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A cry for change

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Naoura:
I said it once, I'll say it again.

Muse is the Pilot, but we're the crew. They can't keep burning 'shine through the engines and expect to keep going. They can't expect us to land shots if they keep twisting us out of arc. And they're going to have us crash and burn if they keep the hydro up.

Muse needs a schedule. A definite, clockwork, rigorous schedule for releases. At least a whole release, meaning Map, Weapon, and Ship, every year, as that would certainly FORCE them to watch the meta, see what chinks they can fill, or at least see what hasn't been useful and what's been too effective. If they have to keep to schedule like this, disconnect would, hopefully, go down, as Muse would have to at least look at Skirmish.

Muse won't, however. Not until they finish the second game they are working on, Alliance, because you don't take 3 years to make a DLC. They've burned too hard for that, and that's what has been their downfall.

Byron Cavendish:
Well In May it will have been four years. Four years. It's not even a new game! It has a lot of content for sure, but it's still relying on Skirmish for a lot of existing content.

Most companies could (and have) made entirely new games in that time!

Byron Cavendish:

--- Quote from: Keyvias on January 17, 2017, 02:28:24 pm ---@Byron,

Damned isn't making a second game's size worth of content at the same time. This is the reason I would say we rate pretty low for content.
As for quarterly content updates
Like one full gun every quarter or what size of content would be your expectation? I want to zero in on it so I can talk to the team and see, after we get through getting alliance out if we can make a new roadmap and what player expectations vs our reality is and how they can mesh.

--- End quote ---

So I wrote this back in September and posted it a few times since then:

--- Quote --- From my calculations, MUSE has created 7 new ships, 7 new guns, and 7 new maps since the release of skirmish (factoring in both skirmish and alliance content). That is 1.75, or 2 (rounding up) new ships, 2 new guns, and 2 new maps a year that they have produced.

Unfortunately, that is my minimum expectation of content that should be produced and available for skirmish at this point. This is even factoring in Alliance content, which should double that. Basically, MUSE is 4 years behind in expected content, and this is a problem that others, and myself, have tried communicating to them for these past 4 years.

That is a huge problem with the game, and a reason why not only veteran players, but entire clans, and casual players from sales are not returning, and why advertising will have diminishing returns (to the point of being completely ineffective).
--- End quote ---

I've factored in Alliance to give you a bone. It's still not good enough. I'm telling you this as a customer. It's not my job to figure out how you should manage your time better. All I'm saying is, that is not good enough.

Naoura:
That's why I'm saying this isn't a DLC anymore.

Alliance is a completely new game, and Muse didn't define or appropriately distribute resources for it. Four years to build a DLC? No. Just... no. I don't care how small the company is, I don't care how indie, a DLC does not take four years.

Guns of Icarus: Alliance is a completely new game that's being tacked onto Guns of Icarus. I refuse to see it as a DLC anymore, with the amount of resources, time and power that they've dedicated to it.

Hell, the Kickstarter for Adventure would have been it's own game. That wouldn't have been a DLC, and it shouldn't have been defined as one. Look at popular MMO's. They built the adventuring side first, then the PvP. Not the other way around, like Muse has done with Guns. If they wanted to make Adventure mode, that would have been it's own bleeding game, same as with Alliance, and it would be released alongside Guns of Icarus, either independently or with a price increase to the base game. They're shoring up what made guns great, not just making a small addition.

An addition is a DLC. Making a complete other half to the game is an entirely new game. One takes a few months to maaaybe two years, if you're small. The other takes 2-3 years.

Kestril:
So, in the interest of rebuilding this bridge between the GOIO devs and the GOIO community, lets flip this around:

What can we do to better provide feedback to muse in a more clear, concise way? We do really enjoy and love this game to still be around 4 years for some, and this thread is a great example of the passion this community has for Guns of Icarus and for each other. So what are some ways we can make our knowledge and understanding of the game more clear to the devs?

Jedi has asked this question and started #hashtag campaigns and copypasta emails, with some success with #adaptthemaps.

I'm curious, what other methods do we have?

The forum feedback is very scattered nowadays. Maybe after a test we could all make an effort to show our knowledge and understanding of the game--and how to make it better--to muse by posting in the thread. Maybe we can email muse with only a link to the thread where we give feedback. That way, they get the feedback but also in the context of the wider discussion of the community and not a question/answer format that threads become when the devs directly participate in them.

We could also organize and host a dev-app event. A weekly thing that can become regular like SCS or Chaos. Hashtag #testingtuesdays. With some cordination from the devs, we could maybe get fast, weekly, iterative changes and provide feedback while not using muse's organizational resources. While the competitive community does this to try and set competitive rulesets, I think an organized, regular, weekly push directly linked to the dev app will encourage all parts of the community and the devs to get involved and engaged.

Those are some ideas. Do we have any other ideas? 

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