wolfwood82 wrote: » It's still a reasonable statement "How does cosmetics impact gameplay" "it takes development time away from content we're already paying for, and puts it towards things we are to be tempted into paying for". Unless the cosmetics in question are fully obtainable in game, it's... less then horrible but still questionably bad business practice IMO.
TheNobleOne wrote: » Roko? What happened to s... forgot the previous name...
Dygz wrote: » I am fashion over function, so... for me, the cosmetic shop is just as bad as P2W gear. That being said, as far as I can tell... "intrusive" is just there to add emphasis. People can nitpick and flip out if they want to.
noaani wrote: » wolfwood82 wrote: » It's still a reasonable statement "How does cosmetics impact gameplay" "it takes development time away from content we're already paying for, and puts it towards things we are to be tempted into paying for". Unless the cosmetics in question are fully obtainable in game, it's... less then horrible but still questionably bad business practice IMO. I don't know about you, but I don't want a character artist designing new combat systems. The only thing designing character models for the shop will take away from is develooing character models for the game. Since we know the models used in the shop will filter down to the game, there is no loss of development time at all for the game.
nibiru97 wrote: » wolfwood82 wrote: » It's still a reasonable statement "How does cosmetics impact gameplay" "it takes development time away from content we're already paying for, and puts it towards things we are to be tempted into paying for". Unless the cosmetics in question are fully obtainable in game, it's... less then horrible but still questionably bad business practice IMO. With that said, I do not believe it will take away development time from content we are paying for. 1st because they have said they will be using those assets in the game in some form or another after they've had slight adjustments. And 2nd because the extra money they make off those cosmetics can go toward paying for more developers. Actually when you think about it, development time can actually speed up if they wanted, because they can afford more extra developers on top of the ones that make those assets.
wolfwood82 wrote: » So what you're suggesting is a spiffy cloak in the cash shop doesn't require rigging, physics programming, rigorous testing for clipping, and other activities necessary to render an active CGI component in a moving breathing game world? It just requires someone to draw it?
wolfwood82 wrote: » If 10k people subscribe to a game that requires the subscription, that's 10,000x13$=130,000$ a month. That's the average YEARLY salary of 2 developers. That's just with 10k subscribers. MMOs are HUGE money makers when they operate on subscription. And as I said before, I give them money. Why is my money going towards things that are meant to entice me to give MORE money, rather than towards things that entice me to play-the-game-more? It's backwards logic, the subscription platform only operates as long as players stay subscribed. So you put a cash shop in to cater to the short cut and encourage players to spend LESS time playing the game? For an upfront cost that ultimately leads (and has led) the game into early ruin. Games that didn't start with a cash shop STILL have a subscription based platform and STILL make money, despite having been made before half the people reading this post were born. It's an incredibly stable business model for MMOs that ensures continues cash flow as long as you utilize that flow properly to encourage game play rather than encourage short cuts.
wolfwood82 wrote: » noaani wrote: » wolfwood82 wrote: » It's still a reasonable statement "How does cosmetics impact gameplay" "it takes development time away from content we're already paying for, and puts it towards things we are to be tempted into paying for". Unless the cosmetics in question are fully obtainable in game, it's... less then horrible but still questionably bad business practice IMO. I don't know about you, but I don't want a character artist designing new combat systems. The only thing designing character models for the shop will take away from is develooing character models for the game. Since we know the models used in the shop will filter down to the game, there is no loss of development time at all for the game. So what you're suggesting is a spiffy cloak in the cash shop doesn't require rigging, physics programming, rigorous testing for clipping, and other activities necessary to render an active CGI component in a moving breathing game world? It just requires someone to draw it? ... 1) Why would a character artist be completely unable to participate in a non-code oriented aspect of game development such as combat systems? They can think and offer input as easily as you can without a college degree in jibberish. 2) You're ignoring a tremendous amount of code that's necessary to add 1 article of clothing to the game. Some articles of clothing are super easy, they are just textures plastered over or attached to a character model, but even adding that second qualifier "attached to" means hours (if not days) of rigorous testing to ensure clipping is minimized, or the product comes out incredibly tacky and cheap. Not necessarily something you want to "sell" to players, is it? 3) Time spent creating cash shop items is money spent creating cash shop items. It only gets returns if the cash shop items in question are desirable enough to open up the wallet, and that means EXTENSIVE time and effort. I'd rather all that time and effort went into those items, and them all being added to expansions, or dropped into the game for us to find/buy with in-game currency. The argument is against the idea of me giving them money so that they can use that money to make a thing that is meant specifically to tempt me into giving them more money. I gave them money, they can use THAT money to pay for extra development teams and what not. That's what that money is FOR.
If 10k people subscribe to a game that requires the subscription, that's 10,000x13$=130,000$ a month. That's the average YEARLY salary of 2 developers. That's just with 10k subscribers. MMOs are HUGE money makers when they operate on subscription.
Wandering Mist wrote: » @noaani I'd just like to point out that it's not uncommon for games artists to get pulled into coding if things fall behind during development, especially near the end of the project when the majority of the artwork is finished and the team are scrambling to put everything together.
noaani wrote: » 1; Why would anyone specialized in anything perform an other task?
When I go to a restaurant, I don't want the waiter cooking my steak. When I watch a movie, I don't want the key grip directing scenes. When I send my children to school, I don't want the janitor teaching them math.
Honestly, this statement makes me think you have never actually worked for a company before, it is incredibly naive. People get hired because they have specific skills that the company wants. You are not given a job based on a skill set so you can then go and offer your two cents to someone else that was hired for their specific skill set to do a different specialized job - you do the task you are hired to do.
2; That code is being done now. It is not ongoing. However, should a character artist find themselves in a position where they need coding done for something new they are adding to the game, then they will be able to call on the services of a coder. However, since the item that the artist (and now coder) are working on will still eventually make it's way down to being used in regular content, the same principle applies as if it were just the artist.
3; That's the thing, those things will all make their way in to the game in those ways. This is why it isn't a waste of time in any logical manner of speaking. Without a cash shop, Intrepid make an item now, and put it in game with the next large update. With a cash shop they make the item now, put it in the cash shop with the next large update, and then two updates later they put it in to the game.
All it is, when you look at it correctly, is a delay in the time between the item being made and added to the game for us to find. That is literally what you are complaining about.
If 10k people subscribe to a game that requires the subscription, that's 10,000x13$=130,000$ a month. That's the average YEARLY salary of 2 developers. That's just with 10k subscribers. MMOs are HUGE money makers when they operate on subscription. Spoken like someone that has literally no idea about business or management.
noaani wrote: » Wandering Mist wrote: » @noaani I'd just like to point out that it's not uncommon for games artists to get pulled into coding if things fall behind during development, especially near the end of the project when the majority of the artwork is finished and the team are scrambling to put everything together. I'm going to preface the following by sayibg every studio operates differently.
wolfwood82 wrote: » noaani wrote: » Wandering Mist wrote: » @noaani I'd just like to point out that it's not uncommon for games artists to get pulled into coding if things fall behind during development, especially near the end of the project when the majority of the artwork is finished and the team are scrambling to put everything together. I'm going to preface the following by sayibg every studio operates differently. Stop right there. Read what you wrote. Then re-examine your response to me. Because you're entire response centers around "This is how it's done"
noaani wrote: » wolfwood82 wrote: » noaani wrote: » Wandering Mist wrote: » @noaani I'd just like to point out that it's not uncommon for games artists to get pulled into coding if things fall behind during development, especially near the end of the project when the majority of the artwork is finished and the team are scrambling to put everything together. I'm going to preface the following by sayibg every studio operates differently. Stop right there. Read what you wrote. Then re-examine your response to me. Because you're entire response centers around "This is how it's done" No it's not.
If the studio hires someone with multiple skill sets and puts them to work creating art assets for the cash shop instead of making better use of their wide range of skills, that is an issue with the management at Intrepid, it is not an issue with the cash shop.
Since there exists the possibility (the logical option, in fact) of hiring specific, single skilled people to create art assets for the shop, the option of us saying that the people assigned to making those art assets is taking away from other aspects of the game is simply no longer open.
Should Intrepid opt for a system more akin to the former of the above two options (of which there are hundreds of shades of grey between), then you have the option of saying you don't like the way Intrepid are managing their staff, but that is it.
Since the cash shop will bring in more income that is spent on it, and the remainder will be spent developing the game itself, it is more reasonable for someone pro-cosmetic shop to complain that the game itself is taking away development time from cosmetic items than it is for someone to say the cash shop is taking away development time from the game.
wolfwood82 wrote: » Yes, it's EXACTLY what your argument is about.
noaani wrote: » Dygz wrote: » I am fashion over function, so... for me, the cosmetic shop is just as bad as P2W gear. That being said, as far as I can tell... "intrusive" is just there to add emphasis. People can nitpick and flip out if they want to. This is the only valid reason to oppose the shop in Ashes that I've ever seen - but it is such as edge case that I would not expect a developer to consider it. I mean, I never see anyone going in to combat in gear that is 30 levels lower than then just because it looks good (form over function) - unless the game has appearance slots.