its a number i threw in taking into account that each subscriber pays an average of 12 or 14 dollars, and that as a continue ing playerbase (sorry couldnt bring up the gramma here ) . Now i hope youre happy...still go google for costs and see where Aventurine stands ......trembling on the edge
I read someplace that the average highend game costs 10 million, but I dont know about MMOs. based on 12months at a $10 a month net that is 83,333 users NOT including the price of the box just subscriptions.
400k users at $10 net each would be 40 million in the first year, not including the 20million that would happen from the box sale.
Do I know how long MMO's plan to make money back? no
Do i know what the net profit is based on a $15 month subscription? No idea.
Please do not respond to me, even if I ask you a question, its rhetorical.
Sean i understand your devoution for this game , i had it too till Tasos made his retardness public for the first time
PVP wont work out that way ..say ima dork and idiot ..DFO is already dead ...sadly . MO will be the same . You think you can go niche and seperate ......youre so mistaken
Sean i understand your devoution for this game , i had it too till Tasos made his retardness public for the first time PVP wont work out that way ..say ima dork and idiot ..DFO is already dead ...sadly . MO will be the same . You think you can go niche and seperate ......youre so mistaken
do you understand how I have said repeatly that I do not care what Tasos said? If you are unclear about that specifically I could go into more depth by repeating it again.
I am devoted to nothing...literally nothing, I "believe" in the word I just do not personally subscribe the to concept.
Please do not respond to me, even if I ask you a question, its rhetorical.
400k users at $10 net each would be 40 million in the first year, not including the 20million that would happen from the box sale.
is 400,000 * 10 actually 4 million?
I am doing 400k users at $10 a month for 12 months. First year. which is actually 48million
gotcha. 4 mil per month. that's what I was missing.
Even with operational costs, taxes, etc, that would seem to be a healthy sum and, i think, would support the argument that such a game could survive with significantly fewer customers. Now, what needs to be factored in is how many people they can actually accomodate. For example, if they say they can have 40k customers with a peak online count of about 10k, then the max income they can have is (40,000*10)*12. Then the question becomes whether 4.8mil is enough to cover all their costs. I suspect it would be, but not knowing terms of loans and all that fun stuff, who knows?
-mklinic
"Do something right, no one remembers. Do something wrong, no one forgets" -from No One Remembers by In Strict Confidence
gotcha. 4 mil per month. that's what I was missing. Even with operational costs, taxes, etc, that would seem to be a healthy sum and, i think, would support the argument that such a game could survive with significantly fewer customers. Now, what needs to be factored in is how many people they can actually accomodate. For example, if they say they can have 40k customers with a peak online count of about 10k, then the max income they can have is (40,000*10)*12. Then the question becomes whether 4.8mil is enough to cover all their costs. I suspect it would be, but not knowing terms of loans and all that fun stuff, who knows?
I am going to go with the equation that neither of us have any clue whatsoever and all we can base any of this on is the subscription numbers of games that have a low population and if they survived that low population and chances are we are not going ot have any idea what those numbers are anyway.
Please do not respond to me, even if I ask you a question, its rhetorical.
Actually I think the number to break even on dev costs on an average MMO is around 200k, that keeps it running with a dev team. If your interested in knowing the source its some article on gamasutra.com go and find it :P
But as a real world example EVE wouldnt be able to keep going for so long if the number was 400k they only just got these type of subs they ran with 250-300k subs for a long time.
the equation that neither of us have any clue whatsoever and all we can base any of this on is the subscription numbers of games that have a low population and if they survived that low population and chances are we are not going ot have any idea what those numbers are anyway.
You would be wrong then. The numbers I put forward are based on previous posts linking to official sources claiming they could support 30-40k customers (per server) with 10k concurrent users online. Since they only have one server right now, that is the proper multiplier to use as any future servers are speculation until they happen. The $10 per customer is the most speculative part, but given a range of 1-15, it can't really be too far off the mark. So, if they maxed out their customers given the current environment, we can assume an average income of about 4.8 mil. I certainly wouldn't consider that a bad thing, but that's just me.
That said, if all we can do is compare to other games with low subs, you invite a Tabula Rasa comparison which doesn't look to promising.
-mklinic
"Do something right, no one remembers. Do something wrong, no one forgets" -from No One Remembers by In Strict Confidence
the equation that neither of us have any clue whatsoever and all we can base any of this on is the subscription numbers of games that have a low population and if they survived that low population and chances are we are not going ot have any idea what those numbers are anyway.
You would be wrong then. The numbers I put forward are based on previous posts linking to official sources claiming they could support 30-40k customers (per server) with 10k concurrent users online. Since they only have one server right now, that is the proper multiplier to use as any future servers are speculation until they happen. The $10 per customer is the most speculative part, but given a range of 1-15, it can't really be too far off the mark. So, if they maxed out their customers given the current environment, we can assume an average income of about 4.8 mil. I certainly wouldn't consider that a bad thing, but that's just me.
That said, if all we can do is compare to other games with low subs, you invite a Tabula Rasa comparison which doesn't look to promising.
in real practical terms you do understand that the game is not really "out" yet and that they do plan to do so in the near future, correct?
Please do not respond to me, even if I ask you a question, its rhetorical.
the equation that neither of us have any clue whatsoever and all we can base any of this on is the subscription numbers of games that have a low population and if they survived that low population and chances are we are not going ot have any idea what those numbers are anyway.
You would be wrong then. The numbers I put forward are based on previous posts linking to official sources claiming they could support 30-40k customers (per server) with 10k concurrent users online. Since they only have one server right now, that is the proper multiplier to use as any future servers are speculation until they happen. The $10 per customer is the most speculative part, but given a range of 1-15, it can't really be too far off the mark. So, if they maxed out their customers given the current environment, we can assume an average income of about 4.8 mil. I certainly wouldn't consider that a bad thing, but that's just me.
That said, if all we can do is compare to other games with low subs, you invite a Tabula Rasa comparison which doesn't look to promising.
in real practical terms you do understand that the game is not really "out" yet and that they do plan to do so in the near future, correct?
Mind linking to an official statement saying the game is not "out" yet?
Mind linking to an official statement saying the game is not "out" yet?
this is why i used the term "in practical terms" yes the game is "out" but its not in a mainstream push yet. But it will
from my understandin a new website is going to go up soon, an NA server is going to go online and most likely (only becuase it makes sense) advertising is going to start.
Now for me that is when the game is out in practical terms.
Please do not respond to me, even if I ask you a question, its rhetorical.
I remember the Shadowbane devs saying that they needed 40k subscribers for the game to remain profitable. But it really depends on the size of your development team.
Ultimately, it all depends on your need to pay the investors, they have the greatest say in MMORPG's ( and that little fact is so often ignored by posters ).
Anyone who preorders Mortal Online will get to play in July. This will probably finish off Darkfall. I hope Darkfall survives though, so people have more options.
can't say one way or the other until the NDA is lifted on MO, but from the looks of it no. DFO caters to people who like politics and I don't think MO will have much of a political meta game
There is no political game in Darkfall, as there is no point in attacking another person's city. Other than to be able to brag about it. Smack-talking is not politics....!
The aspect of owning a city has to have repercussion that effect the game and the landscape. There is no such mechanic within Darkfall... though, there is in Mortal Online.
Darkfall is Clan vs Clan vs Clan arcade game...! nothing more. It all about running around with 30~50 others chasing people and killing them.
LORD OF THE FLIES <----- look it up!
"No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."
in real practical terms you do understand that the game is not really "out" yet and that they do plan to do so in the near future, correct?
That is a bit of a leap to say that a released game is not "out" yet. I guess putting the word; out in cute little quote marks you can essentially define it as any vague rendition you feel suits you. That said, the came is really for sale. The game is really charging fairly standard prices for a game that is out. Billing occurs and there is some form of support staff. Just becuase they have not undertaken a massive ad campaign does not mean the game is not out.
In real practical terms, this company is providing a service, the quality of which is irrelevant, for payment from customers. You don't get much more "out" then that. Additionally, you can look at www.mmorpg.com/gamelist.cfm to see that the game is "out" as well.
I suppose we can choose to agree it is not "out" though, but I imagine that puts it right back in the category of vaporware which is a whole different loaded topic. Pick your poison I guess.
-mklinic
"Do something right, no one remembers. Do something wrong, no one forgets" -from No One Remembers by In Strict Confidence
gotcha. 4 mil per month. that's what I was missing. Even with operational costs, taxes, etc, that would seem to be a healthy sum and, i think, would support the argument that such a game could survive with significantly fewer customers. Now, what needs to be factored in is how many people they can actually accomodate. For example, if they say they can have 40k customers with a peak online count of about 10k, then the max income they can have is (40,000*10)*12. Then the question becomes whether 4.8mil is enough to cover all their costs. I suspect it would be, but not knowing terms of loans and all that fun stuff, who knows?
I am going to go with the equation that neither of us have any clue whatsoever and all we can base any of this on is the subscription numbers of games that have a low population and if they survived that low population and chances are we are not going ot have any idea what those numbers are anyway.
Yes we can. MMORPG's are not new. We've had some very detailed #'s over the years and understand the operation cost of running such companies. Just because you are ignorant of these facts, doesn't mean everyone here on MMORPG.com is as dumb as you.
Older games that have had some success and slowly declined to just 18K subs can and do survive, as they made considerable money while they were new. Vanguard only has about 25k players, yet when it was new it sold 300k boxes and subs, neting $15 million in just a few short months...
Darkfall on-the-hand, didn't have a successful start, has no major influx of cash and is idling @ roughly 9k subscribers ($135,000/month). Which is not even enough to cover their operation costs. The $900k they made in box sales already went to the investors for interest on the $12milion loan they have to repay.
With 30 employee's all making $12/hour = $61,000/month in just wages.
Bandwidth lease is probably = $25,000/month
Lease on their offices + insurance, taxes, warter, electric = $10k/month
Leasing the game servers + maintenance = $15k/month
Interest on $12,000,000 = ??
Of coarse, these are lowball figures and I didn't include everything, but you get the idea
That is why we will never see a NA server, because there isn't enough people playing the EU-1 server, to make enough money to warrent a NA-1 server. It will cost Aventurine some $100k and they just don't have that type of cash. Specially with a declining player-base.
The business model is just not sustainable, that is why you will see Darkfall close it's doors later this year.
"No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."
Yes we can. MMORPG's are not new. We've had some very detailed #'s over the years and understand the operation cost of running such companies. Just because you are ignorant of these facts, doesn't mean everyone here on MMORPG.com is as dumb as you. Older games that have had some success and slowly declined to just 18K subs can and do survive, as they made considerable money while they were new. Vanguard only has about 25k players, yet when it was new it sold 300k boxes and subs, neting $15 million in just a few short months... Darkfall on-the-hand, didn't have a successful start, has no major influx of cash and is idling @ roughly 9k subscribers ($135,000/month). Which is not even enough to cover their operation costs. The $900k they made in box sales already went to the investors for interest on the $12milion loan they have to repay.
With 30 employee's all making $12/hour = $61,000/month in just wages. Bandwidth lease is probably = $25,000/month Lease on their offices + insurance, taxes, warter, electric = $10k/month Leasing the game servers + maintenance = $15k/month Interest on $12,000,000 = ??
Of coarse, these are lowball figures and I didn't include everything, but you get the idea That is why we will never see a NA server, because there isn't enough people playing the EU-1 server, to make enough money to warrent a NA-1 server. It will cost Aventurine some $100k and they just don't have that type of cash. Specially with a declining player-base.
The business model is just not sustainable, that is why you will see Darkfall close it's doors later this year.
Yeah the wages for developers should be at least around $40hr. I should know at least that much.
you say no NA server will not open up in the next say 60 days, AV as said just last week that there will be.
Just just wait shall we
Please do not respond to me, even if I ask you a question, its rhetorical.
Yeah the wages for developers should be at least around $40hr. I should know at least that much. you say no NA server will not open up in the next say 60 days, AV as said just last week that there will be. Just just wait shall we
With 30 employees that would put them just shy of 200k a month just in payroll.
Tasos has said they employe 35 or 40 people at Av.
GNi provides a pay as you go model for thier server infastructure.
Av may not actually be paying that much in bandwidith since the amount they pay would be directly related to the amount of people that log into the server over a given period.
Yeah the wages for developers should be at least around $40hr. I should know at least that much. you say no NA server will not open up in the next say 60 days, AV as said just last week that there will be. Just just wait shall we
With 30 employees that would put them just shy of 200k a month just in payroll.
Tasos has said they employe 35 or 40 people at Av.
GNi provides a pay as you go model for thier server infastructure.
Av may not actually be paying that much in bandwidith since the amount they pay would be directly related to the amount of people that log into the server over a given period.
so that means the NA server is not going up in 60 days? plus, you know full well I am a liar anyway so its most likely $90hr for developers
Please do not respond to me, even if I ask you a question, its rhetorical.
Yeah the wages for developers should be at least around $40hr. I should know at least that much. you say no NA server will not open up in the next say 60 days, AV as said just last week that there will be. Just just wait shall we
With 30 employees that would put them just shy of 200k a month just in payroll.
Tasos has said they employe 35 or 40 people at Av.
GNi provides a pay as you go model for thier server infastructure.
Av may not actually be paying that much in bandwidith since the amount they pay would be directly related to the amount of people that log into the server over a given period.
so that means the NA server is not going up in 60 days? plus, you know full well I am a liar anyway so its most likely $90hr for developers
Did I say anything about a NA server?
Is this thread about the NA server?
And I thought you were done with me?
BTW,
The devs were moved to Greece after Av aquired the game from Razorwax. From what I understand the decision was made in part due to the cost of living being cheaper.
It's likely that the devs get paid less then 40 an hour.
My best friend writes software. Has for almost 10 years now. He makes less then 40 an hour, not much, but def. less. And he lives in a city with a rather high cost of living. Most of the homes around him cost upwards of a mil, and a lot over 2 mil.
As you say, It's all about priorities. We'd have sieges in from the beginning if only we'd had the time to make them good. However we don't, and we have to choose. And for me, the most important thing is to get player-to-player combat working, may it be melee, ranged or battle magic. If that isn't working, the game will be flawed from scratch, and the sieging and territorial issues will be an artificial meta game (although maybe even good) between top-hierarchy players - although the "grassroots" would quit.
I'm sure you as well as I want a game that is actually played and developed from down-up, instead of top-down. At least I hope so. Maybe you don't see youself in the boots of the barbarian with the double-axe, but if he's not there making your battles come to life, why not play Travian or World in Conflict instead? I'm not saying that to be sarcastic, I just want to make sure you know that MO is developed in this way, and that we have chosen large-scale (in-game supported) politics and sieges to be an extension of the man-to-man, guild-to-guild and eventually province-to-province wars. Our promise, or obligation, is to make it transparent as the game grows, as it is a prioritized feature of the game.
That's a portion of an MO dev. responce to a question about seiges and player cities.
I find it interesting because they are essentially taking the exact opposite aproach that Av took. Instead of implimenting a mechanic that isn't working properly they are choosing to hold off and make sure that they get it as close to right before they release it.
Whereas Av released with sieging and combat mechanics that don't work quite right and is actually turning players away.
It's things like that that will help SV to succeed were Av is failing. An actual commitment to quality. If they are able to achieve the quality they seek we won't know till release.
The communication from this dev. team is just amazing. I wish more companies were this in touch with thier community.
There's actually some good info in that thread. Worth checking out if any are interested in MO.
Even without Mortal Online Darkfall will finish itself off. Amateur developers, poor design descisions, horrible community, easy hacking--everything that possibly can, is contributing to this game's downfall.
At this point, I don't even know if SOE buying this game will do anything.
Anyone who is having fun in Darkfall, good luck, I'm not sure how long it's going to last.
Even without Mortal Online Darkfall will finish itself off. Amateur developers, poor design descisions, horrible community, easy hacking--everything that possibly can, is contributing to this game's downfall. At this point, I don't even know if SOE buying this game will do anything. Anyone who is having fun in Darkfall, good luck, I'm not sure how long it's going to last.
^^ Exactly... as stated by many people. The existance of Mortal Online is moot. Darkfall was doomed the moment the lifted the NDA. Some beta testers predicted an September Bankruptacy... it's gonna be close, possibly October.
I do not see Darkfall making it to November
"No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."
Comments
I read someplace that the average highend game costs 10 million, but I dont know about MMOs. based on 12months at a $10 a month net that is 83,333 users NOT including the price of the box just subscriptions.
400k users at $10 net each would be 40 million in the first year, not including the 20million that would happen from the box sale.
Do I know how long MMO's plan to make money back? no
Do i know what the net profit is based on a $15 month subscription? No idea.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
is 400,000 * 10 actually 4 million?
-mklinic
"Do something right, no one remembers.
Do something wrong, no one forgets"
-from No One Remembers by In Strict Confidence
is 400,000 * 10 actually 4 million?
I am doing 400k users at $10 a month for 12 months. First year. which is actually 48million so it looks like i got it to low perhaps?
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Sean i understand your devoution for this game , i had it too till Tasos made his retardness public for the first time
PVP wont work out that way ..say ima dork and idiot ..DFO is already dead ...sadly . MO will be the same . You think you can go niche and seperate ......youre so mistaken
do you understand how I have said repeatly that I do not care what Tasos said? If you are unclear about that specifically I could go into more depth by repeating it again.
I am devoted to nothing...literally nothing, I "believe" in the word I just do not personally subscribe the to concept.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
is 400,000 * 10 actually 4 million?
I am doing 400k users at $10 a month for 12 months. First year. which is actually 48million
gotcha. 4 mil per month. that's what I was missing.
Even with operational costs, taxes, etc, that would seem to be a healthy sum and, i think, would support the argument that such a game could survive with significantly fewer customers. Now, what needs to be factored in is how many people they can actually accomodate. For example, if they say they can have 40k customers with a peak online count of about 10k, then the max income they can have is (40,000*10)*12. Then the question becomes whether 4.8mil is enough to cover all their costs. I suspect it would be, but not knowing terms of loans and all that fun stuff, who knows?
-mklinic
"Do something right, no one remembers.
Do something wrong, no one forgets"
-from No One Remembers by In Strict Confidence
whatever seems every pile o shit finds its fly ..have fun m8
you wont enjoy it for too long
I am going to go with the equation that neither of us have any clue whatsoever and all we can base any of this on is the subscription numbers of games that have a low population and if they survived that low population and chances are we are not going ot have any idea what those numbers are anyway.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Actually I think the number to break even on dev costs on an average MMO is around 200k, that keeps it running with a dev team. If your interested in knowing the source its some article on gamasutra.com go and find it :P
But as a real world example EVE wouldnt be able to keep going for so long if the number was 400k they only just got these type of subs they ran with 250-300k subs for a long time.
You would be wrong then. The numbers I put forward are based on previous posts linking to official sources claiming they could support 30-40k customers (per server) with 10k concurrent users online. Since they only have one server right now, that is the proper multiplier to use as any future servers are speculation until they happen. The $10 per customer is the most speculative part, but given a range of 1-15, it can't really be too far off the mark. So, if they maxed out their customers given the current environment, we can assume an average income of about 4.8 mil. I certainly wouldn't consider that a bad thing, but that's just me.
That said, if all we can do is compare to other games with low subs, you invite a Tabula Rasa comparison which doesn't look to promising.
-mklinic
"Do something right, no one remembers.
Do something wrong, no one forgets"
-from No One Remembers by In Strict Confidence
You would be wrong then. The numbers I put forward are based on previous posts linking to official sources claiming they could support 30-40k customers (per server) with 10k concurrent users online. Since they only have one server right now, that is the proper multiplier to use as any future servers are speculation until they happen. The $10 per customer is the most speculative part, but given a range of 1-15, it can't really be too far off the mark. So, if they maxed out their customers given the current environment, we can assume an average income of about 4.8 mil. I certainly wouldn't consider that a bad thing, but that's just me.
That said, if all we can do is compare to other games with low subs, you invite a Tabula Rasa comparison which doesn't look to promising.
in real practical terms you do understand that the game is not really "out" yet and that they do plan to do so in the near future, correct?
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
You would be wrong then. The numbers I put forward are based on previous posts linking to official sources claiming they could support 30-40k customers (per server) with 10k concurrent users online. Since they only have one server right now, that is the proper multiplier to use as any future servers are speculation until they happen. The $10 per customer is the most speculative part, but given a range of 1-15, it can't really be too far off the mark. So, if they maxed out their customers given the current environment, we can assume an average income of about 4.8 mil. I certainly wouldn't consider that a bad thing, but that's just me.
That said, if all we can do is compare to other games with low subs, you invite a Tabula Rasa comparison which doesn't look to promising.
in real practical terms you do understand that the game is not really "out" yet and that they do plan to do so in the near future, correct?
Mind linking to an official statement saying the game is not "out" yet?
this is why i used the term "in practical terms" yes the game is "out" but its not in a mainstream push yet. But it will
from my understandin a new website is going to go up soon, an NA server is going to go online and most likely (only becuase it makes sense) advertising is going to start.
Now for me that is when the game is out in practical terms.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
I remember the Shadowbane devs saying that they needed 40k subscribers for the game to remain profitable. But it really depends on the size of your development team.
Ultimately, it all depends on your need to pay the investors, they have the greatest say in MMORPG's ( and that little fact is so often ignored by posters ).
can't say one way or the other until the NDA is lifted on MO, but from the looks of it no. DFO caters to people who like politics and I don't think MO will have much of a political meta game
There is no political game in Darkfall, as there is no point in attacking another person's city. Other than to be able to brag about it. Smack-talking is not politics....!
The aspect of owning a city has to have repercussion that effect the game and the landscape. There is no such mechanic within Darkfall... though, there is in Mortal Online.
Darkfall is Clan vs Clan vs Clan arcade game...! nothing more. It all about running around with 30~50 others chasing people and killing them.
LORD OF THE FLIES <----- look it up!
"No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."
-Nariusseldon
That is a bit of a leap to say that a released game is not "out" yet. I guess putting the word; out in cute little quote marks you can essentially define it as any vague rendition you feel suits you. That said, the came is really for sale. The game is really charging fairly standard prices for a game that is out. Billing occurs and there is some form of support staff. Just becuase they have not undertaken a massive ad campaign does not mean the game is not out.
In real practical terms, this company is providing a service, the quality of which is irrelevant, for payment from customers. You don't get much more "out" then that. Additionally, you can look at www.mmorpg.com/gamelist.cfm to see that the game is "out" as well.
I suppose we can choose to agree it is not "out" though, but I imagine that puts it right back in the category of vaporware which is a whole different loaded topic. Pick your poison I guess.
-mklinic
"Do something right, no one remembers.
Do something wrong, no one forgets"
-from No One Remembers by In Strict Confidence
I am going to go with the equation that neither of us have any clue whatsoever and all we can base any of this on is the subscription numbers of games that have a low population and if they survived that low population and chances are we are not going ot have any idea what those numbers are anyway.
Yes we can. MMORPG's are not new. We've had some very detailed #'s over the years and understand the operation cost of running such companies. Just because you are ignorant of these facts, doesn't mean everyone here on MMORPG.com is as dumb as you.
Older games that have had some success and slowly declined to just 18K subs can and do survive, as they made considerable money while they were new. Vanguard only has about 25k players, yet when it was new it sold 300k boxes and subs, neting $15 million in just a few short months...
Darkfall on-the-hand, didn't have a successful start, has no major influx of cash and is idling @ roughly 9k subscribers ($135,000/month). Which is not even enough to cover their operation costs. The $900k they made in box sales already went to the investors for interest on the $12milion loan they have to repay.
Of coarse, these are lowball figures and I didn't include everything, but you get the idea
That is why we will never see a NA server, because there isn't enough people playing the EU-1 server, to make enough money to warrent a NA-1 server. It will cost Aventurine some $100k and they just don't have that type of cash. Specially with a declining player-base.
The business model is just not sustainable, that is why you will see Darkfall close it's doors later this year.
"No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."
-Nariusseldon
Yeah the wages for developers should be at least around $40hr. I should know at least that much.
you say no NA server will not open up in the next say 60 days, AV as said just last week that there will be.
Just just wait shall we
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
With 30 employees that would put them just shy of 200k a month just in payroll.
Tasos has said they employe 35 or 40 people at Av.
GNi provides a pay as you go model for thier server infastructure.
Av may not actually be paying that much in bandwidith since the amount they pay would be directly related to the amount of people that log into the server over a given period.
With 30 employees that would put them just shy of 200k a month just in payroll.
Tasos has said they employe 35 or 40 people at Av.
GNi provides a pay as you go model for thier server infastructure.
Av may not actually be paying that much in bandwidith since the amount they pay would be directly related to the amount of people that log into the server over a given period.
so that means the NA server is not going up in 60 days? plus, you know full well I am a liar anyway so its most likely $90hr for developers
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
With 30 employees that would put them just shy of 200k a month just in payroll.
Tasos has said they employe 35 or 40 people at Av.
GNi provides a pay as you go model for thier server infastructure.
Av may not actually be paying that much in bandwidith since the amount they pay would be directly related to the amount of people that log into the server over a given period.
so that means the NA server is not going up in 60 days? plus, you know full well I am a liar anyway so its most likely $90hr for developers
Did I say anything about a NA server?
Is this thread about the NA server?
And I thought you were done with me?
BTW,
The devs were moved to Greece after Av aquired the game from Razorwax. From what I understand the decision was made in part due to the cost of living being cheaper.
It's likely that the devs get paid less then 40 an hour.
My best friend writes software. Has for almost 10 years now. He makes less then 40 an hour, not much, but def. less. And he lives in a city with a rather high cost of living. Most of the homes around him cost upwards of a mil, and a lot over 2 mil.
On the issue of MO:
http://www.mortalonline.com/forums/12948-complete-pvp-polishing-beta-2.html
As you say, It's all about priorities. We'd have sieges in from the beginning if only we'd had the time to make them good. However we don't, and we have to choose. And for me, the most important thing is to get player-to-player combat working, may it be melee, ranged or battle magic. If that isn't working, the game will be flawed from scratch, and the sieging and territorial issues will be an artificial meta game (although maybe even good) between top-hierarchy players - although the "grassroots" would quit.
I'm sure you as well as I want a game that is actually played and developed from down-up, instead of top-down. At least I hope so. Maybe you don't see youself in the boots of the barbarian with the double-axe, but if he's not there making your battles come to life, why not play Travian or World in Conflict instead? I'm not saying that to be sarcastic, I just want to make sure you know that MO is developed in this way, and that we have chosen large-scale (in-game supported) politics and sieges to be an extension of the man-to-man, guild-to-guild and eventually province-to-province wars. Our promise, or obligation, is to make it transparent as the game grows, as it is a prioritized feature of the game.
That's a portion of an MO dev. responce to a question about seiges and player cities.
I find it interesting because they are essentially taking the exact opposite aproach that Av took. Instead of implimenting a mechanic that isn't working properly they are choosing to hold off and make sure that they get it as close to right before they release it.
Whereas Av released with sieging and combat mechanics that don't work quite right and is actually turning players away.
It's things like that that will help SV to succeed were Av is failing. An actual commitment to quality. If they are able to achieve the quality they seek we won't know till release.
The communication from this dev. team is just amazing. I wish more companies were this in touch with thier community.
There's actually some good info in that thread. Worth checking out if any are interested in MO.
Even without Mortal Online Darkfall will finish itself off. Amateur developers, poor design descisions, horrible community, easy hacking--everything that possibly can, is contributing to this game's downfall.
At this point, I don't even know if SOE buying this game will do anything.
Anyone who is having fun in Darkfall, good luck, I'm not sure how long it's going to last.
Fun while it lasted
^^ Exactly... as stated by many people. The existance of Mortal Online is moot. Darkfall was doomed the moment the lifted the NDA. Some beta testers predicted an September Bankruptacy... it's gonna be close, possibly October.
I do not see Darkfall making it to November
"No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."
-Nariusseldon