Sathrago wrote: » holy moly i just watched narcs video, and I havent played phase 2 past a few levels of mage as I wanted to wait for more systems... But to find out that the desert is completely barren and we still dont have the grid server system in for testing... like what are we even doing right now? testing a bunch of placeholder systems that are also tuned to be extremely grindy and take hours upon hours to even start testing? If its a test treat us like testers and give us the proper setup to test these things. if we are gamers playing a game then give us content. This weird ass limbo between being a player and a tester needs to stop.
nanfoodle wrote: » Sathrago wrote: » holy moly i just watched narcs video, and I havent played phase 2 past a few levels of mage as I wanted to wait for more systems... But to find out that the desert is completely barren and we still dont have the grid server system in for testing... like what are we even doing right now? testing a bunch of placeholder systems that are also tuned to be extremely grindy and take hours upon hours to even start testing? If its a test treat us like testers and give us the proper setup to test these things. if we are gamers playing a game then give us content. This weird ass limbo between being a player and a tester needs to stop. Narc is a moron. He showed the one part of the desert that's baren. The stuff Steven in the desert updates. I have been to them. They are in the game. Same with all the other updates in the Riverlands. He took a parting swing at Steven. He needs a new hobby.
ELRYNO wrote: » Approx Year 1 + Key Sales & Cash Shop $35,000.000 Quick maths post year 1. 50,000 x $15 = $750,000 $750,000 x 12 = $9,000,000 Cash Shop ($5,000,000 P.A based on 50,000 X average spend per year of $100) Approximate Yearly revenue post 1st year = $14,000,000 Just some rough figures that's 4.5 years of no further development costs to get a return on $100,000,000 investment (which I think is conservative). I seriously think that the game does need to appeal to the wider audience with a player base retention of 100k + otherwise I don't think you'll see much more content out of the team after the 2nd / 3rd year of launch. With the current game design driving players towards conflict over the most basic of gameplay loops I think that you will struggle. Look at Helldivers 2, an extremely successful launch given the size of the studio, hugely viral marketing campaign, AAA engaging combat experience and extremely positive reviews worldwide. The game peaked at around 500k players but has since struggled to retain 100k concurrent players a year after it's release date. Even with the economics of this game at a staggering $1.3 billion in sales with a large share of that coming purely from it's box sale, content updates have come few and far between with reports that the studio has had lay offs recently after the initial hiring wave post launch. Ofcourse the above also doesn't take into account additional costs of development from now until release and also additional key sales / cosmetic sales. They have noted that cosmetics will not look as good as obtainable gear, so I expect that cosmetics will be less inticing to those who are struggling to heat their homes & feed their kids. (A little note, not really looking for feedback on my post, I'm just publicly muttering some math notes I made whilst drunk over Christmas.)
Chicago wrote: » ELRYNO wrote: » Approx Year 1 + Key Sales & Cash Shop $35,000.000 Quick maths post year 1. 50,000 x $15 = $750,000 $750,000 x 12 = $9,000,000 Cash Shop ($5,000,000 P.A based on 50,000 X average spend per year of $100) Approximate Yearly revenue post 1st year = $14,000,000 Just some rough figures that's 4.5 years of no further development costs to get a return on $100,000,000 investment (which I think is conservative). I seriously think that the game does need to appeal to the wider audience with a player base retention of 100k + otherwise I don't think you'll see much more content out of the team after the 2nd / 3rd year of launch. With the current game design driving players towards conflict over the most basic of gameplay loops I think that you will struggle. Look at Helldivers 2, an extremely successful launch given the size of the studio, hugely viral marketing campaign, AAA engaging combat experience and extremely positive reviews worldwide. The game peaked at around 500k players but has since struggled to retain 100k concurrent players a year after it's release date. Even with the economics of this game at a staggering $1.3 billion in sales with a large share of that coming purely from it's box sale, content updates have come few and far between with reports that the studio has had lay offs recently after the initial hiring wave post launch. Ofcourse the above also doesn't take into account additional costs of development from now until release and also additional key sales / cosmetic sales. They have noted that cosmetics will not look as good as obtainable gear, so I expect that cosmetics will be less inticing to those who are struggling to heat their homes & feed their kids. (A little note, not really looking for feedback on my post, I'm just publicly muttering some math notes I made whilst drunk over Christmas.) Will just point out that 50,000 subs is an extremely low ball number, new world started with give or take 1 million? I would estimate the same if not more at launch
daveywavey wrote: » Presumably they're going to want us to get our non-Alpha friends involved, once the game goes live. Except they won't be able to play with us cos we'll already be levelled, so why would they bother?
nanfoodle wrote: » Narc is a moron. He showed the one part of the desert that's baren. The stuff Steven in the desert updates. I have been to them. They are in the game. Same with all the other updates in the Riverlands. He took a parting swing at Steven. He needs a new hobby.
ELRYNO wrote: » Chicago wrote: » ELRYNO wrote: » Approx Year 1 + Key Sales & Cash Shop $35,000.000 Quick maths post year 1. 50,000 x $15 = $750,000 $750,000 x 12 = $9,000,000 Cash Shop ($5,000,000 P.A based on 50,000 X average spend per year of $100) Approximate Yearly revenue post 1st year = $14,000,000 Just some rough figures that's 4.5 years of no further development costs to get a return on $100,000,000 investment (which I think is conservative). I seriously think that the game does need to appeal to the wider audience with a player base retention of 100k + otherwise I don't think you'll see much more content out of the team after the 2nd / 3rd year of launch. With the current game design driving players towards conflict over the most basic of gameplay loops I think that you will struggle. Look at Helldivers 2, an extremely successful launch given the size of the studio, hugely viral marketing campaign, AAA engaging combat experience and extremely positive reviews worldwide. The game peaked at around 500k players but has since struggled to retain 100k concurrent players a year after it's release date. Even with the economics of this game at a staggering $1.3 billion in sales with a large share of that coming purely from it's box sale, content updates have come few and far between with reports that the studio has had lay offs recently after the initial hiring wave post launch. Ofcourse the above also doesn't take into account additional costs of development from now until release and also additional key sales / cosmetic sales. They have noted that cosmetics will not look as good as obtainable gear, so I expect that cosmetics will be less inticing to those who are struggling to heat their homes & feed their kids. (A little note, not really looking for feedback on my post, I'm just publicly muttering some math notes I made whilst drunk over Christmas.) Will just point out that 50,000 subs is an extremely low ball number, new world started with give or take 1 million? I would estimate the same if not more at launch I believe that new world had around 20 million box sales at an average of $27.00 due to promotions. So around $500m in revenue just in box sales. Estimated revenue is around $700m. New World did have a very successful marketing push and was Amazon's largest development to date. Unfortunately Intrepid won't have the luxury of the cash injection that Amazon had. WOW is estimated to have between 4-5 million subscribers & is not what we would consider a niche MMO like Ashes. As I said, if they can retain 100k+ players from their initial player base they will be doing well. I don't know if it's healthy to expect an active subscriber base of 1 million + a year after launch. New World posts sub 50k daily players and has done for years, with some months hitting as low as 5,000 a game with no monthly subscription fee.
Ludullu wrote: » Or did you mean that friends would just join way later after release and I just misunderstood?
Lucascp92 wrote: » nanfoodle wrote: » Narc is a moron. He showed the one part of the desert that's baren. The stuff Steven in the desert updates. I have been to them. They are in the game. Same with all the other updates in the Riverlands. He took a parting swing at Steven. He needs a new hobby. All streamers are morons It is a good thing they are leaving the game
blktauna wrote: » modern games
Chicago wrote: » also I would guess that ashes will be quite successful with in game cosmetics on launch if they ever get around to designing any of them more than fan art
Otr wrote: » blktauna wrote: » modern games Why you payed for an unfinished game when you have those modern games you like?
Otr wrote: » . Lucascp92 wrote: » nanfoodle wrote: » Narc is a moron. He showed the one part of the desert that's baren. The stuff Steven in the desert updates. I have been to them. They are in the game. Same with all the other updates in the Riverlands. He took a parting swing at Steven. He needs a new hobby. All streamers are morons It is a good thing they are leaving the game Streamers are leaving the game??