Are they saying their budget's over 6 mil? That's...interesting. Seems like Early Access is much more of a goldmine than we thought.
I thought their deal with Deep Silver entailed not paying anything for the fulfilment in exchange for Deep Silver getting a cut of the physical sales? I think I've seen it described in those terms.Are they saying their budget's over 6 mil? That's...interesting. Seems like Early Access is much more of a goldmine than we thought.
Could be as low as 4.x million, if they're not counting all the KS funds that went to fulfillment etc
You don't have to convince me Vincke is also a bad manager.In case you haven't noticed, Swen Vincke said the exact same thing about his game in the latest update's video.
I thought their deal with Deep Silver entailed not paying anything for the fulfilment in exchange for Deep Silver getting a cut of the physical sales? I think I've seen it described in those terms.Are they saying their budget's over 6 mil? That's...interesting. Seems like Early Access is much more of a goldmine than we thought.
Could be as low as 4.x million, if they're not counting all the KS funds that went to fulfillment etc
So, I haven't played the alpha or beta because I don't want anything spoiled, but how is the reactivity coming along? I'm looking for something like Fallout 1, 2, New Vegas and Planescape Torment and I don't think that's a big ask considering the names involved with this. Are there multiple solutions to quests, a main storyline with different paths, and conversation skill checks?
That sounds like a very low figure. What we do know is that Vince sold ~10k copies by now and AoD was way lower in the charts all the time. We also can safely assume that there is an exponential decline in copies sold vs place on the top 100, so I'd guess more than 100k.Hm, in that case, they sold approximately less than 40k copies from Early Access?
They said double the *initial* budget. Since the Deep Silver deal was well after the ks, they could be counting those savings in the final figure.I thought their deal with Deep Silver entailed not paying anything for the fulfilment in exchange for Deep Silver getting a cut of the physical sales? I think I've seen it described in those terms.Are they saying their budget's over 6 mil? That's...interesting. Seems like Early Access is much more of a goldmine than we thought.
Could be as low as 4.x million, if they're not counting all the KS funds that went to fulfillment etc
That sounds like a very low figure. What we do know is that Vince sold ~10k copies by now and AoD was way lower in the charts all the time. We also can safely assume that there is an exponential decline in copies sold vs place on the top 100, so I'd guess more than 100k.Hm, in that case, they sold approximately less than 40k copies from Early Access?
So, I haven't played the alpha or beta because I don't want anything spoiled, but how is the reactivity coming along? I'm looking for something like Fallout 1, 2, New Vegas and Planescape Torment and I don't think that's a big ask considering the names involved with this. Are there multiple solutions to quests, a main storyline with different paths, and conversation skill checks?
From what I've heard, there's some of that, but don't expect a lot of super-obvious DO YOU WANT TO HELP FACTION A OR FACTION B Fallout: New Vegas-style choicemaking at the beginning of the game; a lot of the reactivity is more subtle than that.
Does this mean you are having fun with D:OS????!Mark my words, Wasteland 2 is going to be like a bucket of cold water to the face after D:OS.
Sounds good. So what are Codexers mainly complaining about? I saw a lot was initially around the interface, but it looks like they've given it a complete overhaul. What else, combat? I can't actually think of an RPG where the combat hasn't been anything else than average at best.
I'm waiting for my box, but I'm reasonably certain it's a KO.Does this mean you are having fun with D:OS????!
Traits/perks as well as aimed shots are two more features we have been strongly considering, but won't be in the final game. We love both systems and agree with the feedback that it would add a lot, however we also believe that badly balanced or overly simple versions would not be in the best interest of the game. Take aimed shots: to do it right means it would have a real tactical impact, AI reactions to its usage, and a carefully balanced pro-cons system, rather than just "decrease to-hit chance to increase critical chance.
how is the reactivity coming along? I'm looking for something like Fallout 1, 2, New Vegas and Planescape Torment and I don't think that's a big ask
Hurray, I'm saved from ever having to photoshop an area map from W2 again!
Traits/perks as well as aimed shots are two more features we have been strongly considering, but won't be in the final game. We love both systems and agree with the feedback that it would add a lot, however we also believe that badly balanced or overly simple versions would not be in the best interest of the game. Take aimed shots: to do it right means it would have a real tactical impact, AI reactions to its usage, and a carefully balanced pro-cons system, rather than just "decrease to-hit chance to increase critical chance.
We've been asking for aimed shots for ages, and traits were on the Gamescom preview shown a year ago... pulling that out now is just lame. Especially with such half-assed excuse; they are not saying that the game works well without them, but rather that it would indeed add a lot and have been removed due fear of it being implemented (by themselves) crude or badly balanced.
The feeling I got is that they never playtested it much back in pre-production... stuff like perks, having aimed shot or not and deciding what the hell Charisma should serve for are really the core stuff of a ruleset, it should be something noticeable by playtesting the system a couple of times with dices and paper.I'm okay with no traits/perks. If I wanted to play Fallout, I'd play Fallout. But the lack of Aimed shots is a little lame. I understand where they are coming from, insofar they don't want to just create a "more damage but harder to hit" or vice/versa tradeoff when it comes to aiming. Because then it usually becomes a fucking no brainer (again, like Fallout). But there has to be a way to do it without fucking up game balance. It just appears they did not make it a priority.