I'm more worried that 6 months after release they'll require all software to be sold through their marketplace app. And they'll take 30%, thank you very much. Seriously, I can't even imagine the development cost of an OS like windows, but I guess it must be in the billions. If they're not oogling the app market they'd be crazy, but knowing MS they'll fuck it up.
Heavenfall
Well, go on! What was it? I thought for sure it was due to emp stunning me, but then I saw a turret do it and they can't get emp'd I think.
Right now I'm approaching the game from the perspective of an item grind. You should hide nothing as a default. It seems to me that anyone who plays for more than an hour will see the appeal of grinding for items and designing your mechs. And at that point they'll want all the stats.
I'd like seconds between attacks personally. A "very slow" weapon is a vague description if it also has a "3% chance to freeze" right next to it. If the weapon attacks every 1 second or every 2 seconds... you get the picture.
On this note, I found a drill that does 50 dps. It's one hand and you have to wear a shield in 2nd hand. It seems like that dps number is very high compared to other 1-handers.
[quote who="BXP_Godgib" reply="5" id="3547940"] Quoting Heavenfall, reply 3 I like the previous model for bots better. You build a factory and it produces bots throughout the game, for free, up to a cap. Now I have to micro the factories. And the truth is, there is practically no reason to build bots until you have your third mech out (heck, you can't even build most until you have 2 mechs). I'd like to see a compromise between the two systems, where "up to X" bots are
Oh yeah, one more. When activating a missile salvo there is a deadzone close to my mech that I cannot target. I would like a UI display of this, in the form of a ring around the unit activating the ability. The purpose is to allow me to see precisely where I can and can't hit immediately.
Some thoughts, I only played this version maybe an hour and the last another hour. I like the previous model for bots better. You build a factory and it produces bots throughout the game, for free, up to a cap. Now I have to micro the factories. And the truth is, there is practically no reason to build bots until you have your third mech out (heck, you can't even build most until you have 2 mechs). I'd like to see a compromise between the two systems, where "up to X" bots are
So wait, is this a multiplayer game you're in?
But why go above 4ghz when you can go from 4 to SIX cores? That's right! They jumped a motherfucking core. You thought they'd go to 5 after 4, but they went straight to 6!!!
Is this accurate? http://steamcharts.com/app/251970#3m
Fun fact: there is a amazonian female-only faction for Children of Storm that was never released.
Replayability - I'd like to see more high-end unique items. They don't have to drop a lot, but if they are significant it may make me feel like my main unit is actually different from game to game. - I'd like to see randomized enemy champions, with focus on specific invulnerabilities and damage potential. Ex one guy deals huge fire damage and can only be damaged by cold. The only way to defeat him is to build for that. This way, each playthrough I will need to adap
This was announced last year, the news (and the reason it's back in the headlines) is that they've now apparently tested it in vacuum and it appears to still work.
Great that they take it back for reiteration. There were just too many problems with their implementation. Taking 75% of the money? Needing to reach 400$ sales before you could withdraw the smallest amount, 100$? A system ripe with stolen content and the response from reporting that being way too slow? NO quality control? A 24hour grace period for refunds? No donate button? And from a PR perspective, there were mistakes that made everyone turn against them quickly. They allowed previo
I just had a rather silly thought. Modding has traditionally been about passion and people wanting to push the limits of games etc. What's important is that it wasn't about money. But what happens if you turn that "argument" up-side down? Of course modding was about those things because there was no way to get paid (reliably). Is there something in this new paid mod structure that prevents people with passion etc from modding for free? I don't think so. Are w
Monopoly power is what you get between monopoly and perfect competition. In a monopoly you can set prices to profit-maximize to your heart's content. In a perfect competition you have no control over your price. Monopoly power is the ability of the firm to control its own price. To some extent it can be argued that brand loyalty actually provides you with monopoly power, but afaik people prefer the term market power then (although as I understand it they are functionally identical).
The publisher decides when to run sales, and the developer decided that modders should get only 25%. Not Steam. But obviously it is set to coincide with this release, and Bethesda and Steam are working on this together.
This actually has huge business potential and makes perfect sense. Unfortunately, bees and other pollinators are dying off while we increase our dependence on them by upping the farming output. But while paying for human hand pollination may be worthwhile in some parts of the world where farm labour is cheap, it is clearly not an option for wealthier countries. This is just one more type of mechanization that has been going on in farming for hundreds of years. That said,
People have been making a living off making TF2 items, and now Dota 2. Although certainly there are scenarios where paying a modder would still be below minimum wage, there are also cases where that isn't so. Some of the dota 2 items getting accepted are made by full-time professionals. Also, you're missing out the people who greatly enjoy making mods, and just want a little reward. It's not EITHER "making it for free because passion" OR "getting paid and hating it", there
No, I don't think they are. There's plenty of competition and there will be for the foreseeable future. And if you look at the best-selling games of recent years, many aren't even on steam: Diablo 3, Guild Wars 2, Minecraft, Sim City, the WoW expansions, LOL, The Sims, SC2 etc.
Yeah, the prices are stupid. I don't mean "ridiculous", I mean whoever set them doesn't understand how to set prices. Instead of thinking in terms of a dozen or hundred sales, they should be thinking about hundreds of thousands. Only if the game was very niche would a higher price be warranted. Not only would you gain more total revenue, but the extra high-star ratings would pay back in frankly unimaginable ways. Hmm... mod competition. That's another thing.
[quote who="OliverFA_306" reply="2" id="3540216"] Some Mods have a lot of effort from their authors. I think it is fair that they can get some money from their well done job. [/quote] I think that it's also not just a case of job -> reward. When I was doing mods for FE , for example, I came across a very neat hydra that I wanted to incorporate into the mod (actua
http://steamcommunity.com/workshop/aboutpaidcontent For now it's Skyrim only. Thoughts?
I love AOW3. I love the global events, frostlings, tigrans, even the necromancer isn't bad. I love all the new skills and items the DLC brought. And the race relations is "ok" but not good. The thing is, each class is combo'd with every race, so for example if you play a warlord class and the frostling race, you get special frostling berzerkers (if you played gnomes, you'd get gnome berzerkers). So beyond the base racial units that every race get, they also need to add a m