players free to join anytime.

Its your only true solution: Freedom for players. Freedom to choose what ever, when ever, how ever.

Channel is 1 mode for 1 hour, it just doesnt work. It kills it.

Nobody plays in schedules, many plays their favourite modes for example 3pm, 7pm, 8pm and finishes at 1am.

When one server is full for 1 hour, one server is full for 1 hour.
When all the servers are full for 24 hours, all the servers are full for 24 hours

Channel is killing the game and demo limitation is killing the servers.
...

Hi,
what do you mean? You want Demo Players to play 24/7 on any Server they want? Then nobody would buy the Game. :shock:

My thinking about Channels is, that this is the Future of TM. But with more Channels, like now.

I'm thinking everyone who wants a Server, should apply for a Channel. When this Channel goes online and there will be no or only very few players after a little time, then the Channel must go off. The Channels with more Players survive. So Channels, could be a good alternative for the Servers.

Greetings
null8fuenf10 :pil
mvv0105
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Re: The more content you release, the more..

Post by mvv0105 »

Why not to add most popular community stuff (Models, GameModes, Tracks) into base TrackMania package? :roll:
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i7mean
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Re: The more content you release, the more..

Post by i7mean »

mvv0105 wrote: 30 Jan 2018, 17:52 Why not to add most popular community stuff (Models, GameModes, Tracks) into base TrackMania package? :roll:
Dude peer-to-peer in this game doesn't even work, even damn TMUF has a WAY better peer-to-peer than Maniaplanet
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