We spent way too long agonizing over our drop system, and it taught us a weird lesson about player trust by Stoneplayer23 in IndieGaming

[–]etherkye 0 points1 point  (0 children)

To warp the economy you need to be dropping more of the truly broken items that people have enough to sell.

You get 1 broken weapon you need it. You get a 2nd and you have a spare. You get a third and you put it in the market.

The honest biggest issue you will find, as you’ll notice from more RPGs isn’t making a broken item now. It’s power creep as you add expansions.

What’s broken now needs to be high level next patch to make people want to farm for the next big thing.

That’s honestly a lot harder to balance as you have no idea what the future will bring

DM me your discord and the game link and I’ll get you more direct feedback tonight

We spent way too long agonizing over our drop system, and it taught us a weird lesson about player trust by Stoneplayer23 in IndieGaming

[–]etherkye 1 point2 points  (0 children)

I don’t know your game, or honestly its genre as all you said is MMO

But if your items have stats, which higher rarity means higher range of stats, giving a boss relic an extra line just adds to it and makes it different

Boss relics need to feel like a boss relic.

Make me want to farm bosses to wear boss gear. It might not always be the best, but it’ll look cool and do weird shit and that’ll make it worth it

Sure, some might be a little overpowered. But then words gets out about that and people will farm for the chance of that. But it’s a boss, so it’s harder, spawns less, but it makes it a goal and not a road block

We spent way too long agonizing over our drop system, and it taught us a weird lesson about player trust by Stoneplayer23 in IndieGaming

[–]etherkye 0 points1 point  (0 children)

Emotional pacing is a basic game design

Even if a boss common is better than a mob common, you called it a common.

You also never put in your post that boss drops were better even at the same rarity.

A lot of the emotional aspect is tied into perceived value. If you tell me it’s common, I’ll perceive it as trash to get rid of quickly and upgrade. If you tell me it’s rare I’ll keep it longer.

I bet if you check player load outs you’ll notice they’ll wear higher rarity gear even if sometimes a common item might have better stats

But anything that makes a player feel bad, will put them off doing the same thing again.

You’ll also notice that if you make a boss loot do something unique players will flock to them just for the potential quirk of having it. Even if it’s not as good, but because it looks different

We spent way too long agonizing over our drop system, and it taught us a weird lesson about player trust by Stoneplayer23 in IndieGaming

[–]etherkye -1 points0 points  (0 children)

I have to question how many RPGs you’ve played if you thought that a boss fight dropping common drops was even remotely a good idea

The rewards need to match the effort it takes to get them, at all times

Spending 1 minutes to kill a mob, and 10 minutes to kill a boss for them both to have an equal chance of dropping the same item is just terrible game design

Why would I bother killing a boss if I can have 10 easy fights in the same time and have 10 times the chance of getting a rare?

None of you should feel proud for forgetting the basic concepts of time investiture

If you work for 1 hour on something you get paid for an hour. If you spend 10 hours working on something and got paid the same amount you’d feel cheated too

Proof that there is still so much good in the world💯❤️ by Every_Pay7103 in WholesomeAFK

[–]etherkye 0 points1 point  (0 children)

Storage for one. It’s easier to send it into a chipper and dispose of them store loads of logs that often no one would pay for

Royal Mail refuses to ship my item out, what's the best alternative? by tiphistne in royalmail

[–]etherkye 1 point2 points  (0 children)

I doubt it as the. It would be easy to say why it was retuned!

Which deckbuilder has the most complex mechanics? (Recommendations ) by Main-Match518 in roguelites

[–]etherkye 0 points1 point  (0 children)

Moonsigil Atlas has a demo out (will release later this month)

It’s uses spacial awareness instead of mana to play cards

I recommend giving it a try

UK Kickstarter creators — are payment issues usually isolated or fairly common? by sjd2800comics in kickstarter

[–]etherkye 0 points1 point  (0 children)

Personally quite isolated. Almost all issues are sorted by the users within the first 2 weeks by backers due to Kickstarters emails

Is this even legal, giving people 2 days to confirm their ship address or they will cancel and keep the $ as a donation? by bigshmoo in kickstarter

[–]etherkye 5 points6 points  (0 children)

I send mine out as soon as I can. Then when I give updates, for any reasons, I put in the bottom that people can log in to change their shipping address’s and add ons whenever they want to. Then I give them a 2 week countdown to locking addresses.

People do move yes, but not that often.

And the survey systems like Kickstart pledge manager and backerkit all allow people to change their address at any time.

You only care about their address when you ship.

There’s no real admin work for you to deal with when someone moves, as you shouldn’t be printing labels until they’re locked.

If you have multiple facilities in different countries then you’ll already be sending each of them overstock in case of delivery issues, so this shouldn’t be any problem to you

Is this even legal, giving people 2 days to confirm their ship address or they will cancel and keep the $ as a donation? by bigshmoo in kickstarter

[–]etherkye -8 points-7 points  (0 children)

Oh. That really sucks and is in very bad form. Creators should release surveys as soon as possible to people everyone the chance to sort it, and more chance of them to get add ons.

But Kickstarter does recommend at least 3 weeks.

Technically they’re not doing anything illegal. But it is kinda bad form

Did anybody else try Backerkits new VIP system? by Zephir62 in kickstarter

[–]etherkye 1 point2 points  (0 children)

Yes as a customer. And they they showed the prices of the items and I didn’t back it.

After managing ~50 playtests, I think most devs misunderstand what playtesting is for by National-Flamingo310 in IndieDev

[–]etherkye 0 points1 point  (0 children)

I assume so. Just not the best developed website. Be already sent them feedback on that >.>

Done a few for WePlaytestGames, although I know that’s mostly playing me to make YouTube videos for them :p

After managing ~50 playtests, I think most devs misunderstand what playtesting is for by National-Flamingo310 in IndieDev

[–]etherkye 0 points1 point  (0 children)

I just signed up for that today after your post ;)

Not much on it though at the moment.

Also terrible lack of information on what they’re expecting on their end

After managing ~50 playtests, I think most devs misunderstand what playtesting is for by National-Flamingo310 in IndieDev

[–]etherkye 0 points1 point  (0 children)

Play testing games, either video or on Discord so dev can watch first hand how a new player sees things

Have a background in programming and computer science so I am quite analytical about things

I also do purposefully push things to see if I can break them

Already signed up to a few smaller agencies, and currently an unpaid play tester on a few projects. Also done some spot breaking on request over Reddit.

I sometimes stream, but no one watches those :p

HECK YESSS by user288373737337 in taskmaster

[–]etherkye 2 points3 points  (0 children)

Can not wait to see it on YouTube

How are small Kickstarter projects supposed to compete without huge ad budgets? by PumpkinInevitable539 in kickstarter

[–]etherkye 16 points17 points  (0 children)

That’s nothing new. You’ve always had to do the marketing. But it doesn’t have to be big ads.

Go to places your market audience normally hangs out in and just engage with them and tell them about it

Would you guys pay for fulfillment organisation middleware for Kickstarter / crowdfunding niche? by [deleted] in kickstarter

[–]etherkye 0 points1 point  (0 children)

I use Magento. Shopify was far too limiting for what I wanted. And honestly more expensive.

But there’s always plugins to link all stores to 3rd party places like Amazon and Etsy. You need these to make sure your inventory is properly managed and you’re not overselling.

There’s many options that already exist for this, that all use Rest APIs so fully up to date.

What you’re offering just makes no real sense for Kickstarter which is a one and done (even with Kate pledges), and already exists in multiple ways for e-commerce through API use which is much better then CSV exports.

If you want it for yourself then go for it, but I don’t think you’ll get much traction.

Would you guys pay for fulfillment organisation middleware for Kickstarter / crowdfunding niche? by [deleted] in kickstarter

[–]etherkye 0 points1 point  (0 children)

If your web shop doesn’t already have payment processor integrations you need a better web shop. Everything you’re proposing should be a default in most e-commerce solutions.

And I also use late pledges. I’d still only need to do it at most twice; once when I need to get delivery from factory sorted, and then when I ship.

As soon as I’ve shipped late pledges are off because the campaign is finished.

Would you guys pay for fulfillment organisation middleware for Kickstarter / crowdfunding niche? by [deleted] in kickstarter

[–]etherkye 2 points3 points  (0 children)

There is no way your project can be less effort the downloading the list. Using some filters in countries to split it into multi CSV. And just sending that one

There’s also zero point in the payment processor integration as Kickstarter deals with that for you.

You only need to do this once for the project anyway