[NO REFUND] Dyadian Dawn returns!
" Chris, My suggestion would be to look at the players who have already begun the design process and shown serious interest in moving forward with it. Those players are the ones who were/are becoming disgruntled (and guilty knowing how small the design department really is) due to the lack of communication. Focus on them, follow up with them, and perhaps set up a priority system based on time of purchase. My line of thinking is if I had been told sorry but you're going to have to wait in line, it would be hard for me to argue. Sure, I paid $1000, but so did all of the other people ahead of me. It wouldn't be fun waiting, but I think I would have appreciated that more than the lopsided communication issues where I actually felt guilty for sending emails, because I knew there were so many other people doing the same thing and so few people to actually field them. Once those players' items are out the door, check in on some of the more quiet folks who were content to wait or unsure of what direction they wished to pursue. Not all at once - perhaps going off the priority system before. Who purchased the earliest pack, follow up with them next. Obviously I don't know all of the inside work that goes into the process, so I can only offer these suggestions from an outside perspective, but they are there nonetheless. :) Last edited by MonopolyLegend#6284 on Jan 20, 2015, 2:42:29 AM
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" I remember one of the options for supporter uniques in the past was to 'sponsor' a unique being made by GGG - essentially handing over creative control and having the designers do everything. If what Charan says is true (and it probably is), there are many diamond/eternal supporters out there who are no longer playing and have no interest in pursuing their design. You may want to contact those supporters who have not been present on the forums in some time and ask if they're still interested in their design opportunity - if not, you could offer that 'sponsorship' as an alternative that will ensure they make an impact on the game without coming back into the fold. If anything, it would be a step toward acknowledging their contributions. There's not a very good solution to the problem of all of the supporters coming forward at once and wanting instant progress. The only option that comes to mind is a short-term 'surge' of development resources to address these issues in a pipeline sort of manner, but even that could leave supporters unsatisfied. Ruby light of Songbird dreaming,
Daring King of Swords deceiving, Queen of Sirens left in grieving, Star of Wraeclast evermore. |
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" No, collaborating with GGG to design an item should absolutely not be free. In fact, given the number of Diaternals* (see sprawling credits) and GGG's relatively small team, the price points for item creation could probably have been significantly higher. Had they been higher, there would have been far less strain on the company and fewer instances of (sometimes public) disappointment. *and those who bought item creation outright |
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" Very frequently, supporters stop answering emails for many months and then want to resume later. This is absolutely no problem for us, but does prevent us strictly finishing them in the order they were ordered. Also, sometimes people go through the entire process in a matter of days and their item gets into the game in the next patch. It basically depends on what balance/implementation boundaries it pushes. " The packs weren't really about profit - most of the uniques cost us far more to make than the packs made us (not even counting the other physical goods, large quantity of microtransaction points, etc). However, they are still incredibly useful because they allow users to make their mark on the game and to feel invested in its design. We have to add uniques anyway, so having them make supporters feel good is even better! This is why it's critically important for us to get this process to be as good as possible. The feedback in this and similar threads is very useful! I feel sorry for the designers working on the uniques because they're working as hard as they can to get through them. It's my fault in terms of resource allocation, but this is improving as we get people trained. As a side note, the Grandmaster process appears vastly superior - while the map isn't released so you don't yet know how many we've processed, the designers working on Grandmasters have a much easier time because most of the supporters' "design" work is done in the game client setting up the character, rather than by a chain of emails with varying expectations. Lead Developer. Follow us on: [url url="http://www.twitter.com/pathofexile"]Twitter[/url] | [url url="http://www.youtube.com/grindinggear"]YouTube[/url] | [url url="http://www.facebook.com/pathofexile"]Facebook[/url] | Contact [url url="http://www.pathofexile.com/support"]Support[/url] if you need help!
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I have half a mind to point out that my situation is quite similar, though I'm not so concerned about it as dlrr is (I haven't been keeping up with PoE recently and I guess I'm growing somewhat distant from GGG's design principles). To give you an idea...
My own unique process has been going on since the end of 2013, and the idea was a Socketed Ring even before Unset Rings got introduced. In the meantime, Unset Rings got introduced and a well-known community member, ZiggyD, actually ended up designing his own Unset Ring and getting it implemented before I did. Given his contributions to the community, it is understandable to see how this ended up being possible for him, but it is what it is. Oh well. Addendum: To be fair however, and not to sound bitter, I haven't really felt the need to rush its release and it'll probably end up fine in the end. Have you made a cool build using The Coming Calamity? Let me know! Last edited by ephetat#3689 on Jan 20, 2015, 2:46:14 AM
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" Only a few got a full size version of their Avatar. And I think, that is because at the time, the Artists didn't check with their suppiriors whether it is Ok or not. And I am sorry to say this, but the Image you chose isn't really fit for a small frame. It might be cool on a full size version, but the goal should have been to make something fit for an Avatar. “Demons run when a good man goes to war"
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" " I've had Chris respond to emails personally in the past, and it's not like they squeezed many pennies out of me. Stop being so obtuse and realise that often things don't get replies because they don't warrant replies. Many lewt.
Much desync. Such rewarding. Wow. According to forum mods "sandwich" is considered an offensive word. Who knew? |
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Wow, that's a bummer. I really enjoyed your first unique (both in flavor and actual gameplay). I would hate to see another good one go to waste.
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" Ah, but it all feels so... acute -sorry, i couldn't resist! heh! In b4 someone finishes this off with... "Right"- Last edited by dlrr#2847 on Jan 20, 2015, 3:23:43 AM
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This might sound awfully wrong but i think GGG should really cater to their top supporters more. Not saying GGG should favor them over the other players but one and a half years to design something is just way to long even for my laid back standards.
What i meant was, these people are your biggest supporters, and a lot of them were not pleased at the designing process or the way GGG chose to communicate with them. If you cant please a handful of people, how are you gonna please the masses? Having that said, I dont think Chris is the one to blame here neither. Yes he is one of the founders of the company, but he doesnt really take part in the design aspect of the game. I dont blame him if he overlooked certain things. Personally, i think GGG made a mistake by doing the communication through emails, so many things can go wrong and the time between each exchange can lead to different outcomes. Why not just find a time and have a private session with the supporter instead? Take 30 minutes to discuss the design in real time.. one session, one unique. Of course the supporter will come up with an idea, email GGG and have them setup a chat either via skype or whatever. It shouldnt take one and a half year, the people that are in charge of making uniques should know whether an idea is good or bad or how it would affect the overall gameplay upon hearing the idea. |
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