Been playing this game since July 2016, and night city still hasn’t dropped.
What’s the deal here? I’m sure I’m not the only one tired of waiting. Especially when it was supposed to come out in 2017.
Been playing this game since July 2016, and night city still hasn’t dropped.
What’s the deal here? I’m sure I’m not the only one tired of waiting. Especially when it was supposed to come out in 2017.
Over a year and a half??? I had no idea it's been that long (only playing since Sept 2017)
Okay.. I really doubt they are "working on it" at all.
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CLANLESS
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All there is in this app is to spend money or collect yet more frags... entirely pointless and unfulfilling..
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So I don't know how app companies work, but would it be inconvenient to hire more people to work on the game? I don't know how much money they make but I feel like if they had more people, things could get done faster. Course I don't even know how many people they have right now.
Fearless leader of the Jomsvikings
I'd speculate that in 18 months+ even just 1 developer and 1 designer could finish it. Yes, it would take some time.. but a year and a half????
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CLANLESS
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All there is in this app is to spend money or collect yet more frags... entirely pointless and unfulfilling..
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It said “coming soon” for at least 8-9 months. I think people were joking about it so much back then, they changed it to say, “coming in a future update”.
This is why I have no hope for more story levels after night city. If it takes another 1.5-2yrs, I highly doubt I’ll still be playing the game by then.
MrFreeze-6530
Just wanted to chime in here knowing a bit about app dev.
First, good app devs run from about $75-125/hour. This makes it very difficult to justify bringing on new ones when you look at your profit margins.
Second, you spend a significant amount of time onboarding the new dev. Onboarding includes getting a new dev up to speed on the code, letting them know which branches are currently being worked on (a branch is a subset of code/project being worked on which then gets merged back into the main code base, and then requires QA testing to try and see if it messed anything else up). And then there's the fact that a game like this runs on a central database (think backbone of an app housing all the data) that likely needs changes and additions and that has to be done by someone else that has enough knowledge of the core so not to screw it all up. And when all is said and done, each extra dev contributes approx 50% of what you expect when cross-working with others. You'd think 1 more dev = 100% more dev work, but no. Since everyone's code has to work together and be built on one system, while events and other content are getting released in the interim, it makes it very difficult to be as productive as you would be pulling a one-man show.
Lastly, from a business model, this game is freemium... BUT, it doesn't use Ads. I'm sure we all like that it doesn't, but it's leaving a HUGE chunk of income on the table. And without that income, they're relying on funding a team based on... ironite refills? The goal here is to break even (let alone profit), and adding more team with the current income probably makes that impossible.
With this in mind, and considering how the game is structured to get players to log in daily and play for hours, maybe putting an Ad system in place is a good idea. With such a specialized base here (iron maiden fans) I would think selling ads to bands that want to promote their new albums/singles would be a no-brainer. And with access to facebook you can profile what users have in common and sell those ads. And obviously, other mobile games would buy ads as well. I'm not suggesting that it is done where it ruins the game, but if the trade off for new worlds every couple months is that we have Ads, how does that sound to you all?
This is what not to do if your bird shits on you.
I would not mind ads Mariner. As long as they aren’t too intrusive. Say once at booting up the game, and they were relevant to the fan base. I mean if that’s what it takes, I could live with that I think.
I wouldn't approve and would probably uninstall the game if an AD system that could not be disabled shows up on LotB, look, I used to work as a developer/coder, sadly here in Brazil we are in no way paid 75$~125$/hour, in fact our economy really sucks and well, I will not go off-topic on this.
But no matter how good the app/program was, if it had any sort of ads involved, without the option for then to be turned off, the interest of potential users vanished almost on spot.
Said that...
I would gladly welcome a AD system that could be disabled for a low subscription fee, I think for a game that's freemium a 2,99$/month sounds fair, so this way you could still collaborate on a per/month basis and for the people who don't mind ads just click on then. (Edit: Please check the text bellow the --------- mark as a subscription model that would not involve ads. Since this comment is long, that can be missed sometimes.)
I do know, that Ads would probably generate a healthier revenue (except from me cause I would try my best to never click on then, not even by accident), but if you could have a substantial number to accept a monthly fee, that would be a fixed and optional income.
If you check some major games that launched recently, Star Wars Battefront 2 and Destiny 2 as the main examples, they had a HUGE backlash from the way IAP and content was released. I don't know if NF is wiling to take a step on that direction, the ADS may represent a better revenue, but is a risk to be considered.
Destiny 1 went that way when it released it's IAP store in-game, with the excuse of releasing extra content for free, but the truth was that even the free contents were lackluster.
Ok Ed, we get it... but why the hell are you talking about IAP? we are talking about ADS here...
Wow dear Ed, slow down... just as an example that when they released something that wasn't suppose the be implemented, they suffered a big backlash. This can be the case with ads on LotB.
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I would very much prefer if: no ADS were implemented, but a OPTIONAL subscription with variable fees were. for example:
2,99$/month - each month as a subscriber you receive a pack of 5 rare souls and 1 G/A rare soul.
3,99$/month - each month as a subscriber you receive a pack of 10 rare souls and 1 G/A rare soul.
and
4,99$/month - each month as a subscriber you receive a pack of 10 rare souls, 1 G/A rare soul and 90 Ironites.
I would like something in the lines of that, as said a LOT if times here, rare souls are easily obtained, I really don't think that 10 per month would change much since the chances of then being a lot of 3* would be just like we all pretty much already know by now.
1G/A soul is a nice addition, since we already have 1/month now, an extra for subscribers wouldn't hurt the non-subscribers.
90 Ironites is just enough for 3 refills I think that maybe 70 (the lowest amount sold on the store would be nice either).
Why I prefer this? well this servers was incentive to play and subscribe to the game, on a non pay-to-win way at my eyes (no top-tiers souls involved).
Anyway, just my thoughts... appreciate everyone that reads my comments, and don't worry I read and like all of yours too.
Cheers!!! Ed.
Last edited by Sponholz; 01-12-2018 at 08:19 PM. Reason: Typo
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