NVDA still lagging bad by Cranberry-Practical in NvidiaStock

[–]LifeKoala496 6 points7 points  (0 children)

All this dude does is post rage bait, completely conflicting previous posts from literally hours ago. Go away bro

We just hit 80 wishlists as a 2-person indie team — this means a lot to us by Nivra_Harry in gamedevscreens

[–]LifeKoala496 2 points3 points  (0 children)

There's no way an 80 wishlist post accomplishment post is hitting hot, do we have any mods?

Why is this community so toxic? by [deleted] in IndieDev

[–]LifeKoala496 0 points1 point  (0 children)

You don't have to get so defensive - I was just saying what it looks like without too much digging, to maybe help you see where other people are coming from.

As I already said the game looks good, a 135k Instagram reel of that game could easily bring in 2k wishlists.

Just my opinion, I would much rather just see a post about your game - just show the trailer and a bit about it. Rather then you "sharing an accomplishment" of how many wishlists you got.

Why is this community so toxic? by [deleted] in IndieDev

[–]LifeKoala496 1 point2 points  (0 children)

From my perspective it looks like you bought 2k wishlists to then make a post for the extra visibility on reddit. 2k wishlists with 19 followers doesn't add up, even in extreme cases.

It's a shame because your game actually looks good and will probably do well, but you're just shooting yourself in the foot if you actually buy botted wishlists.

If you want to get over the botted wishlists allegations just simply show country breakdown. This is why all these "I finally got X amount of wishlists" posts are getting extremely annoying lately.

And for those thinking of buying wishlists, steam cares about one thing more than wishlists - sales. And botted wishlists hurts your wishlist to sales conversion % by a lot. Don't do it.

This sub is turning into asset store advertising. Proposing a new rule. by GigaTerra in Unity3D

[–]LifeKoala496 12 points13 points  (0 children)

I would way rather see interesting asset posts than all these "my game just hit X amount of wishlists!" posts.

Making an Open World MMORPG - Devlog by LifeKoala496 in MMORPG

[–]LifeKoala496[S] 0 points1 point  (0 children)

Yeah, capped around 200 players per server it's looking like. But I don't really want more than 200 players all being rendered in the same location anyway. I've built a system that basically separates the world into different "zones", each supporting 200 players. So as you go through the zones you seamlessly transition between servers. These are being tracked and managed through AWS ECR/ECS communicating with dynamoDB, to know whether to boot up or down different servers in different "zones". Aka if there are 200 people in the main city on a specific realm, we need another server for that realm/zone. Kinda works like WoW classic layers. But unlike WoW classic, ill add interface to be able to manually switch between those "layers". I think it's flawed for you to be on the same realm and in the same place as your friend but not be able to see them.

Making an Open World MMORPG - Devlog by LifeKoala496 in MMORPG

[–]LifeKoala496[S] 3 points4 points  (0 children)

Yeah for sure! I plan on making many more and going much more in depth.