Nivve

Home Forums Behind the scenes #4 – Sales, distribution, piracy and marketing

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  • in reply to: Demo #3858
    Nivve
    Participant

    Although this kind of game is always really suitable for demos. Just have  a version which has a timer so you can play the actual game for a short while (and remove some assets to prevent piracy perhaps).

    Nivve
    Participant

    Just saw the American mod pack where you mentioned the progress. Seems to get along nicely. Really excited for getting to play Train fever, especially when the yellow and blue dutch trains are available!

    Are there also some non-content hurdles for getting them in the game or is it mainly graphics and objects creation? I have modding experience in Crusader Kings II and would be willing to see whether I can help.

     

    • This reply was modified 9 years, 8 months ago by Nivve.
    in reply to: Price Structure #3647
    Nivve
    Participant

    The physical is not for germany-only btw. You simply get a steam key, so you will even have the English game version. The only difference is the physical soundtrack and the poster (and the box, duh:P).

    Aside from the devs being Swiss, so Switzerland can be assumed to be included, as long as the german amazon ships to your country, there shouldn’t be any problem.I ordered it myself as a non-german and they ship it anyway (I am from The Netherlands).

    Maybe for the americans it is obviously a different story (although as a European I can order from Amazon US, so I don’t see why americans would be forbidden from the other way around).
    Lots of Europeans are probably here, and I guess amazon DE will ship to most countries in Europe, albeit with a slight charge for shipping (will depend on the country probably).

    (‘Non-america’ does not necessarily mean german-only… remember that. it’s not the 1990’s anymore…)

    • This reply was modified 9 years, 8 months ago by Nivve.
    in reply to: Maybe it’s time to update the forum? #3589
    Nivve
    Participant

    Aside from the user friendliness (with all its own important advantages), it currently creates an amateurish impression. Some activity on the devs side in the forum is also a good sign.

    People check the forum to see what the game is about, it’s (in my opinion) therefore even more important than the actual website. I was actually quite disappointed to see this kind of forum (it gave me the impression that the release date would be minimum of 2 years from now). The reason I remained is that I am an OpenTTD buff craving a successor, not because I was very impressed here…

    So yeah, I agree that an update helps the actual release, as well as make it easier for us 🙂

    Nivve
    Participant

    I always played OpenTTD with Dutch trains, so I would really welcome it!

    I have some modding experience, but not with visual content (which is exactly this), so I would probably be not much help myself.

    in reply to: Planning feature #3018
    Nivve
    Participant

    Nobody mentioned planning everything in advance…
    There is a large difference between planning a whole network and noting some sketches of lines for future reference. It’s a tool; One person may use it to plan everything in advance, but I don’t see how that should be a reason to exclude it from the game.

    The fact that it is a dynamic environment only adds to the feature (otherwise in real life nobody would plan as ‘it would change in a few years anyway’), as a planning can show you how your lines will face obstacles. That way you don’t waste an hour building a rail line that was doomed to begin with.
    (or you think of a great line/crossing that would not be viable in 1800 but is awesome for a ICE, better jot it down somewhere)
    It doesn’t necessarily have to be about advanced planning; Just a basic (even rudimentary is fine) planning would be nice, but even that is currently not in-game.

    Not sure about your second reasoning… Some people will want to plunge in the deep in a game and some people want to think before they act*. More of a personal preference of how you play a game than an argument of why planning would be bad when implemented.

    * The planning phase of Raven shield comes to mind… a lot of people only ‘played’ the game in observation mode. Still waiting for that remake…

    • This reply was modified 9 years, 8 months ago by Nivve.
    in reply to: Planning feature #3015
    Nivve
    Participant

    Thanks for the responses, too bad to hear it probably isn’t going to make it. I am not too familiar with AutoCAD, but I assume they mean the UI and easthetics when they mention it.

    It’s not necessary per se, I agree on that, it’s just that after 20 years of management games there are so few examples of even rudimentary planning, while it’s the core function of real-life network management. Comparing different scenarios and estimating the efficiency and effects of a route (as well as easthetics!) is only done with some sort of planning feature.

    Currently with OpenTTD I mainly use a (real-life!) notebook to make a rudimentary sketch of my lines and what would be the most efficient route of a new line inside my network (how to connect a new city; through city A or Hub B?). However it gets tedious at times and constructing it multiple times is not really a good solution, hence the planning.

    I will wait for launch to see how the construction really works, maybe they will implement something in this line of thinking in a post-launch patch if it’s not in at launch.

Viewing 7 posts - 16 through 22 (of 22 total)