40 bucks nope not happening, on top of that whats with the weapons being glued to your characters hands, its 2017 why is this still happening, i cant stand that. lol never mind, just saw some game play of it, squash the glued weapons on your characters hands part, what i saw before was a old video.
For those that want to see the game made, they can contribute, and part take of the game at the during development.
For those that have supported the development effort, the least we as developers should do is allow them visibility into that work.
If the game type or modding are things you are interested in, I encourage getting involved with the Shards community, between trial code giveaways, or private server admins, you can experience the game without spending any money.
Shards will be B2P/Buy to Play without subscriptions or micr-otransactions.
I don't know what IRE means sorry,,,lol i am an old fart.
It is not that i can say at least from my standpoint that i hate the game,it is simply not good enough.
I would say and again not speaking for anyone else but the $40 price tag brings about some distaste in the mouth.
What they are doing is seeing if they can fish people in,eventually they will realize that 40 is way overboard.
If they would ask fair value then it would go ever much better,instead this labels the developer as a con artist and will chase more away than it brings in closer.I like good fair honest people if i don't see that,then i get not angry but unhappy.
Typically a B2P game can run the gambit between $10-$70. The value return on what you spend really is subjective based on how much enjoyment or time you actually spend playing it.
We have a gambit of backers that range from checking in every few months, to people that have logged hundreds of hours, and we've only had the servers up full time for a few months.
Regardless of their contribution level, I'm sure each of them has a different opinion of how much fair value they got.
Considering our development is funded only by the community and our own cash, certain things like avoiding micro-transactions, pay to win, subscriptions, and doing things like free trial weekends and granting 10 client codes to private admins, are actions which make us WAY more reliant on delivering a quality product which people will WANT to buy.
You can try the game for free, while its still in development, and love or hate it walk away with nothing lost but time, so you can already have a measure of worth.
The best profit model currently is to go Free to Play, with a cash shop, or micro-transaction driven content, so you get a player hooked and get them to fork over cash in small amounts, which end up adding up to significantly more than the cost of the game.
I'd stack up our incomplete existing feature set against any other game offering available and challenge you to find another that has a lower True Play/Ownership cost and similar features.
If this game was a true MMO and not just a multiplayer linked mini servers game i would gladly pay 40$ plus to test and help out but far to many of these mini server player ran server BS games these days Devs try to pass off as "MMOs"
Comments
For those that want to see the game made, they can contribute, and part take of the game at the during development.
For those that have supported the development effort, the least we as developers should do is allow them visibility into that work.
If the game type or modding are things you are interested in, I encourage getting involved with the Shards community, between trial code giveaways, or private server admins, you can experience the game without spending any money.
Shards will be B2P/Buy to Play without subscriptions or micr-otransactions.
Typically a B2P game can run the gambit between $10-$70. The value return on what you spend really is subjective based on how much enjoyment or time you actually spend playing it.
We have a gambit of backers that range from checking in every few months, to people that have logged hundreds of hours, and we've only had the servers up full time for a few months.
Regardless of their contribution level, I'm sure each of them has a different opinion of how much fair value they got.
Considering our development is funded only by the community and our own cash, certain things like avoiding micro-transactions, pay to win, subscriptions, and doing things like free trial weekends and granting 10 client codes to private admins, are actions which make us WAY more reliant on delivering a quality product which people will WANT to buy.
You can try the game for free, while its still in development, and love or hate it walk away with nothing lost but time, so you can already have a measure of worth.
The best profit model currently is to go Free to Play, with a cash shop, or micro-transaction driven content, so you get a player hooked and get them to fork over cash in small amounts, which end up adding up to significantly more than the cost of the game.
I'd stack up our incomplete existing feature set against any other game offering available and challenge you to find another that has a lower True Play/Ownership cost and similar features.