Topic: so...
is it dead yet? i havn't seen a gap between posts this long before.
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Dolumar Forum → General chat → so...
is it dead yet? i havn't seen a gap between posts this long before.
Yea, it seems to be pretty dead. Same on the finance side, this months is going horrible; guess it's starting to be time to shut down the servers ![]()
Are you f*** kidding me? After all the warnings and complaining or drama or whatever you want to call it from players, this is all that happens?
What about listening to them for onces?
Wow.
so is this really the end of this game ????
May it rest in peace...
It's been fun!
Love the communication!
Well, I'm kindof out of ideas. Milan was going to prepare a new mod team, but that didn't work out very well I guess.
Situation is as follows: the servers cost about 250 euro a month. In order to get those 250 euro, about 350 to 500 euro has to be spent in dolumar, depending on the payment gateway and the social network used.
At the moment, the 17th, I have only collected 32 euro. Last month we barely reached the 100 euro mark.
I have some big changes in the pipeline which should deal with the cheating happening in the market. These changes should completely fix the problem and would make the work of the mods a lot easier (only multi account hunting really).
Player base has been dropping drastically for a long time now, at the moment we have about 60 players that still play every day.
What probably should happen is that we move the game to a cheaper server, but that might cause stability issues. Another solution would be to fix the current issues and find some way to get more players (if anyone has any ideas on how to do this, please share, because I'm out of ideas and I have absolutely no budget for advertising).
I still think this game has some kind of fundamental issue, which I haven't been able to fix. In that aspect, this game has failed and why keep working on a failed game?
I'd love to read your thoughts on this, I could do with a little inspiration.
You have had a ton of people write you personally with thoughts/suggestions, and some very good posts in this forum...? Granted some are buried with nonsense, but suggestions, ideas and thoughts are clearly there.
Can you not set up a new mod team yourself? It's kinda clear Milan has been busy with other projects for way over a year now.
I would ditch speed and beta servers. Leave stable 2 if you wish. You still have your developers server (at 10000000000x speed) that things could be tested on for now....
I am really at a loss of what to say. I think people *have* told you what they would like for a long time now. ![]()
It would be very sad to see it end. It had great potential.
here's my take on it. i got a couple of my friends a while back to play on the speed server. now these "nerds" are true "gamers". xbox 360, ps3, constantly. at the beginning they liked it. nate said he would come home, not even turn on his 360 and see what was going on in his village, etc.
he got his brother to play also.
he eventually stopped, so i asked why, and i totally agree with his answer:
it does suck that you can't actually see your troops fighting like in a "traditional" video game. MOST people can get over that, BUT when you combine that "no visual" with the slow as death speed, there are very few who will put up with that for very long at all. why else is there always 3 or 4 clans with 20 people who all play for maybe a day or two at the most and then quit?
IMO, if the game could just get sped up, that would go a long ways in attracting more players.
it IS a really good game, that could be SOOOO much better with just a few small tweaks.
Very sad to see the game not doing well. I agree with Ish, the ideas were not the problem. The only thing the game lacks is developers time to implement them. I'm part of a pretty big international gaming guild, granted its mostly for MMO games but some do play these web-based games too and i tried to get some of them to try Dolumar and all of them said that its way to simple. Very little stuff to actually do. The game needs a sense of achievement for both the player and also achievement for a guild. I played Stable1 for 2 years but i didnt have anything noticeable at the end that i didnt have in the first half of the first year(well outposts were not introduced back then yet)
We could put out a lot of ideas but the only real question here is if the devs have the time to implement them?
Some of the ideas that i had:
http://en.forum.dolumar.eu/topic/75/war … alliances/
http://en.forum.dolumar.eu/topic/73/an- … ing-speed/
There were others to but cant find them, probably on the old forum, i dono. But these would still only be improvements of the game. We still need actual content. There are countless other web-based RTS games that have like 10 diferent types of units, troops could get experience, level up. You could have NPC villages where players could go on a raiding party(single or guild type thing) gain rare equipements(like for example gain a legendary sword with witch you equip all your swordsman not just 1; maybe the treasure could be a blueprint to make that powerful sword or something).
Again, the problem is not the lack of ideas but the lack of time from the devs part to implement them. Daed you have to make a choice do you want the game to be something more or not. Look at Minecraft(dont think there's anyone who dosent know it, but if not just google it), just one guy made it and look at what he achieved. He allready sold a couple of millions of the game while beeing on beta!!!. IMHO anyway.
NPC villages to attck.
Could it be set that you can only attck players who are on line? otherwise you go for a npc village. or allow paying players only to attack an off line player??
NPC villages to attck.
Could it be set that you can only attck players who are on line? otherwise you go for a npc village. or allow paying players only to attack an off line player??
massive troop numbers, lots of runes, cheap and fast searches. More troops = more attacking which means more activity. short run at least. also scale down building times, if you could write in the code something that would make the higher value players building slower while lower players build proportionally faster. The easier way would be have each building type construction time constant and upgrade times constant while each upgrade build time multiples itself by 2 or something. Like lvl 1 = 1 min, lvl 2 = 2 min, lvl 3 = 4 min, lvl 4 = 8 mins, lvl 5 = 16 mins and so on. while increasing troop cap per lvl
also how this game is set up you can roll with two servers testing and stable. lower server costs and see if you can get some more players. From there you see if you can successfully pull together enough players to not only pay for and maintain the current server, but saving money for upgrades to the server. There will always be a niche for online browser games, especially if you can run them through your phone.
I got a e-mail from Milan awhile back and was very excited, then everything just stopped. its a shame.
I agree with Isthar.
Also when I came back the last time, I had to deal with lots off stuff. Not only bugs in the game, but everything. Everytime I used the premium shop, there was some kind off problem. There are tons off anoying things in there, for example when doing anything and one off you're clocks runs out the thing you where working out goes to the first page, so if you're writhing a big message, you can start again. Every time some question comes up, I have to look for answers a long time, save links I got from other players or burried far here in the global forum. I have been playing for a year and a half, imagen what it is like for a newbie. Then there are questions like when is the size off a village by score and when by runes (thinking about portals, trading and honorloss) and so on.
After all these issues, we still have to deal with cheaters, even worse, from the very beginning some mods where the hardest cheatercallers. Please guys, don't frustrate players with that, but deal with it quietly. Players are here to play and have fun, mods deal with cheaters and help players.
My idea: make sure the intere game you have now works good, then start new stuff.
Treath players like players and not like problems.
RESET THE SPEED SERVER!!!! I believe if it got reset u would see alot of people come back to play it (I know i would). this game is alot of fun at a faster pace but there is basically 1 clan left and everyone else just gets farmed. It also has much better earning potential since players can buy 30 runes per month.Dont get me wrong there are still lots of changes that need to happen but atleast this should buy more time to get things fixed.
I KNOW THIS GAME IS CURRENTLY IN THE TOILET BUT PLEASE DONT JUST FLUSH IT
THANKS N8
RESET THE SPEED SERVER!!!! I believe if it got reset u would see alot of people come back to play it (I know i would). this game is alot of fun at a faster pace but there is basically 1 clan left and everyone else just gets farmed. It also has much better earning potential since players can buy 30 runes per month.Dont get me wrong there are still lots of changes that need to happen but atleast this should buy more time to get things fixed.
I KNOW THIS GAME IS CURRENTLY IN THE TOILET BUT PLEASE DONT JUST FLUSH IT
THANKS N8
I will come back but a few things have to change first.
i agree with stupid! ![]()
I was thinking about advertising.
I have seen the facebooklinks, when you leave or join a clan and when you send your troops to attack someone. Most players stay in a clan once they join and I don't think anyone wants everbody to know when his/her village is empty, so that becomes a bit useless. I think you could use Taz her idea here, something like a daily lotery, post that on facebook and/or netlog and the first couple friends who click on it (farmville uses 10) get a small reward. But since there have been so many problems with playing by facebook and netlog, again, you would have to make sure it works like it should.
edit: or find a way villages can't be attacked when players can't log in.
An idea for more income:
You could have some special buildings only available for credits like an enchanted defens tower that gives you twice the defens as the normal one or a weaponsmith that makes weapons 30% faster.
You can have temporary onces, something like the romans came to town and left us a aquaduct which increases your foodincome.
Have some available for res or runes, so it's also fun for players who don't/can't buy credits.
You can make the last weaponupgrade only available for credits. Or have one weapon only available for credits.
Have more units like Laker says. If you have 10, have 1 or 2 only available for credits.
You can make more spells, some only available for credits.
Or make potions similar to spell, that give you boost in strenght or speed,...
Again some for credits some for res and/or runes.
You can make it all temporary and change it alot (but that would mean you would have to have the time to do it) keep the game interesting.
I liked the board idea where you can put a picture in, but I felt it wasn't worked out well. There should be a delete button on the ones you make but don't use. You should see the full picture when you click on it.
You could make it so that you can change the image for less credits, post it on facebook and let the first 10 friends have a small reward.
ok, let's talk about gaps between posts!! LOL just kidding ![]()
I see some people throwing around ideas about money income. You need to be carefull about not giving to much bonus to the ones paying. Like i've seen somebody said double defence bonus from towers??? I was one of the players who payed for the game pretty much all the time and on multiple servers but i still would not like that idea. Maybe something like 20% would be ok, but not more. Generally dont agree with a cash shop that completely limits bonuses to non-paying players. Yes add more incentive for players to pay up, but make it also somehow available to the non-paying players but for them it would take MUCH more work to get that thing. Lets take for example that defence tower that would give 20% more defence then the normal one, well that tower could still be available ingame fro free but it would cost more runes and resourses. Even if its like 10 times more, its still available ingame, not only for cash.
We shouldn't have so many runes being taken with a victory. It is too hard to rebuild after such a loss. Well, not too hard, but it is very frustrating to take such a loss. That might help keep the players here that have reset recently after taking 1 bad hit.
Maybe giving the attacker carnage points for killing troops and award less runes per victory, but more resources. Give a bonus rune for reaching a certain amount of carnage points or give them the capability to build a new type of building after achieving 10,ooo carnage pts. 1 carnage pt for every troop killed.
Make the server faster. I repeat... Make the server faster than it is now (international). Give us something else to do besides killing each other's village, like NPC's and farming resources from another source and doing our daily lottery pick and scouting faster, etc. Simply looking for 1 thing to do is not keeping the newbies interested enough to stay with the game.
There are so many good ideas from everyone in this thread. I have suggested some new things in another thread as well recently. I hope you are inspired to work on it. We really enjoy playing it. Go play MinistryofWar.com for a couple weeks and find more inspiration. This game has a lot more potential to earn you money.
I see some people throwing around ideas about money income. You need to be carefull about not giving to much bonus to the ones paying. Like i've seen somebody said double defence bonus from towers??? I was one of the players who payed for the game pretty much all the time and on multiple servers but i still would not like that idea. Maybe something like 20% would be ok, but not more. Generally dont agree with a cash shop that completely limits bonuses to non-paying players. Yes add more incentive for players to pay up, but make it also somehow available to the non-paying players but for them it would take MUCH more work to get that thing. Lets take for example that defence tower that would give 20% more defence then the normal one, well that tower could still be available ingame fro free but it would cost more runes and resourses. Even if its like 10 times more, its still available ingame, not only for cash.
I totaly agree, numbers are not my strong point
Daed will have to keep a balance to keep both paying and non paying players happy.
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