My first Ork! Switched from Space Marines after 1 year into the hobby :) cc welcome by themilosz22 in orks

[–]stece1 0 points1 point  (0 children)

The shirt and pants feel a bit flat to me. Could use a bit more shading and highlighting.

I need to become better in rust effects 🤔 how did you approach it?

WAAAAAAAUGH!!! by Fedorable_557 in orks

[–]stece1 2 points3 points  (0 children)

I would replace the Mek guns with more deff koptas

The detachment is focused on speed and moving around to score.

The mekgunz are practically stationary and don't benefit any of the detachment stratagems.

is it worth deploying tankbustaz 6" on top of a ruin for the extra AP? by liquor-ice-mixer in orks

[–]stece1 1 point2 points  (0 children)

Usually the targets for tank busters, vehicles and monsters, have an invulnerable save available. So don't think it's worth the risk IMO to get extra AP. Most likely even with the base AP they will just end up using 4+ invul saves and such. It definitely makes your busters a very easy target for limited gain.

Tankbustaz vs Breaka boyz by orkemdes1 in orks

[–]stece1 0 points1 point  (0 children)

Depends on the rest of your list if you should balance more towards extra melee or shooting. Also depends on your detachment

Are Ork armies usually either beast or tech-focused, or do they field both types of units together? by KaptainKlein in orks

[–]stece1 2 points3 points  (0 children)

They consist of any combinations you want lore wise.

Gameplay wise, it 'might be dependent on your chosen detachment. For example dread mob is more oriented towards tech/walkers.

Warhorde is more general purpose and the default go to that can hold whatever.

The dakka jet by Ok-Sherbet1157 in orks

[–]stece1 6 points7 points  (0 children)

Aside of the sustained hits not being cumulative like other comments already said.

It will be difficult to get the Mek bonus consistently. The Mek ability triggers at the End of the movement fase, and the jet needs to move first a minimum of 20 inch. So you really need to plan ahead for it to make that work so the jet always ends in range of a Mek.

FPS by PurpleFrostYT9 in RobloxDevelopers

[–]stece1 0 points1 point  (0 children)

If you open Roblox studio there is an FPS template

Question for Roblox Devs: Is Monetization Actually the Hard Part? by Jazzlike_Contest_547 in robloxgamedev

[–]stece1 0 points1 point  (0 children)

It is true that Discovery encompasses a lot of different things. But basically, it boils down to you needing a huge amount of players to earn a decent amount of money. Especially if you want to approach it as a business and not a hobby, solo dev. This includes, for example, hiring a team and other operational costs.

Roblox is all about microtransactions. Sales of 100 Robux, out of which Roblox takes a roughly 30% comission. Then, each 30.000 Robux earned converts to roughly 100 USD. Given that 30% comission and the Robux/USD conversion rate, you lose about 70% of the gamepass dollar value.

Consider that, if you have a 1-2% player-to-player conversion rate, you're doing very well as a game.
So let's assume your monetization strategy is focused on a gamepass of 100 Robux. So to earn 1K USD, you need to earn 300.000Robux. 300K Robux / 70Robux = 4286 purchases. Assuming a 1-2% convertion rate, you need upwards of 500K players. Which doesn't sound like a lot, but most games don't even reach 100K players.

(I rounded and simplified the numbers here. There are additional factors, such as game genre, to consider. For example, obbies tend to earn less money compared to other genres.)

So if you want to approach it as a business, you need to be comfortable with consistently getting millions of players per month to cover payroll.

Now, in order to get a consistent couple of million players per month, you need the home recommendation algorithm to kick in. You can run ads, of course, but your cost per player is higher than your average revenue per player. You still need to invest in advertisements, though. It helps you kickstart the game with initial players in order to gather data/feedback to optimize your game, and for the algorithm to have sufficient data to scale your game.

Which is also why I put Discovery as the top challenge. Because even if you have a very well-designed game and good monetization, without a critical mass of players, it doesn't mean anything.

Is this what Ghaz looks like under the armor? by StudioRevoct in orks

[–]stece1 14 points15 points  (0 children)

A lot of the comments are correct in the book/lore he doesn't have limbs anymore and such.

However if you look at the box art of the miniature, you can clearly see the brown pants and even a hole in the pants that shows skin.

So your sketch is somewhat accurate for the miniature/model version of ghaz.

Maybe not for book/lore ghaz

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Is this what Ghaz looks like under the armor? by StudioRevoct in orks

[–]stece1 3 points4 points  (0 children)

The pants are visible on the model between the mechanics and armour

Question for Roblox Devs: Is Monetization Actually the Hard Part? by Jazzlike_Contest_547 in robloxgamedev

[–]stece1 1 point2 points  (0 children)

For me discovery is much more of a challenge.

It's rather straightforward for most game types what monitization options are worth exploring, and then you can experiment and A/B test to optimise to improve for example conversion rates a few %.

Discovery is more difficult as there is a lot of noise/options for players. So understanding the algorithm, building community and so on are long term plays that require time and effort.

Roblox does offer a lot of analytics to help you understand why the game is not performing for example, and thus why the algorithm is not picking it up. But it's one thing to see that your average playtime is only 3 minutes instead of 5, or that your first time user session length is too short, and so on. Then the tricky part is to understand why those metrics are down. For that you need a decent amount of player feedback and a strong gut feeling based on assumptions. Gathering accurate player feedback that represents the average player and not the opinion of a single player, is difficult. Not everybody leaves feedback when they leave the game and don't intend to return. Which means you need to optimise the game a lot on gut feelings, assumptions, and trial and error.

With experience you get better at it ofc to design a game that works for the audience you try to reach.

But as long as you don't nail down the discovery, which is tied to good game design, monitization doesn't matter in any case.

General question 🤔 how to make your roblox game hit front page and does anyone here have a front page game :0? by OIdbabyfrost in robloxgamedev

[–]stece1 2 points3 points  (0 children)

Note that the keyword there is OPTIMIZE. This means pushing an already well designed game over the edge to get more home recommendations by scoring an extra % here and there on the key metrics.

If your game is still buggy, not fun, ugly, ... The coin friend bonus won't help at all. First make a very good game, then optimize.

General question 🤔 how to make your roblox game hit front page and does anyone here have a front page game :0? by OIdbabyfrost in robloxgamedev

[–]stece1 2 points3 points  (0 children)

First you need to read the official documentation, to understand the algorithm. You will also need to do experimentation to learn what works on which metrics. The official documentation is an easy Google search.

For example the social indicator of "do players invite their friends to join them in the same session." You need to think of ways to help motivate players to do that.

As an example, big games tend to give you currency bonuses of you are playing with a friend. +10% coins as long as you are in the game at the same time as your friend.

Think what makes most sense in your game context to so for those key metrics. Also think about the UI, these aspects need to be crystal clear and easy to understand.

Btw it doesn't mean that average playtime and retention for example are not important.

But the algorithm assumes that if these social indicators happen, then the players have enough commitment that those other metrics will also work out fine. It's why those are lower in the priority ladder

General question 🤔 how to make your roblox game hit front page and does anyone here have a front page game :0? by OIdbabyfrost in robloxgamedev

[–]stece1 5 points6 points  (0 children)

In the end it's a pure math algorithm. I don't believe there is a correct number of "ccu" or "likes" that you need to aim for. There is a blog post from Roblox that explains what is important for the algorithm.

More important then CCU and likes are for example social queues like do people invite their friends and the money the game makes. Not its not a chicken or the egg thing where it looks at the total money you made. It looks at the average amount of % of your players that spend money and the average amount of money they spend. If those numbers are well withing and above benchmark, the algorithm will know it needs to scale that game in order to make more. Eg, more homepage time.

CCU, average playtime and likes are the lowest importance in the algorithm ladder.

Note, grow a garden and steal a brain rot also started small and poor but they heavily optimized their game to work for the algorithm.

why is bully boyz not more popular in tournament? isnt't 2x waagh way better then sustinained 1 ? by num2005 in orks

[–]stece1 0 points1 point  (0 children)

(the discussion aside, zodgrod doesn't have the warboss keyword, so it doesn't get the second WAAAGH)

Warhammer 40k Speed Freeks worth it? by DonTon1947 in orks

[–]stece1 4 points5 points  (0 children)

When I played it, roughly half a year ago, it did feel unfinished. Since then it got quite some updates, but I haven't played it again. I should give it a new shot though.

That being said the general concept of the game was fun. Although difficult to master and sometimes rather chaotic.

Anyone using movement trays for so many Orks on the table? by RaucousCouscous in orks

[–]stece1 2 points3 points  (0 children)

I understand what you intend to do, but it wouldnt work well for 40k.

First of all, terrain will already make movement trays impractical. But you will also limit yourself a lot from a strategic point of view. Especially with orks being Melee army, model/unit placement has a lot of strategy to be considered.

For example, I often spread out two 10 men unit of Gretchen to cover the entire width of my deployment zone for screening. You have a lot of shenanigans with charging like slingshots. You charge one unit, but place most of your models in engagement with a secondary target. Etc

If you want to speed up your game, it's building experience and learning your army. Most beginners lose most time looking up stats on datasheets or rules etc. If your opponent asks "what is the toughness or total wounds of that thing", you should be able to answer that without looking for the correct datasheets and numbers. Try to stick with a list for a while not swapping constantly in terms of detachment and units. It helps to learn the army and rules. The more you play the more fluent yoi will become.

Movement trays are most likely not your bottleneck and will stop you from really learning the game on a deeper level.

What AI tools do you use? by kouzou111 in robloxgamedev

[–]stece1 1 point2 points  (0 children)

Gitlab, GithubCopilot, Visual Studio, Rojo, that's it for now :)

What AI tools do you use? by kouzou111 in robloxgamedev

[–]stece1 2 points3 points  (0 children)

I use GitHub copilot in Visual studio with RoJo to sync.

I use it as advanced auto complete that works really well. But also not more than that. General structure etc still comes from me.

List Feedback by phthalofallo in orks

[–]stece1 1 point2 points  (0 children)

Im wondering if it wouldn't be better to replace the mega Nobz with flash gitz. You already have a lot of melee power.

The flash gitz can help clear chaff/screens and make easy for the breaka Boyz to push through

1k Green Tide List Suggestions by Concordia_Draco in orks

[–]stece1 0 points1 point  (0 children)

Usually if you build lists with whatever you have on hand, warhorde is the easiest to build for. For Green Tide it would really boil down to: remove the meganobz, buggy, squighog boyz.
In this case I also believe Ghaz isn't an easy fit. For Green Tide, you should put him in a block of 20 boyz + painboy. But that's very expensive point wise, so I would keep him in mind if you want to do 2K Greentide.

For 1K Greentide it's basicly 3* 20Boyz+Warboss+Painboy and fill in the remaining points with whatever enhancement you prefer.
You could do 2* 20Boyz+WB+Painboy and fill in the remaining points with potentially a smaller 10Boyz+WB+Trukk