
Thanks guys!
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Re: Thanks guys!
That's true. But even an increasement of 700 players per day is successful, at least in my opinion 

- djhubertus
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- Location: Poland
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Re: Thanks guys!
If we will take a look at another pay-2-win or freeware games on steam with 1-2 years after release. We will see that 700 players is not big.Soprah wrote:That's true. But even an increasement of 700 players per day is successful, at least in my opinion
Of course, I don't want to be a hater, but propably Nadeo and Ubisoft have lost the chance to rise and get thousand of players.
- Pre-alpha showcase with awful graphics and UI on E3/Gamescom is a fail
- Big 100k tournament on closed alpha
+ IPL5 and IPL release cup
+ new gameplay mechanics on Beta 2
- "Improved" gameplay mechanics on Beta 3, Release, MP3
- Netcode, networking changes
+ Great open beta with thousand of players
+ Maniagala
and BOOM! Release
- No more Go4SM
- Old interface(not user-friendly)
- Putting players in the mistake: https://www.youtube.com/watch?v=0RxSt8TXl6w
- NA community managers disappeared
- Decreased player base
- No ads, promotion, cheaper permanent price
- Useless updates (old bugs still exists)
- matchmaking brings less players on community servers
- Big cups only in France
and more. I think every beta tester know the history.
My Gamemodes:
MP4 - Countdown, Firefight
MP3 - Reduction, Overload, Flashpoint, Territory, SM Race, Escape
MP2 - Search & Destroy, Oscillation, Instagib
MP4 - Countdown, Firefight
MP3 - Reduction, Overload, Flashpoint, Territory, SM Race, Escape
MP2 - Search & Destroy, Oscillation, Instagib
Re: Thanks guys!
this is quite weird btw. rookfell last fourm visit november'2013, no Nadeo tag anymore...djhubertus wrote:- NA community managers disappeared
- staff head of ESL TM²Stadium -
- djhubertus
- Translator
- Posts: 1097
- Joined: 09 Jul 2012, 18:30
- Location: Poland
- Contact:
Re: Thanks guys!
Johkr also http://forum.maniaplanet.com/memberlist ... le&u=22333Omnixor wrote: this is quite weird btw. rookfell last fourm visit november'2013, no Nadeo tag anymore...
My Gamemodes:
MP4 - Countdown, Firefight
MP3 - Reduction, Overload, Flashpoint, Territory, SM Race, Escape
MP2 - Search & Destroy, Oscillation, Instagib
MP4 - Countdown, Firefight
MP3 - Reduction, Overload, Flashpoint, Territory, SM Race, Escape
MP2 - Search & Destroy, Oscillation, Instagib
Re: Thanks guys!
Yes.. sadly! But allow me to add a few points on that list that I feel is part of the failuresdjhubertus wrote:If we will take a look at another pay-2-win or freeware games on steam with 1-2 years after release. We will see that 700 players is not big.Soprah wrote:That's true. But even an increasement of 700 players per day is successful, at least in my opinion
Of course, I don't want to be a hater, but propably Nadeo and Ubisoft have lost the chance to rise and get thousand of players.
- Pre-alpha showcase with awful graphics and UI on E3/Gamescom is a fail
- Big 100k tournament on closed alpha
+ IPL5 and IPL release cup
+ new gameplay mechanics on Beta 2
- "Improved" gameplay mechanics on Beta 3, Release, MP3
- Netcode, networking changes
+ Great open beta with thousand of players
+ Maniagala
and BOOM! Release
- No more Go4SM
- Old interface(not user-friendly)
- Putting players in the mistake: https://www.youtube.com/watch?v=0RxSt8TXl6w
- NA community managers disappeared
- Decreased player base
- No ads, promotion, cheaper permanent price
- Useless updates (old bugs still exists)
- matchmaking brings less players on community servers
- Big cups only in France
and more. I think every beta tester know the history.
- Rushing out a release-update that wasn't near finished, nor was the game near finished (This led to a bunch of not so positive reviews that came with all the free PR releasing a game is, which ultimately made lots of people steer clear of SM. A blunder of dimensions)
- Making almost everything in the game blockbased and nerfing stuff to compensate for not giving mapmakers 100% freedom to dictate movement (again, giving mappers a small tool to disallow wj's on one or several sides of a block was too much work apparently, but mappers not having 100% freedom to control movement is just a failure on epic proportions in itself). This has led to stale and more boring gameplay which doesn't lend itself much to creativity and or tactical decisions. "Hey look, a rocketbouncewall and someone near it.. lemme shoot a few rockets" or "Hey, a staminajumpblock... I guess I can use it now or never use it at all.. wow, so creative... wow, so tactical".
Same goes with all the walljumpnerfs. No skill involved, less fun, less creativity.. I could go on, but I've made posts explaining all this in detail before and been ignored by the people at this company who apparently "Listens to the community" (Yeah, that's another one of those big lies they keep spreading around like a farmer spreads manure during spring).
- Never copying successfull ideas from other companies and other games. The amount of times Nadeo have spent 6 months fixing a failed "smart new creative idea of their own" instead of just looking at other games and going "Ok, that is working out very well for them, maybe we should just do it like 20 other successfull games and save time and concentrate it where it's needed"!
But nope, they refuse every time it seems. Innovation and creativity is good.. to a certain level. Once you refuse to steal good ideas because you insist on coming up with your own... you've already fallen over the edge.. and may have possibly suffered a few concussions from the hits your head took on the way down!
I mean, just 5 minutes ago I was on matchmaking.. was gonna give this a try again... we're 2 people allied up, and we ready up... For some reason the matchmaker found it funny to make me a substitute in another game leaving my partner in the lobby fending for himself!
How did you not prevent this happening when you first made matchmaking? ALMOST 1 YEAR AGO!?!??!!?
It's things like this which makes people lose faith in you. In fact, it's shit like this which makes people run for the hills instead of getting into Maniaplanet. It's shit like that which will be part of SMs downfall.
But ultimately it will be the gameplay that will be the death. The more blockbased the game is, the more repetetive it is and the faster people will go away. Not to mention how dependant the game will be on maps, not just for balance but also for fun.
The game isn't getting better by the adding of new blocks. Gameplay is still the same: 95% dependant of the map for what you can do when. Which makes it obvious. Which makes it feel like you're being handheld by someone through it. You can see my wishlist-post for explanation of why this is and what can be done to reverse it, but it's not like Hylis and the Hylis Fanclub will ever consider these ideas.
You are after all the same people who thought weapon selection on defence was "Good and fun" after internal testing and insisted we as players "Had to test it to see if it worked out or not!" despite me and several others telling you 100% what it would be like before testing.
Re: Thanks guys!
hopefully not, rather repriorizing the activities of the community managers to other games (like Watch Dogs) where they are apparently needed much more.Omnixor wrote:ubisoft cut the money spent on nadeo?
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Re: Thanks guys!
very spooky
Last edited by Sp00kyScarySkeleton on 24 Jun 2014, 15:25, edited 1 time in total.
Re: Thanks guys!
total translation failureSp00kyScarySkeleton wrote:na sveiki taigi as cia zaidziu nuo demo versijos ...
ENGLSIH TRANSLATION:
na healthy so I'm here to play from the demo version ...
FRANCUA TRANSLATION:
na sain, donc je suis ici pour jouer à partir de la version de démo ...

Please write as correct as possible in your own language and avoid colloquial language if possible before translating.
And if you know thoses languages, please correct the translation.
What you have posted is absolutely not readable unfortunately

thanks for your understanding

Re: Thanks guys!
When will cryo will come out? Its sad that the mania3 storm came so late.
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