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Possible new feature: Downloadable items

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10:50 am
May 27, 2011


WesPaugh

Admin

posts 301

So! As many of you have probably noticed, we've recently begun building features that complement, rather than directly enhance, the game that was shipped almost 14 months ago. This is largely because we feel the game is approaching a level of completeness where it would actually detract from the design of the main game to add any more noisy features without strong justification to do so.

In keeping with this, we are looking for new ways to allow players that wish to play 100 Rogues in new and different ways, without hurting the fun of playing the basic game. One option we are considering is in-game items, but that description by itself doesn't say much. We have a few ideas for things we would like to see that would provide a more customizable game:

1. Item Packs: Possibly themed sets of items with which to begin the game. These could either be items that give an advantage over starting with the default equipment, or ones that are balanced differently without providing a clear advantage.

2. Consumables: A large number of potions, hand grenades, etc., could be downloaded for a price at any point during gameplay. These items would be available across multiple games until used, but once used they would not be recoverable.

3. Skills: Likely implemented as Scrolls that are never consumed, players would be able to start the game with skills that are not available to any player classes, but would be permanently available to all classes.

If you have any comments on these ideas, or have ideas of your own you would like to see in the game, please let us know! Thanks!

12:03 pm
May 27, 2011


Boo

Member

posts 50

Interesting, and a lot to think about. A potential problem, especially with consumables, is its impact on high score. Now, the high score table is already ridiculous, but I managed to get a Scoundrel on there the other day! 

Consumables would definitely impact on scores. Jamming a fairy with energy potions and then grinding hell 3 is a sure fire way to rank on the boards. Other consumables may have similar outcomes, though purchasing one of the rare weapons or armor might work.

I personally like the sound of item packs. As someone who plays out different builds (e.g. acrobat scoundrel vs thief scoundrel) themed packs might be an extra way to flesh out these builds. (e.g. an archers kit for an sniper scoundrel, or WMD kit for a tank crusader). 

skills could be interesting, though i assume they would be hard to implement, unless they were passive! still, chewing monster meat for abilities, like teleswap or summon gummi rat, could be interesting (wasnt that in an old gameboy JRPG?).

A final option is the rogue piggy bank! just let people buy gold and tweak the shop appearance / rare item appearance ratio for the next few games to make it even more enticing. gold for gold, yeah! oh, and quabbus could look after the bank too.

please excuse my rambling and poor articulation – wrong end of a long day/week. keep up the good work!Cool

12:12 pm
May 27, 2011


WesPaugh

Admin

posts 301

Awesome ideas, thanks Boo!

I think the team is unanimously believes that the Online leaderboards should never be affected by anything available to some players but not to others (Combo Mode / Challenge Mode bonus items are a somewhat uncomfortable advantage).

Whether we allow scores that have been inflated by these items to exist in the local scores is a question we're still grappling with. I suppose if anyone feels their personal leaderboards were sullied by the advantages of items, the could always just delete and reinstall the app.

1:49 pm
May 27, 2011


trystero

New Member

posts 1

I may be in the minority, but these don't really seem worth my IAP dollars.  When you guys released Skellyman, and then the Robot monster class, I was happy to pay as these brought a lot to the game ( whole new ways of playing ).  Why not focus on adding additional classes and sell *those* as IAP?  Where is the fourth regular hero promised from launch day ( when I purchased the game )?  It sounds like you guys are just looking for the shortest path to revenue, and I won't begrudge you that ( you have to eat ! ), but none of what is mentioned above sounds like something I would buy.  Give us the other 97 rogues at .99 cents each and I'll be $96.03 poorer ;)

1:51 pm
May 27, 2011


medianotzu

New Member

posts 1

I was totally wanting to pay for some IAPs once this game had a
completely stable and bug-free build, but if 100 Rogues is going
completely freemium then I'm not going to begin investing in it now. I
have to admit that having bought the game at launch I've still never
been able to feel completely comfortable with it. Either it was too
buggy, had the weird ads, or wasn't quite bug-free enough to where I
would feel comfortable committing more money to it in the form of IAPs.
Still, I was on the brink of going all in on the IAPs and having read this, I now think I may instead be
ready to give up on the game for good.

As developers, you guys have the right to pursue profit in any way you
see fit. I just don't go for the freemium games with consumable IAPs. I
don't have any problem with the types of IAPs you were doing before,
but I don't even look twice at Glu's apps anymore, or anything else that
has consumable items. Just my own personal hangup.

Best of luck, regardless.

8:55 pm
June 6, 2011


spiky

Member

posts 7

This is an edited repost of my reply on toucharcade forums (which your publisher really needs to read if they want current feedback):

 

I think 100R is a good game, but just doesn't give you quite enough as it is. I think you should have charged a little more for the game, and given a few more content updates for free. I am by no means a marketing expert but from what I have seen, successful games on the Appstore do so by providing content updates. They don't have to be frequent as in once a week, but they should be there (see for example Angry Birds, Dungeon Raid). This is what stimulates sustained interest for the game and ultimately revenue. The 100R IAP as it is feel tacked on purely for monetary purposes and takes away from the replayability of the game. Maybe you should do a little more research but my feeling is that to add "freemium" consumable content would be a waste of time.

 

Don't get me wrong. I like 100R, but having beaten the game a few times I don't feel like going back to play it again. Much less so when I have to shell out another .99 (actually $1.29 for me) just for another character. That said, I would feel more inclined to pay if several characters were included (sort of a pack IAP), or maybe more levels.

9:11 am
June 7, 2011


WesPaugh

Admin

posts 301

There's quite a lot of talk like this over on TouchArcade.

"Put me down for a negative vote on the IAP consumables.

More characters, game modes, well thats ok, but not consumables that burn bucks to go farther.

Rixx "

MetaGonzo:
"
I haven't been very active in this thread for ages but I say this as a someone who has loved this game from day 1.
If you introduce consumables you will be making a grave error, IMHO. Even if they're only a side order to the main course. This game's had a rocky road and it's very patient and loyal fanbase has had that patience and loyalty shaken on more than one occasion, despite your best efforts Wes. Even if the consumables are good value and facilitate more free stuff it won't go down well; unless you've had a fremium model from the word go, you're always going to piss people off.

Make your money from meaningful IAP but mark my words, consumables are not the way to go. Certainly not for your established followers anyway, many of whom have already invested premium levels of money.
"

LordGek:
"PLEASE don't take the consumable IAP route!!

Not only does it feel tacky, but with the game's still shaky stability issues I'm sure you'll have many demanded IAP refunds (if I need to pay for a single use of some item and the game crashes or severely glitches out on that run, I for one would DEMAND those credits or item get refunded)!"

MarkHerm:
"+1… We have now IAP for game modes and IAP for classes. I am (mostly) ok with that. But consumables are a no go for me. And I dont like the potential balancing issue that comes with them. After all, this is a high score game with online leaderboards. I really don't like the idea that people who spend alot of money for consumables, that obviously is going to give them an in-game advantage, are competing with people who are not willing or able to buy these items. This is very bad game design IMO (even though I know other games are doing the same)."

nafkert:
"As long as consumables cannot effect the leaderboard, I really don't mind them, I guess. I don't like them, and I'd prefer they weren't there, but won't stop someone else from giving you their money to beat the game. That said, if they can have an impact on the global high scores, I won't give you all another cent… and I'm looking forward to purchasing new classes / races as they come out. The leaderboards should be reserved for those who complete the game in the way originally intended."

JGeldhof:
" Never played a game with consumables. Don't think I ever will. Another "NO" vote"

CerenPL:
"And so F&*%$*&^ what? The moment you destroy your leaderboards and hi-scores by selling this kind of iap is the moment you kick your fans in the balls AGAIN. But this time with twice the strength. Honestly, this game was a buggy mess for most of its lifetime and now you want to go with iap consumables? Dude, seriously you're trying very, very hard to take the crown for being one of the biggest assholes on toucharcade and for scr3wing your customers. Good luck with taking the crown. Go for gold ! "

So, yes! Strong opinions. What are more of yours? The first post I made here outlines 3 different routes we might take. Option 2 clearly seems unfavourable to a lot of you. The others?

6:11 pm
June 7, 2011


psycochiken

Member

posts 34

If you could somehow add variety to the items that DROP rather than start off with more items. I would pay for a booster pack of swords/armor/potions/guns.  feel like there should  be guns what with the robots and bandits and all, and you just have to repurpose the wand animation.

And the dinoman would make you some money… 

8:15 pm
June 7, 2011


spiky

Member

posts 7

Post edited 8:16 pm – June 7, 2011 by spiky


Wes Puagh said:

So, yes! Strong opinions. What are more of yours? The first post I made here outlines 3 different routes we might take. Option 2 clearly seems unfavourable to a lot of you. The others?


I have the same feeling with the others. They don't really add to the core experience. Why would I pay more to get the same old, same old or make the game even easier?

If you really want to go down the IAP route (and it looks like you do for finanicial reasons I won't begrudge), then at least make it something worthwhile. A new level (with a new boss) perhaps or like psycochiken mentiones above, adding more variety of item drops. Something to make the game last a little longer and add some variety.

8:17 pm
June 7, 2011


spiky

Member

posts 7

Post edited 8:18 pm – June 7, 2011 by spiky


WesPaugh said:

So, yes! Strong opinions. What are more of yours? The first post I made here outlines 3 different routes we might take. Option 2 clearly seems unfavourable to a lot of you. The others?


I have the same feeling with the others. They don't really add to the core experience. Why would I pay more to get the same old, same old or make the game even easier?

 

If you really want to go down the IAP route (and it looks like you do for finanicial reasons I won't begrudge), then at least make it something worthwhile. A new level (with a new boss) perhaps or like psycochikenmentiones above, adding more variety of item drops. Something to make the game last a little longer and add some variety.

 

Edit: Sorry for double posting. I was trying to correct the botched formatting and it all went wrong from there!

3:04 pm
June 28, 2011


drelbs

New Member

posts 2

Post edited 6:52 pm – June 28, 2011 by drelbs


You didn't quote me from TouchArcade! Cry

 

Personally, I wouldn't buy any consumable IAP.

 

Might go for permanent skills or unusual weapons, but they'd have to be damned well silly or entertaining, like a flock of sheep (kept in a bag of holding, of course!) usable once per game.

 

There either needs to be an option to enable said item(s) with no scoring if you use them, or seperate scoreboards. I'm not actually so concerned with online scores, as I hardly post them, but I don't want to throw my local scores out of wack in case I want to play a 'pure' game.

 

FIRST POST BTW! (And I had to do math twice to get this far!)

12:03 pm
June 29, 2011


Hater Slayer the third

Member

posts 26

I hope you jump off a very high cliff before you add these item packs. There would be nothing more infuriating than a pay to win scenario. That would be most foolish.

2:09 am
August 23, 2011


jebus

Member

posts 6

WesPaugh said:

1. Item Packs: Possibly themed sets of items with which to begin the game. These could either be items that give an advantage over starting with the default equipment, or ones that are balanced differently without providing a clear advantage.

3. Skills: Likely implemented as Scrolls that are never consumed, players would be able to start the game with skills that are not available to any player classes, but would be permanently available to all classes.

If you have any comments on these ideas, or have ideas of your own you would like to see in the game, please let us know! Thanks!


The item packs could probably make for good challenges in challenge mode. Complete new challenges using only a certain item pack. Challenge mode could use something new I think. Item packs would probably be better using psycochiken's idea: adding variety to item drops rather than having the player start with the advantage.

 

The non-class-specific skills sound interesting. Personally, I think i would rather have a chance to obtain these scrolls as a drop rather than having every character start with them though, if that makes sense.

 

I recently visited the blog at dinofarmgames.blogspot.com and noticed there was a plan to implement "NPCs/quests." Perhaps releasing quest packs could be a possible idea. Perhaps some quests could be class-specific, whereas others wouldn't be specific. Some quests could be simple, whereas others a bit more complex.

 

Or perhaps "NPCs/quests" could be a part of challenge mode. Might be wishful thinking, but it'd be interesting if players were able to create their own challenges/quests for challenge mode that others could download and play. New elements for creating these challenges/quests could be bought to use whenever.

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