- Apr 21, 2020
- 254
- 152
what's the fundamental flaw here? The way I see it, is that rattensex doesn't see the value that was poured into the game reflected.Thanks for your fundamentally flawed and misinformed opinion sir
what's the fundamental flaw here? The way I see it, is that rattensex doesn't see the value that was poured into the game reflected.Thanks for your fundamentally flawed and misinformed opinion sir
Yeah. I'm just comparing their monthly income with the changelog. When seeing the changelog its just not justifying 20.000$ - or whatever they make monthly. They can easily hire artists and animators with that amount of money and speed up the process dramatically. Just as I said, I guess they just want to stretch the development time as long as possible at this point.what's the fundamental flaw here? The way I see it, is that rattensex doesn't see the value that was poured into the game reflected.
Couple of things:Yeah. I'm just comparing their monthly income with the changelog. When seeing the changelog its just not justifying 20.000$ - or whatever they make monthly. They can easily hire artists and animators with that amount of money and speed up the process dramatically. Just as I said, I guess they just want to stretch the development time as long as possible at this point.
Not hating on the game, just on the management
You can set a monthly maximum on the pledge. We set it as that originally because it let people decide how much they wanted to incentivize more work, because people were calling monthly Patreon campaigns "a scam" because patrons would get charged regardless of how much work was put out, if any, and particularly for games, creators would get accused of "milking it". This is before we were working on ToA when our Patreon was just for art and stories. We wanted to make sure we were only charging patrons when we actually put out work, and we structured the weekly updates so that we had to show proof of work on a consistent basis, and now because of that decision, we get called scam artists.I enjoy the game quite a bit and I would've supported it on Patreon if not for their "per creation" pricing - that's basically like giving someone an authorization to charge my credit card whenever they want which is not something I am particularly comfortable with. Also, I would prefer the devs to focus a bit more on adding art to already existing sex scenes since many of them are just text rn.
Oh, I didn't realize it worked like that... I was under impression that I would be charged whenever the creator publishes a work, which made me sort of uncomfortable. But it was never my intent to accuse you of scum or anything - as I already stated I really enjoyed the game, so keep it up.You can set a monthly maximum on the pledge.
Sorry, didn't mean to imply that you did. It's just come up a few times in that context.Oh, I didn't realize it worked like that... I was under impression that I would be charged whenever the creator publishes a work, which made me sort of uncomfortable. But it was never my intent to accuse you of scum or anything - as I already stated I really enjoyed the game, so keep it up.
How about you leave your couch and try your hand at developing a game for a couple years, then you can come back and tell us how it is easy to do it.Yeah. I'm just comparing their monthly income with the changelog. When seeing the changelog its just not justifying 20.000$ - or whatever they make monthly. They can easily hire artists and animators with that amount of money and speed up the process dramatically. Just as I said, I guess they just want to stretch the development time as long as possible at this point.
Not hating on the game, just on the management
I actually studied 3D Game Design & Animation (Course) as well as have personal experience messing around with creating ETC i even helped with development of a game during my time where i studied and it is far from easy anyone who thinks otherwise has no idea just how much work coding as well as visual can take let alone the mental aspect of suchHow about you leave your couch and try your hand at developing a game for a couple years, then you can come back and tell us how it is easy to do it.
I actually did - with a small team. Took three years. We were on kickstarter and we planned a 2.000€ salary per person/month. Everything went well, the game was released and the players are happy. It's a 2D action RPGHow about you leave your couch and try your hand at developing a game for a couple years, then you can come back and tell us how it is easy to do it.
You mean like a... hired worker?you cant look at as a direct exchange of "I put X amount of money in so I get X amount of content out" like some sort of dystopian human vending machine.