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Ralph Wiggum777

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Ralph Wiggum777 last won the day on January 18 2017

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About Ralph Wiggum777

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  • Birthday 10/12/1984

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  1. Ralph Wiggum777

    Iā€™m not leaving but...

    Just to start off, I didn't read all four pages of this post so if this was brought up, forgive me. I just wanted to say that I get some users frustration for stuff getting wiped or bans being handed out. Keep in mind though that uniformity can be difficult to expect when there's six different people making judgement calls on what they consider appropriate punishment. No differently than when people complain about referees in the sports. Some refs call things tight and expect rigid rules following, others allow the players to control the game and give more leniency. Try to understand also that lately it's been a major avalanche of shit talk and negative pub. Not saying it's unwarranted, but the weight of dealing it can start to drain a person's patience down after a while. Similar to a cop in a rough neighborhood. He might have been upbeat and chipper when he first joined, but after a while stress and negativity will wear down even the hardest of minds. Also, try to think of us mods and Gun Media as two separate entities. Us mods are just hired fans that do this as volunteers; we're not paid representatives of Gun. I do this randomly when work is slow, others might do it when the kids are finally to bed, or just before they get ready to go to sleep. Our time to devote to this is very finite, and therefore sometimes it's just easier to squash something that's clearly heading towards becoming an issue rather than babysit it. Not expecting any sympathy, just giving you an idea of what it's like on the other side.
  2. @Evil @The Doctor @DeadlyD Yes, there are a handful of games that succeeded at supporting their title beyond the one year mark. I didn't said it was a concrete line, I said most games hit that mark and then the devs have to move on to their next project. The reason for this is how the basics of video game economics work. Everyone jumps on the hot new title in the first two months it's out. Then sales plummet after that due to used copies being available, new titles taking the limelight, and/or a handful of other reasons. As sales start to wain, the developer needs to start thinking about their next revenue producing project to keep the lights on. They basically take the money they made on their recent game, squirrel most of it away, and then slowly spend it to fund their next development cycle over the next 2-3 years. The DLC to keep them afloat doesn't usually work for most games. Paid DLC is a very minor revenue intake that often doesn't generate much more money than it cost to develop. Around 15-25% of players buy DLC depending on which study you read*, and that figure tends to be even lower for non-game changing stuff (emotes, for instance). Lets say there's 25,000 players still regularly logging in by the time they can make DLC again. If 20% of them buy a $5 DLC every time one releases, that's only $25,000 generated (5000 players x $5). That's not even half of one employee's yearly salary. Even if they released a DLC pack every month, that wouldn't be enough to pay rent on their office and payroll a five person staff. And that's assuming they could consistently develop DLC that's of a high enough quality that 20% of the player base would be willing to buy it. DLC is not a viable economic plan by itself. With internet available for basically everyone, and the growing popularity of free to play w/ micro-transaction game design, game support length is becoming longer. That's only works for certain kinds of games though. This sort of game was never going to be able to generate constantly engaging DLC content to keep the community repeatedly pulling out their credit cards, so they went for the full price game release route instead. With that model of release, game sales are where the money is earned; DLC is how the developer keeps the community engaged and coming back while their new project is being drawn up and planned. Support for most games usually lasts during this planning phase and then the developer moving their developers and engineers onto their companies next title, which is usually 9-12 months later after the storyboards are drawn up and the game design is ready to move forward. There are definitely rare exceptions to this rule in the full game release spectrum, but those exceptions usually need 10,000,000 in games sales or more and a pretty dedicated player base so the DLC sales can keep them going. This project didn't have either of those things, so it's likely that the Jason X DLC they were working on was going to be the last of their content anyways. So we all really only missed out on one skin and map. *Here's the one I used that puts the range between 16-23% for reference: https://www.alistdaily.com/digital/npd-77-percent-gamers-willing-pay-microtransactions/
  3. Those are all major, major success stories like I said. Way bigger than this game. Diablo 3 sold more copies in it's first week available than this game has to this day. It's over 30 million copies sold. Friday had 2 million copies after 2 months (and at a lower price point). There's your years of extra support. Also, Destiny was a different beast cause it's marketed like an MMO with multiple $30 expansions that have to keep being bought on top of each other. It's not like a standard FPS game release such as Halo or Call of Duty. All the Call of Duty games only get 9-15 months of support before the marketing campaign starts churning focus onto their next holiday release. Alright, now I'm really out. Bye guys. Seems statistically unlikely when there's only one football, two basketball, two soccer, one hockey, and one baseball game that are released every year anymore due to licensing restrictions. 7 games doesn't even make up 80% of the games that release in a single month. Don't believe me if you want, I can actually back my statements up with data tomorrow when I get back to work if you want it. As a small example, here's Assassins Creed Origins only three DLC packs all planned to release in the first six months of release. http://www.ign.com/articles/2018/01/16/assassins-creed-origins-dlc-packs-release-dates-announced
  4. Honestly, think about most of the games you play, and a year is probably a generous timeline for most to receive DLC support. Other than the truly rare monster hits like GTA and Skyrim, a couple of DLC packs are about all that most games ever see before the next game development cycle begins. Most games sales figures plummet after about 1-2 months on the shelf and it just isn't financially viable to continue supporting them after about a year. That said, I've got like three conversations going that I'd like to keep up but am about to leave work and drive home. I'll see if I can spare some time tomorrow to chat more. For now though, I'm out. *Smoke Bomb*
  5. Right, once he's won and is fairly compensated. The courts are holding it up because Cunningham is involved and he's the defendant in the case. I'm not saying Victor is the evil villain holding everything at gun point, the game is just a casualty in his and Sean's argument, like children watching their parents fight basically.
  6. That owner got most of his staff killed. Same theory with this. From a management perspective, is it worth chasing a pet project at the expense of 4-6 guys being let go and your business going under? There's always the chance they get a crack at a sequel when this silly lawsuit is settled. They can start with a fresh source code, hire a couple of solid engineers to help them develop the frame work and overall build the game everyone hoped they were getting last May. They definitely can't do that though if they're bankrupt. Basically discretion is the better part of valor in this instance.
  7. I just said that they probably can't patch him later because of the court order. If they got handed a cease and desist order, then they have to do both cease AND desist using the IP for further gains. It's also highly likely that the dinky puzzle game isn't under nearly as much scrutiny as this game because Sean Cunningham is actually assisting with this project, so if Victor really wanted to stick it to Sean this would be what he directs his lawyers to pay the most attention to.
  8. I honestly can't counter that argument... šŸ¤£
  9. It's laws man. There's a thousand ways the plantiff can make them stop and there's a thousand counter ways they could try to push forward, but in the end, it's probably not financially worth it for Gun to try and push that envelop for a game that's already a year old.
  10. That doesn't mean they're allowed to continue developing it though, and what if the current Jason X build has massive game breaking issues that haven't been ironed out like overpowered running or the ability to speak at a 4th grade level? Sometimes less is more if the more is a half complete product.
  11. I feel your love inside me, Evil, and I appreciate its warmth.
  12. I don't work for or represent Gun. I'm just a dude that got asked to Mod and posted it as a joke. Also, I deleted the comment right after posting it cause I knew someone with no sense of humor that takes video games way to seriously would be very upset that their feelings got hurt. I guess you beat me to the punch. šŸ‘
  13. Ralph Wiggum777

    Which forum members would you want to be a new mod?

    I'm like Batman. I appear when needed and disappear just as quickly. I'm also a billionaire... No? Okay, just the appearing thing then.
  14. Ralph Wiggum777

    Questions About Future Content

    Same. I get being mad about the whole situation, but the people on here are acting like Gun personally flew down and pissed on their console. šŸ˜‚
  15. Ralph Wiggum777

    Questions About Future Content

    Right.... it couldn't possibly be that cease and desist orders just haven't found their way to every single maker of every single piece of way less known about merch.... It's definitely that Gun is actively looking to upset their entire user base and completely kill their chances at selling their next game to their existing customers. Not to mention that Sean Cunningham actively assisted in building this game, making it probably much more known about to the lawyers on the other side. Makes total business sense.
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