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time vs progression

i love this game. brilliant graphics, good interactions with stuff, good buildings, nice chat and, now that i have found the hideaway, fantastic storyline with great promise of things to come. 2 problems: lack of ability in game for players to be just solo players and - the main issue for me - the extraordinary time it takes to do research/upgrade buildings/train braves etc. Honestly, it feels as though I'm playing on ancient equipment with no broadband connection!! Why does everything have to take so long? If this continues into finished game I can see that many people will be put off and just leave. A few minutes - perhaps as long as 15 minutes for big buildings - might be ok, but in this techno age waiting several hours and even days (days!!!! -what is this about???) for a building to be upgraded or for research to be learned is just too much.

11 years ago Quote
11 years ago Quote

Both of your problems have the same root.

The game designed as multiplayer and it is impossible to make is single player. Here I have explained why:

http://www.totemtribe.com/talk/single-player-mode/3/#post_10589

The building and research times are long because of the multiplayer nature of the game. It has to be long, so those people who have a lot of free time won't have too much advantage over those people who can only few moments over course of day to access it (more adult players who have a day job, etc.). The game is designed to be played in sessions because of that unlike TT1. There will be more stuff to do while your building/research is in progress like quests/hidden objects/puzzles, but as it is early stage, there is not much stuff to do at this moment.

11 years ago Quote
11 years ago Quote

hi berserker,

 so far it seems as though the main purpose of the game is to build an empire and attack other players, rather than to complete puzzles, search for objects and beat the game, which is what TT and TTG were about. Certainly it looks, at the moment (and I appreciate that this is early days but understood that playing the game as is and giving you feedback was the purpose of testing) as though those who are prepared to spend a lot of money on buying upgrades etc will be the ones with the advantage, regardless of how much time a player has to spend playing the game. With this in mind I spoke to several friends yesterday who all play a variety of games and they all said the same thing: they would be prepared to spend money up front for a good game but, regardless of initial costs, are unwilling to spend money within a game just in order to gain progress, in fact, several said that they had quit games they were playing when it became obvious that they would have to spend money in order to achieve their aims/progress to other levels/beat other players. Most of my friends play games either entirely as solo players or against other players where the object is to beat others by acheiving better scores/being faster etc. None of them said they would play a game such as TT2.

11 years ago Quote
11 years ago Quote

In this game we are not selling progress,  we are selling convenience items, you will be able to progress just fine without spending anything. In fact I was playing myself without spending any cash and can confirm, that playing without cash does not have any critical inconvenience or locked features.

However I understand what you are talking about regarding your friends and paying upfront but that business model was not working for us when we released TT1/TTG, while current F2P model is working well even at such early stage of the game.

Viable business model means the game will be profitable and thus maintained and updated with new features for a long time. We are aiming for a game that can be played over and over, not something you can beat and put on the shelf.

11 years ago Quote
11 years ago Quote

hi berserker,

a game from 'bethsada' called 'skyrim' is on its 'stress' beta test this weekend and my daughter is testing it. the test was 'by invitation only'  and it is a multi-player game. it will be released at the end of march and cost from Ј70 -Ј100 depending on which version you buy (all versions are complete but hard copy is more expensive). It is predicted to be a 'best seller' in computer game terms. I mention this because a) this is its first 'public' testing and is time-limited (it started 5pm friday and will close sunday evening); b) purchase cost is higher than TT or TTG; c) this studio obviously think this 'business model' will net them good profits. I know 'Jotun' is designed to be 'unending' in format, hence not easy to sell as 'complete game' and can see that, if it is 'free to play' you will initially attract, perhaps, a lot of people, but I suspect that most of them will not spend much money 'in game' so your income predictions are likely to be very uncertain, which, when you have spent so much time and money developing the game seems a shame. I hope it does work out the way you want it to, but have my doubts.

Edited 2 minutes later by . Reason: grammar needed work!!.
11 years ago Quote
11 years ago Quote

I understand we can progress without buying, but it seems like very large gaps in time before we get blueprints on the coin machine, etc.  I very rarely get one, and I play with 8 different heroes.  I have to improve the food, lumber and stone to level 10 to get enough to improve gathering point, etc., so it does significanlty slow down the game if you don't buy blueprints.

11 years ago Quote
11 years ago Quote

Many developer choose the way of a free to play game with ingame content for some income because there are many many advantages for both sides. For player and for developer too.

Let take a look at the player: You can play for free, you can test everything, if you like the game you can purchase as much as you want.

For developer: Because of the free the play-style many player will test the game, maybe some payer who never would buy it at the beginning but later the love the game. If you play for a longer time, you will have a stronger relationship to the game and less inhibitions to pay something (in best case several times). There are many ways to play a Full-price-game for free because of the software-piracy so a developer would see no cent.

Its a Win-Win-Situation for both side but just as long as the player like the game and don't feel sad about pay to win-situations or things like this. Thats most time the turning point.

Edited 1 minute later by *DELETED*.
11 years ago Quote
11 years ago Quote

I have been playing for a long time, I do love the game. But I don't have the money to donate like some of the players. I have donated, but I can't keep donating. The people that can afford it are ruling the game, and there is no way to compete with them. I guess you can say I am close to an all day player, and they just keep expanding leaving no room . It seem to me if you have donated up 30.00 maybe not all at once but over time, we should be able to open the egg. 

9 years ago Quote
9 years ago Quote

That fact that everyone is all crammed into a single region for testing purposes can have that effect.

I'm pretty sure later on when we can pick more then 1 area to start in the big donating players might be a bit more spread out so they won't be as dominating as they are right now.

9 years ago Quote
9 years ago Quote
Reply to

they won't be as dominating as they are right now.

Paid players dominating? And that words from the 3rd person to reach Renaissance Age without spending a single cent? :)

Aren't you a living proof that paid players not really that dominating? :)

9 years ago Quote
9 years ago Quote

Bleh my [post something without really thinking it though] habit came up again >_<

Yeah I kind of forgot about that fact bers. (How do I forget about myself -_-)

So yeah I should have thought out/worded my post better :|

9 years ago Quote
9 years ago Quote