Azherae wrote: » And there's the fundamental disagreement. I don't think I can say 'you are wrong' because even then I'm only calling on my own experience. Even Dygz, the person probably most qualified to speak on the matter, would still probably not be able to say 'you are wrong' about the development timeline in a way that would sway you. But I don't really have anything to go on except the experience of myself and people I talk to who do these things. I do have a question though. If ArcheAge 2 were to have most of what Ashes does and actually release in 2024/25, would there be any reason to play Ashes specifically other than 'guaranteed no P2W'? (note I am absolutely not saying 'AA2 will blow Ashes out of the water and no one will play Ashes', moreso saying that it would be a cointoss for many people, they'd go wherever their guild went).
Vyril wrote: » Noaani wrote: » JamesSunderland wrote: » If Ashes reach L2/AA Highest population peaks, i certainly believe Steven will be quite happy. The problem is, both of those games peaks are heavily reliant on the Korean market. Based on some discussions I've had recently with people that were in a position to know these things back in the day, the NA/EU population of EQ2 was higher than the NA/EU population of L2. I've said it a few times - the way Ashes is shaping up, it needs a solid marketing push in Korea. That said, the numbers in the above chart are not accurate. There were at least 7 MMO's that broke 1 million subscribers before 2008 on that list - but the chart only shows 4. Easy comparison. 1 game was sub only The others are p2w. 2 different cultures in gaming.
Noaani wrote: » JamesSunderland wrote: » If Ashes reach L2/AA Highest population peaks, i certainly believe Steven will be quite happy. The problem is, both of those games peaks are heavily reliant on the Korean market. Based on some discussions I've had recently with people that were in a position to know these things back in the day, the NA/EU population of EQ2 was higher than the NA/EU population of L2. I've said it a few times - the way Ashes is shaping up, it needs a solid marketing push in Korea. That said, the numbers in the above chart are not accurate. There were at least 7 MMO's that broke 1 million subscribers before 2008 on that list - but the chart only shows 4.
JamesSunderland wrote: » If Ashes reach L2/AA Highest population peaks, i certainly believe Steven will be quite happy.
Noaani wrote: » Ask them how long the game had over 500k paying subscribers.
I will say that if Ashes maintains a population of 200k, the game will likely survive just fine. It may not ever make Stevens investment back, but it should stay live for a while. The problem there is the *maintain* part of that. Again, this is why I have said a few times now that Intrepid need a marketing push in Korea.
JamesSunderland wrote: » In terms of population i managed to get the Trion AA numbers, the "EQ and EQ2 each beat Archeage" in terms of population claim is ludicrous as i expected, even with the reasonably sharp drops in population 3 months in and after the Auroria opening fiasco and the Thunderstruck rumbling archeum tree still managed retain numbers beyond EQ/EQ2 with reasonable peaks till late 2016 were it really started dying off thereafter.
JamesSunderland wrote: » How about a 2 Million population number for Ashes NA/EU only (not even counting korea) like Archeage Noaani?
KingDDD wrote: » Azherae wrote: » My point was that things are quick to add and the coding and design skill at Amazon, as well as Lumberyard itself, were not good enough to be used as a metric. In short, I would not use New World as a way to estimate how long anything takes to add to any MMO because they did not have the experience required to reach even average development time/quality of an AAA studio at any point during development. If you believe that the latter half of that video's issues, bugs, and design flaws are the result of the design change and not their skill/quality issues, then yeah, we should probably stop. This video focuses more on actual bugs than on the other design flaws I've studied from them (at least until 35:00 or so when it starts really getting into design decisions), but I'd like to say that I truly appreciate your willingness to engage with it enough to clearly give your stance without making accusations or whatever, it is refreshing. I'd say two years to make the amount of content they did is pretty impressive considering they had to code/make art for all the tools needed for designers to make a more indepth pve experience. Bugs like the window drag glitch were never found because QA/coders/designers were in perpetual crunch making the pve content. That has nothing to do with their competence but has everything to do with suits and release dates. Likewise to you. Some of the folks on these forums make me laugh.
Azherae wrote: » My point was that things are quick to add and the coding and design skill at Amazon, as well as Lumberyard itself, were not good enough to be used as a metric. In short, I would not use New World as a way to estimate how long anything takes to add to any MMO because they did not have the experience required to reach even average development time/quality of an AAA studio at any point during development. If you believe that the latter half of that video's issues, bugs, and design flaws are the result of the design change and not their skill/quality issues, then yeah, we should probably stop. This video focuses more on actual bugs than on the other design flaws I've studied from them (at least until 35:00 or so when it starts really getting into design decisions), but I'd like to say that I truly appreciate your willingness to engage with it enough to clearly give your stance without making accusations or whatever, it is refreshing.
JamesSunderland wrote: » Noaani wrote: » Ask them how long the game had over 500k paying subscribers. Come on Noaani, number of "paying subscribers"? What the hell are you even talking about? Archeage wasn't a subscription game to get the number of "paying subscribers", and there is no way you can confuse it with Patron status when Apex(duplication exploit included) was literally tradable credits that was used for stackable 30 days of patreon status. In terms of population i managed to get the Trion AA numbers, the "EQ and EQ2 each beat Archeage" in terms of population claim is ludicrous as i expected, even with the reasonably sharp drops in population 3 months in and after the Auroria opening fiasco and the Thunderstruck rumbling archeum tree still managed retain numbers beyond EQ/EQ2 with reasonable peaks till late 2016 were it really started dying off thereafter. I will say that if Ashes maintains a population of 200k, the game will likely survive just fine. It may not ever make Stevens investment back, but it should stay live for a while. The problem there is the *maintain* part of that. Again, this is why I have said a few times now that Intrepid need a marketing push in Korea. How about a 2 Million population number for Ashes NA/EU only (not even counting korea) like Archeage Noaani? Maybe maintaining more than half that for a good time? Maybe getting some increases along the way? There is always room to play around with assumptions, right Noaani?
Mag7spy wrote: » JamesSunderland wrote: » Noaani wrote: » Ask them how long the game had over 500k paying subscribers. Come on Noaani, number of "paying subscribers"? What the hell are you even talking about? Archeage wasn't a subscription game to get the number of "paying subscribers", and there is no way you can confuse it with Patron status when Apex(duplication exploit included) was literally tradable credits that was used for stackable 30 days of patreon status. In terms of population i managed to get the Trion AA numbers, the "EQ and EQ2 each beat Archeage" in terms of population claim is ludicrous as i expected, even with the reasonably sharp drops in population 3 months in and after the Auroria opening fiasco and the Thunderstruck rumbling archeum tree still managed retain numbers beyond EQ/EQ2 with reasonable peaks till late 2016 were it really started dying off thereafter. I will say that if Ashes maintains a population of 200k, the game will likely survive just fine. It may not ever make Stevens investment back, but it should stay live for a while. The problem there is the *maintain* part of that. Again, this is why I have said a few times now that Intrepid need a marketing push in Korea. How about a 2 Million population number for Ashes NA/EU only (not even counting korea) like Archeage Noaani? Maybe maintaining more than half that for a good time? Maybe getting some increases along the way? There is always room to play around with assumptions, right Noaani? MY assumption for AoC is 2m+ concurrent first day. Screenshot this xD
Noaani wrote: » I'm a little confused as to what you are comparing here. In 2014, Archeage had a larger population than EQ2 had in 2014. However, I was talking about a given period post launch of each respective game. 6 months after it's launch, EQ2 (I can't speak for EQ at this point in time, to be fair) had a greater population than Archeage had 6 months after it's launch. Your attempt at differentiating between subscriptions and those that used apex is kind of pointless. You would use Apex to get shop currency, and use that currency to purchase a subscription. As such, anyone that purchased a subscription in this manner was in fact a subscription, because they bought a subscription. Trion did track each individually, but at the end of the day, both were counted as subscribers.
As to your comments about things like the Auroria launch and the thunderstruck tree changes, you are off a little. Auroria launch was botched slightly, but the population of the game was higher a week after than it was a week before. Heaps of people said they were leaving, but few did (we've all seen this happen on so many occasions)
JamesSunderland wrote: » So you actually consider Patreon Status numbers and Subscription numbers to be interchangable and not for the apex bought in bulk by players to fall into the logical "Cash shop item revenue" category very interesting, i guess... Even tho they probably have the number of Patreon Status users at times this actually seems pointless over the revenue numbers of Apex which are the source of the non-direct buyers patreon status.
JamesSunderland wrote: » The rumbling archeum trees appeared fairly close to Auroria continent release around november 2014 so the drops in population in its following months can be harder to pin point, but your Thunderstruck tree idea/assumption of maintaining players instead of making them leave just becomes more unreasonable.
Mag7spy wrote: » lp KingDDD wrote: » Azherae wrote: » My point was that things are quick to add and the coding and design skill at Amazon, as well as Lumberyard itself, were not good enough to be used as a metric. In short, I would not use New World as a way to estimate how long anything takes to add to any MMO because they did not have the experience required to reach even average development time/quality of an AAA studio at any point during development. If you believe that the latter half of that video's issues, bugs, and design flaws are the result of the design change and not their skill/quality issues, then yeah, we should probably stop. This video focuses more on actual bugs than on the other design flaws I've studied from them (at least until 35:00 or so when it starts really getting into design decisions), but I'd like to say that I truly appreciate your willingness to engage with it enough to clearly give your stance without making accusations or whatever, it is refreshing. I'd say two years to make the amount of content they did is pretty impressive considering they had to code/make art for all the tools needed for designers to make a more indepth pve experience. Bugs like the window drag glitch were never found because QA/coders/designers were in perpetual crunch making the pve content. That has nothing to do with their competence but has everything to do with suits and release dates. Likewise to you. Some of the folks on these forums make me laugh. yo they had no content in that game at launch. I was fighting the same mobs from the tutorial area as end game. The only interesting thing about that game was pvp and politics, everything else was dead boring and extremely basic. Areas, mobs, quest, everything is just copy pasted do to rushing it out.
Noaani wrote: » The games have vastly different monetization schemes with Archeage being subscription and cash shop and EQ2 being box purchase and subscription.
The way the economy around thunderstruck trees was, people were either buying them for real money (via apex), or leaving the game.
JamesSunderland wrote: » Archeage was literally F2P, i'm unable to accept that you believe patreon status can be considered a Subscription even tho it became more and more important as time went by, and the games P2W progressively rose up. The main point of population still stands strong anyway.
Once again this assumption... there is no way you really believe in this Black or White logical fallacy.
KingDDD wrote: » Mag7spy wrote: » lp KingDDD wrote: » Azherae wrote: » My point was that things are quick to add and the coding and design skill at Amazon, as well as Lumberyard itself, were not good enough to be used as a metric. In short, I would not use New World as a way to estimate how long anything takes to add to any MMO because they did not have the experience required to reach even average development time/quality of an AAA studio at any point during development. If you believe that the latter half of that video's issues, bugs, and design flaws are the result of the design change and not their skill/quality issues, then yeah, we should probably stop. This video focuses more on actual bugs than on the other design flaws I've studied from them (at least until 35:00 or so when it starts really getting into design decisions), but I'd like to say that I truly appreciate your willingness to engage with it enough to clearly give your stance without making accusations or whatever, it is refreshing. I'd say two years to make the amount of content they did is pretty impressive considering they had to code/make art for all the tools needed for designers to make a more indepth pve experience. Bugs like the window drag glitch were never found because QA/coders/designers were in perpetual crunch making the pve content. That has nothing to do with their competence but has everything to do with suits and release dates. Likewise to you. Some of the folks on these forums make me laugh. yo they had no content in that game at launch. I was fighting the same mobs from the tutorial area as end game. The only interesting thing about that game was pvp and politics, everything else was dead boring and extremely basic. Areas, mobs, quest, everything is just copy pasted do to rushing it out. According to the art director for EQN it took their art team roughly 8 weeks (if the same person did everything) to take a basic critter creature (in the example given it was a bunny) from concept art to basic sculpture, to rigging to texture work to in game with 4 or so animations. This gets more and more complicated when you are adding weapon swings, unique abilities, and the like. Is NW or Ashes the same game as EQN, no. But assets frankly take a lot of time to make.
Dygz wrote: » I don't consider Amazon a AAA game dev company. Especially not for MMOs. They have a horrible track record for MMO releases.
Dygz wrote: » Azherae wrote: » And there's the fundamental disagreement. I don't think I can say 'you are wrong' because even then I'm only calling on my own experience. Even Dygz, the person probably most qualified to speak on the matter, would still probably not be able to say 'you are wrong' about the development timeline in a way that would sway you. But I don't really have anything to go on except the experience of myself and people I talk to who do these things. I do have a question though. If ArcheAge 2 were to have most of what Ashes does and actually release in 2024/25, would there be any reason to play Ashes specifically other than 'guaranteed no P2W'? (note I am absolutely not saying 'AA2 will blow Ashes out of the water and no one will play Ashes', moreso saying that it would be a cointoss for many people, they'd go wherever their guild went). Yes. I think that Ashes had great potential to be massive if it had released before 2020. When the Kickstarter was announced in 2017 - I had been disgruntled by the Endgame conundrum for 5 or 6 years. And I was not expecting to be interested in any MMORPG that did not have a feature similar to Nodes. I backed Ashes specifically because Nodes seems similar to a design feature for EQNext: Players build up and defend their cities from environmental and mob and PvP threats. That loop negates Endgame. Should leave my character with plenty of stuff to do after reaching max level and completing the story - besides repeating the same dungeons and raids over and over and over and over again for 2+ years. In 2017, with a release date of before 2020... It seemed as though Ashes would be the first MMORPG to release with a feature like that. Now that we're in 2023... World of Warcraft has solved the Endgame conundrum to my satisfaction with the release of Dragonflight. Plenty of new content for me to experience after max level and I can play on a PvE-Only server. I would play New World more often if I weren't spending most of my time in WoW. And I play with PvP turned off. I expect to be playing Palia when it releases - and it's going into Closed Beta very soon - I expect to play that way more than Ashes. Because I don't have to be concerned about PvP at all. Project E and Throne & Liberty are also on my radar. Those Lineage II devs believe that the vast majority of players prefer PvE content. "Skill expression is also something the developers are trying to focus on. Raids, dungeons, and other PVE content will focus heavily on allowing players to show off their PvE skills through well-timed abilities, coordination, and build crafting." T&L also has sieges, so... I expect I will be playing these games if they are available, instead of playing Ashes. Pax Dei is being developed by former EvE Online devs. I am also concerned that it seems there will permanent zones with auto-flag PvP combat, but... There's also large PvE-Only zones where players can build their towns and villages. If I want to help friends farm and craft, I'm way more likely to hop into Pax Dei where I can do that without any threat of PvP, than I am to hop into Ashes. I'm also quite intrigued by Nightingale. And Wagadu Chronicles. TL:DR I think Steven has a sizeable enough target audience to be successful enough for his satisfaction. I also think a signifcant chunk of Lineage II "PvEers" will choose to play Throne and Liberty rather than Ashes. I also think a significant chunk of EvE Online "Casual Challenge players and PvEers" will choose to play Pax Dei rather than Ashes. I'm not predicting doom and gloom. But... the population numbers for Ashes will very likely be considerably smaller than they would have been had Ashes released in 2023. Because there will be more competition. A lot of MMORPGs in development are also using UE5. And it seems they will release before Ashes does. So, other than catering to Hardcore Challenge players and PvPers, Ashes won't be offering much that's particularly innovative by the time the game actually releases. But, hopefully, Ashes will be a long-term home for the gamers who loved UO, AC, DAoC, Lineage II, EvE Online, ArcheAge and the PvPers who loved the NW Alpha PvP combat. I think that will equate a subset of Lineage II fans in terms of population numbers, but... if you consider that subset to be "masses"... maybe we actually agree and it's just a semantics issue.
Fiddlez wrote: » You get caught up on the participation trophy side.
Noaani wrote: » Trion saw people in Archeage progress up, get to the point where they wanted to build a tractor or fishing boat, and leave the game a few weeks later. After the drop in price of thunderstruck trees, they saw this form of attrition drop drastically. You may want to say "you can't attribute it to that" or some such - but you really can. I mean, Trion did. If they did, I can, and I will.
JamesSunderland wrote: » Noaani wrote: » Trion saw people in Archeage progress up, get to the point where they wanted to build a tractor or fishing boat, and leave the game a few weeks later. After the drop in price of thunderstruck trees, they saw this form of attrition drop drastically. You may want to say "you can't attribute it to that" or some such - but you really can. I mean, Trion did. If they did, I can, and I will. Trion's excuses for the grotesque economy destroying P2W trees simple fails to save them, if you want to fall for their well known and well criticized BS PR that's up to you, but i would honestly expect more from you, as it's more than obvious that if it was their intent they would simple put it in the game in an non-p2w way instead of literally slamming it in the cash shop(inside a random p2w loot box) making people even more furious with the P2W aspects of the game.
Mag7spy wrote: » KingDDD wrote: » Mag7spy wrote: » lp KingDDD wrote: » Azherae wrote: » My point was that things are quick to add and the coding and design skill at Amazon, as well as Lumberyard itself, were not good enough to be used as a metric. In short, I would not use New World as a way to estimate how long anything takes to add to any MMO because they did not have the experience required to reach even average development time/quality of an AAA studio at any point during development. If you believe that the latter half of that video's issues, bugs, and design flaws are the result of the design change and not their skill/quality issues, then yeah, we should probably stop. This video focuses more on actual bugs than on the other design flaws I've studied from them (at least until 35:00 or so when it starts really getting into design decisions), but I'd like to say that I truly appreciate your willingness to engage with it enough to clearly give your stance without making accusations or whatever, it is refreshing. I'd say two years to make the amount of content they did is pretty impressive considering they had to code/make art for all the tools needed for designers to make a more indepth pve experience. Bugs like the window drag glitch were never found because QA/coders/designers were in perpetual crunch making the pve content. That has nothing to do with their competence but has everything to do with suits and release dates. Likewise to you. Some of the folks on these forums make me laugh. yo they had no content in that game at launch. I was fighting the same mobs from the tutorial area as end game. The only interesting thing about that game was pvp and politics, everything else was dead boring and extremely basic. Areas, mobs, quest, everything is just copy pasted do to rushing it out. According to the art director for EQN it took their art team roughly 8 weeks (if the same person did everything) to take a basic critter creature (in the example given it was a bunny) from concept art to basic sculpture, to rigging to texture work to in game with 4 or so animations. This gets more and more complicated when you are adding weapon swings, unique abilities, and the like. Is NW or Ashes the same game as EQN, no. But assets frankly take a lot of time to make. I'm a artist i know how work goes lmao. Doesnt change the fact there was no content and the same few mobs you could count on one or two hands were copy pasted, including those animations you are talking about on different races of mobs on top of it.
Azherae wrote: » JamesSunderland wrote: » Noaani wrote: » Trion saw people in Archeage progress up, get to the point where they wanted to build a tractor or fishing boat, and leave the game a few weeks later. After the drop in price of thunderstruck trees, they saw this form of attrition drop drastically. You may want to say "you can't attribute it to that" or some such - but you really can. I mean, Trion did. If they did, I can, and I will. Trion's excuses for the grotesque economy destroying P2W trees simple fails to save them, if you want to fall for their well known and well criticized BS PR that's up to you, but i would honestly expect more from you, as it's more than obvious that if it was their intent they would simple put it in the game in an non-p2w way instead of literally slamming it in the cash shop(inside a random p2w loot box) making people even more furious with the P2W aspects of the game. So, for my education since I only know about this through later reports: Noaani is claiming that Trion 'said' that a certain thing was a cause of a problem in losing players, and they addressed that thing... And you aren't specifically claiming that Noaani is wrong that Trion said this, but rather that Trion themselves lied about ... what exactly? Because it sounds like you're saying that Noaani's claim is true but disingenuous because the information he is claiming did (in some way) come from them, but that their information was just 'BS PR'?
JamesSunderland wrote: » if you want to fall for their well known and well criticized BS PR that's up to you
JamesSunderland wrote: » If Noaani can back up the: "Trion saw people in Archeage progress up, get to the point where they wanted to build a tractor or fishing boat, and leave the game a few weeks later." claim with such direct Trion statement that would certainly help his point of wanting to believe in such claim.