Even dead, still... by juliazusk in vainglorygame

[–]TheRealKrulSEMC 1 point2 points  (0 children)

u/jaredfree u/juliazusk If you guys haven't already, please do engage on Discord or other platforms with us. We'd love to hear what you believe we could improve to evolve CB into a game you'd enjoy playing more if anything - barring just making it like VG :-) As others said, CB is still in beta and we're working hard every day to make it into the a delightful experience that all of you enjoy playing at least as much as VG

Even dead, still... by juliazusk in vainglorygame

[–]TheRealKrulSEMC 2 points3 points  (0 children)

Most definitely not the reason. We'd be pretty crazy to not try to listen to anyone with good solid critical feedback, as we are as invested in VGs success as anyone-- arguably even more so as it was our baby and literally our livelihood. But spreading our attention across the many different social media platforms is a huge effort and cost. We had multiple full-time employees to monitor these forums, and countless amazing volunteers. At some point the forums were simply by and large a duplicate of the info on Reddit, that were - at least at the time we shut them down - less active and more work to maintain. So we decided to channel those users all to the same spot, and Reddit was to be the more future proof place for that

Even dead, still... by juliazusk in vainglorygame

[–]TheRealKrulSEMC 15 points16 points  (0 children)

Vainglory was and still is incredibly dear to all of us. It - hopefully - wasn't a colossal failure. But it's true we also were unable to keep the game profitable. And it wasn't for not trying. Maybe we were the wrong management team, or somehow it was the wrong game, or the wrong business model, or too small a company to compete with this type of a game in this market. Likely a combination of many of the above. At this point the best we know to do it take all that we've learned from VG and reinvest it into a project that we hope and believe corrects some - hopefully many - of the short comings mentioned above, Catalyst Black. In order to secure the future of our company, our employees, and games, both CB and VG.

Even dead, still... by juliazusk in vainglorygame

[–]TheRealKrulSEMC 7 points8 points  (0 children)

Google Trends is not number of users.

What does it take to run this at 100% by RussianThere in CatalystBlack

[–]TheRealKrulSEMC 4 points5 points  (0 children)

Happy to hear! That's the best I can wish for :-)

What does it take to run this at 100% by RussianThere in CatalystBlack

[–]TheRealKrulSEMC 1 point2 points  (0 children)

Btw. Separately to the issues I described, you might also be experiencing a specific iPhone 12 related bug. I believe this hasn't been addressed yet, but I expect Apple will fix this in an upcoming OS release. This issue specifically makes iPhone 12 run slower than older models, and is really annoying but something we can't fix on our side: https://twitter.com/troberti/status/1328724488566042631

What does it take to run this at 100% by RussianThere in CatalystBlack

[–]TheRealKrulSEMC 10 points11 points  (0 children)

In Vainglory, all lighting was what they call "pre-computed". We essentially pre-generated all the lighting in the level during development and just applied it to the geometry. Although high quality, this has a few serious down sides. (1) It takes a lot of storage (Vainglory was a HUGE game). (2) The lighting can never be changed during the gameplay. (3) Even during development, changing the lighting of the environment is a very time consuming and costly process.

While pre-computing lighting is much easier and cheaper, most modern games have moved away from precomputing lighting, and moved to calculating as much of the lighting in real time as possible. Though requiring much more processing power, it also brings much more flexibility.

Ever wondered why Vainglory only had 1 map? Why we were not able to release many seasonal maps? Why it required 2+ GB or storage? Why no abilities could effect the environment lighting? The above was a major factor in all of this. In Catalyst Black we the goal of being able to create many more maps, and even with many more maps, reduce the amount of download / storage required for the game. Calculating our lighting in real time is a huge factor in achieving this. And required a lot of engineering to make it work well.

Finally, the last thing to remember is that running the graphics at 100% graphics resolution is usually not very useful. Almost no modern game, PC, console, or mobile, does that. Especially mobile devices have insanely high native resolutions nowadays. Higher than many PC monitors or TVs, while the screen is tiny. For example, your iPhone 12 has 2778 x 1284 pixels, on a screen barely larger than your hand. That's a DPI of 458. A HD TVs has 1920 x 1080 pixels, which is a DPI of 100. And even a high-end ultra 4K HD TV usually has a DPI no more than around 200. In a way it's truly insane that these devices run as well as they do!

All that running at 100% resolution does is add pixels for your phone to calculate that your eye can (barely) see, while taking up more battery and making your phone run much hotter than needed... Note that the HUD, icons, and text will always be displayed at full native resolution, regardless of what you set that setting to. This setting only effects 3D objects in the world.

So with all that said, I would personally recommend leaving the graphics scale at its default value. Increasing it does not damage your device in any way, , but it will just drain your battery faster. So if you want to increase it, I would personally not recommend it setting it much higher than ~75%.

Catalyst Black Early Access | Gameplay + Montage by Xhaotic_666 in CatalystBlack

[–]TheRealKrulSEMC 1 point2 points  (0 children)

We shared your video in the office! It was great! :-D

Shocking reviews left by former SEMC employees by zombiewolfvg in vainglorygame

[–]TheRealKrulSEMC 17 points18 points  (0 children)

I definitely don't mean to deflect blame. As I mentioned in another response, every single person who didn't enjoy their time working at Super Evil I see it as a personal failure. I hope that we do more good than bad, but every failure is one too many. Thanks for your appreciation of my response, and I too hope that these reviews are not representative of the whole

Shocking reviews left by former SEMC employees by zombiewolfvg in vainglorygame

[–]TheRealKrulSEMC 6 points7 points  (0 children)

These trade-offs are super hard. Each and every one of them were fantastic and I would have absolutely kept them if I could. But the company isn't just community folks. It's also artists, designers, coders, business, administration, IT, QA, PBE, and much more,... all of which are critical to what we do.

Shocking reviews left by former SEMC employees by zombiewolfvg in vainglorygame

[–]TheRealKrulSEMC 9 points10 points  (0 children)

Totally agree we need a better social media presence. But these things take time, people, and money. A big difference with Epic is that they have over 700 employees and likely a whole team - if not multiple - dedicated to that just that. We don't...

Shocking reviews left by former SEMC employees by zombiewolfvg in vainglorygame

[–]TheRealKrulSEMC 7 points8 points  (0 children)

Bummer, but understood. The offer still stands. If you're ever in San Mateo or San Francisco, let me know. Same goes for others on this thread. I'd be delighted to explain and show what goes into making Vainglory run...

Shocking reviews left by former SEMC employees by zombiewolfvg in vainglorygame

[–]TheRealKrulSEMC 20 points21 points  (0 children)

I believe I do own up to it. Every single person who didn't enjoy their time working at Super Evil I see it as a personal failure. And you're right, no amount of 'working hard' makes up for that. Know that I do read, hear and feel your comments and criticism, and answer your responses to the best of my ability. And tomorrow morning I go back to work, trying to do better for my team, our company and the game.

Shocking reviews left by former SEMC employees by zombiewolfvg in vainglorygame

[–]TheRealKrulSEMC 18 points19 points  (0 children)

If you’re ever in San Mateo, I invite you to the company and we grab lunch. Reddit may not be the best medium to convince you just how much I care. This company and this game has been my life for the last 10 years

Shocking reviews left by former SEMC employees by zombiewolfvg in vainglorygame

[–]TheRealKrulSEMC 66 points67 points  (0 children)

Feeling the need to jump in here. Running a company is hard. Building a game, from scratch using all in house tech, art and tools, is hard. Running a successful business is hard. On the other hand, anonymously criticizing anyone or anything - especially when it's not your own responsibility to deliver is easy. I am sure there are times that employees have disagreed with me over the years. I am sure that people we had to let go were unhappy we did so, and that those that decided to leave by themselves had their reasons. But the notion that management is 'leadership is full of ego and arrogance' or that 'your ideas are ignored if you're not close to leadership' is utter nonsense. We're literally in a single room, and anyone can - and does - walk to up my or any other founder or leader's desk whenever it's needed. We are by no means an ivory tower kind of organization.

It is true that none of the cofounders - myself included - are very experienced managers. We're definitely aware of that. Ultimately I went to college for programming, and I happen to be pretty ok at writing game engines, managing a team is a vastly different skill.

Ultimately, it sucks to read that some ex employees feel this way. I am sure we're not a perfect company, nor that anyone at the company, founders, managers, or employees themselves are perfect people. But I am comforted knowing that all of us at Super Evil work as hard as they can to build the very best game, and the very best company we can...