Home >> Forums >> Nuclear Dawn >> General Discussion >> Nuclear Dawn June 2012 Update Is Coming

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  • #37999
    Michiel
    Michiel
    Admin

    To celebrate Nuclear Dawn's upcoming June update, we have a couple of special gifts lined up.

    To start with, there will be the patch itself, which includes buildable walls and barricades amongst other things.

    Then, we're going to lower the price to 14.99USD.

    And finally, because we really miss Christmas over here, we're also going to gift a copy of Nuclear Dawn to every one who already purchased the game.

    That's right, an extra copy to gift to anyone you please on Steam. Go make some friends, so you can play together!

  • #49740

    Spazzo
    Member

    I'm really hoping this brings in some more players

  • #49741

    snivilous
    Member

    I have no friends <img src="http://forums.interwavestudios.com/public/style_emoticons//sad.png” alt=”sad.png” class=”bbcode_img” />

  • #49742
    Michiel
    Michiel
    Admin

    I can tell you guys already we have 3 more things planned but I cannot talk about them just yet.

    We basically see this as our huge last push to revive the game (hopefully).

  • #49743

    Enigma314
    Member

    Maybe a free weekend in the future will breath life into the game.

    Hopefully people will be convinced to buy the game when they see the improvements and fixes that have been done since the last free weekend.

    Edit: holy ###### I just saw the facebook post about giving free copies to everyone who already owns the game. You guys really are going all out. <img src="http://forums.interwavestudios.com/public/style_emoticons//ohmy.png” alt=”ohmy.png” class=”bbcode_img” />

    And people who we gift the copies to will also get guest passes? …I have high hopes for the future.

  • #49744

    snivilous
    Member

    We'll see, like viperblades said, it's better to attract back the people who have bought it then spam more copies for people to try. Enough people own the game, just don't play.

  • #49745
    Michiel
    Michiel
    Admin

    You are absolutely right about that Sniv, over 90k copies <img src="http://forums.interwavestudios.com/public/style_emoticons//wink.png” alt=”wink.png” class=”bbcode_img” />

  • #49746

    snivilous
    Member

    I just don't know you get people to come back and play D:

  • #49747

    Enigma314
    Member
    snivilous wrote:
    I just don't know you get people to come back and play D:

    I think many people don't play because there are not many people are playing.

  • #49748
    Michiel
    Michiel
    Admin

    Well if there was a announcement on the steam group page asking for people to retry the game then maybe they might? And OMGOODNESS :DDD lowering price? free copies to ppl who purchased? Amazing update? OH YAH BUDDY XD I hope this last attempt goes over well.. Just make sure you guys get rid of bugs coming with new content as well as old bugs <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

  • #49749
    Michiel
    Michiel
    Admin

    I would like to formally thank you guys at InterWave. I want to thank you for all the hard work you put into this game. The constant updates. The extensive communication with the community (something which is lacking with most triple A devs). And thank you for not giving up on this game and staying with it for so long. Most other devs would have given up a long time ago. Just goes to show how awesome you guys are.

    (also, thank you for the free copy of ND XD)

  • #49750

    snivilous
    Member
    FlyingHigh wrote:
    Just make sure you guys get rid of bugs coming with new content as well as old bugs <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

    Yea, about that, make sure you try to test everything with the current update so we don't need hotfixes like the last few <img src="http://forums.interwavestudios.com/public/style_emoticons//tongue.png” alt=”tongue.png” class=”bbcode_img” />

  • #49751
    Michiel
    Michiel
    Admin
    X_296 wrote:
    I would like to formally thank you guys at InterWave. I want to thank you for all the hard work you put into this game. The constant updates. The extensive communication with the community (something which is lacking with most triple A devs). And thank you for not giving up on this game and staying with it for so long. Most other devs would have given up a long time ago. Just goes to show how awesome you guys are.

    (also, thank you for the free copy of ND XD)

    I second this.

    Many companies would have given up by now, and cut their losses. You guys decided to stay and try to make this game awesome.

    Is there any way(apart from press-ganging all our Facebook friends to play ND <img src="http://forums.interwavestudios.com/public/style_emoticons//devil.gif” alt=”devil.gif” class=”bbcode_img” /> ) that the *small* community can help to get people back in? Maybe if we could do a high skill scrim with some of the best players and youtube it or something? make it look awesomer than it is by showing exceptional tactics and teamwork.

    <img src="http://forums.interwavestudios.com/public/style_emoticons//thumbsup.gif” alt=”thumbsup.gif” class=”bbcode_img” />

  • #49752

    Spazzo
    Member

    Let's just hope that everyone gets a spare copy, unlike the guest passes. Preorderers too. Still haven't gotten those.

  • #49753
    Michiel
    Michiel
    Admin

    Furthermore we will also be part of this years Steam Summer Sale hits <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

  • #49754
    Michiel
    Michiel
    Admin

    Energy Wall – Nobody can shoot through it, the enemy can also not walk through it, but your team can!

  • #49755
    Michiel
    Michiel
    Admin

    OH HELL YES.

    On behalf of your most dedicated players (most of which happen to be Delta^2), I thank you. The difference in gameplay and polish between when I first got this game, the day of release, and now is incredible. Day and night. You've listened to us, set a new standard for customer service, created and defined an amazing game genre, and created a small, but dedicated community.

    We'll do our best to play nice with the new kids. Just for you.

  • #49756

    snivilous
    Member

    Spiffy

  • #49757

    Enigma314
    Member
    Michiel (Viper) wrote:
    Energy Wall – Nobody can shoot through it, the enemy can also not walk through it, but your team can!

    Sweet! Which team gets them?

  • #49758

    Jeroen
    Member

    both teams. Screen above is the CT version but we have them also in red <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

  • #49759
    Michiel
    Michiel
    Admin

    Looks very nice.

    Are they easy destroyed, expensive or take a long time to deploy. Just in case an commander wants to box in the enemy.

    Map looks also very clean and open. Forest. <img src="http://forums.interwavestudios.com/public/style_emoticons//wink.png” alt=”wink.png” class=”bbcode_img” />

  • #49760
    Michiel
    Michiel
    Admin

    Well there are giant cement barriers you can create also, probably better for boxing in the enemy. I'm glad we are getting walls because then commanders can create 'staging areas' that are safe <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

  • #49761

    snivilous
    Member

    Depends how close you can build them. As you might recall, you used to be able to place CT spawners next to each other so you could block people in, though then the area got increased to try and stop them getting built to close to things (which I don't think helped). These may have the same effect, where you can't place them close enough to make a gap you can't get through.

  • #49762
    Michiel
    Michiel
    Admin
    Michiel (Viper) wrote:
    Furthermore we will also be part of this years Steam Summer Sale hits <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

    Can you tell us the exact date?

  • #49763

    Spazzo
    Member
    Jeroen (Xanthi) wrote:
    both teams. Screen above is the CT version but we have them also in red <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

    Oh yes.

  • #49764
    Michiel
    Michiel
    Admin

    I really hope that this will work… <img src="http://forums.interwavestudios.com/public/style_emoticons//laughing.gif” alt=”laughing.gif” class=”bbcode_img” />

  • #49765
    Michiel
    Michiel
    Admin

    Looks we should be prepared for a sudden increase in number of newbies.

    Is there options for server owner to set minimum commander level or some kind of rules to select commander?

    Reason I ask is that playing with a total newbie as commander is very frustrating. Specially when you see them start building turrents around the base at the first minute into the game.

  • #49766
    Michiel
    Michiel
    Admin

    We need servers wich have a certain level set I think instead too.

  • #49767

    Enigma314
    Member

    I think that some temporary measure should be put in place to lower the chances of having a veteran commander going up against a newbie commander.

    I'm fine with having a newbie comm. It's only frustrating when you have games where you're up against a good comm with a good team. you just can't afford to train a newbie.

  • #49768
    Michiel
    Michiel
    Admin

    maybe it would be cool to have a n00bhugging-treaty between all major servers, for the duration of the first day or two.

  • #49769
    Michiel
    Michiel
    Admin

    Still you can't enforce it all the time without a variable to set a lvl <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

  • #49770
    Michiel
    Michiel
    Admin

    the “noob friendly” besides the server name works quite well, all servers agreeing to be patient with new players for the duration could just indicate it

  • #49771
    Michiel
    Michiel
    Admin

    “And finally, because we really miss Christmas over here, we're also going to gift a copy of Nuclear Dawn to every one who already purchased the game.

    That's right, an extra copy to gift to anyone you please on Steam. Go make some friends, so you can play together!”

    Since every patch is bound to cause issues, and it is best to give people a as good as possible experience wait with the gift copies till after the usual hotfixes after the update.

  • #49772

    snivilous
    Member
    spring85195 wrote:
    Reason I ask is that playing with a total newbie as commander is very frustrating. Specially when you see them start building turrents around the base at the first minute into the game.

    P1 has a plugin, it defaults to restrict commanders to a minimum of level 20.

  • #49773

    Enigma314
    Member
    Icewhynd wrote:
    Still you can't enforce it all the time without a variable to set a lvl <img src="http://forums.interwavestudios.com/public/style_emoticons//smile.png” alt=”smile.png” class=”bbcode_img” />

    Exactly. No matter how many people you get to agree to let the noobs learn, there will still be some idiot out there who thinks its fun to steamroll the new guy.

  • #49774
    Michiel
    Michiel
    Admin

    Well it IS fun…just not cool <img src="http://forums.interwavestudios.com/public/style_emoticons//biggrin.png” alt=”biggrin.png” class=”bbcode_img” />

  • #49775
    Michiel
    Michiel
    Admin

    Nice walls (ala star wars episode 1: can walk through but not shoot through and can't fire as you are walking through.)

    Energy walls should be an upgread to the solid walls that we saw in the first facebook post.

    One problem I see with the energy wall: People may poke though it just enough to shoot though but not enough to get hit – The wall should block fire untill you are all the way through.

    Maby slow movemen down 5% as your walking though the wall to give a que as to when you are through?

    Will the energy part of the wall be regenerative or invincible?

    Will emp deactavate the wall or take the energy field down to 0% or both? – If the energy field is regenerative, then I vote both. If the energy field is invincible, then I vote deacatavation like the rest of the buildings.

    As for new life into the game……. <img src="http://forums.interwavestudios.com/public/style_emoticons//sad.png” alt=”sad.png” class=”bbcode_img” />

    There where a ton of people on during the free weekend. So maby make a small number ( maby 4) of free Demo Servers, but limit what maps are on those servers and also disable most of the upgreads.

    And I know the game is not built to handle 64 player battles, I think it may be worth a shot to change those few numbers that limit the number of players in a game so that the higher end computers could try it.

    If nothing else, I would not mind haveing a small add space at the top of the server selection screen (ala the old battle.net) and the loading screen and makeing the game free to play.

  • #49776

    snivilous
    Member

    And IF the game doesn't leap off as hoped, like Tontow said, F2P might be best and then unlock as much as you can for players to mod stuff.

  • #49777
    Michiel
    Michiel
    Admin
    snivilous wrote:
    And IF the game doesn't leap off as hoped, like Tontow said, F2P might be best and then unlock as much as you can for players to mod stuff.

    Free to play could be done easily, assuming that anti cheat is properly and constantly up to date.

    All previous buyers can already have everything.

    Ability to command could cost money, $2.50 to unlock commander. This stops ultimate F2P 'noobs' taking commander and also brings in revenue.

    F2P only have ability to level up to a certain rank, and to unlock the ability to get full level costs money.

    There could be new character models that cost money, a 'skin' pack like BFBC2 did for $5.

    In a short run this might not bring in as much money as the current payment model but over time if this keeps the game alive then of course it'd bring in more money; and more fans of interwave.

  • #49778

    Spazzo
    Member

    F2P really wouldn't work with the amount of content in the game – TF2 was so successful because it had the total of 4 years worth of sizable updates behind it, an already established cash shop, and simple enough methods to compensate those who bought the game. Nuclear Dawn has no such luxuries.

    f2p only really works if you are able to constantly pump out updates – weekly updates introducing new items. Like a new weapon, or some new cosmetic, and then having larger once every 3 months or so updates that would be a new map, or a new class and even a new gamemode. Those things haven't really happened that much with ND even now – we got the saboteur class at christmas last year, and we've had 3 or 4 new weapons, and 1 new map. Understandably, these things take time to produce. I think the current new content rate wouldn't transfer well over onto a f2p market.

  • #49779

    Enigma314
    Member

    yeah, f2p really won't work for ND at this point because it doesn't have much that could be micro-transactionable. Its not like TF2 where it already had a functioning economy where players could buy and trade for items.

  • #49780
    Michiel
    Michiel
    Admin
    E***ma314 wrote:
    yeah, f2p really won't work for ND at this point because it doesn't have much that could be micro-transactionable. Its not like TF2 where it already had a functioning economy where players could buy and trade for items.

    I think the bigger picture is being missed here. It may not make millions like tf2 but however bringing in some form of revenue is better then no revenue at all, aka a dead game.

    I only think it should go F2P if this next big population push doesn't work.

  • #49781
    Michiel
    Michiel
    Admin

    It dose not have to be micro-transactionable items, it could just be a small add space like classic battle.net has. You would be surprised how much revenue you can generate with a small add space at the top of a lobbie.

    I did forget to add one thing to my earlyer post. It will now matter what direction you place buildings (mainly walls) and so we now will need Hot Keys To Rotate Buildings. Its just that added bit of polish that you would expect from a game.

  • #49782
    Michiel
    Michiel
    Admin
    Tontow wrote:
    It dose not have to be micro-transactionable items, it could just be a small add space like classic battle.net has. You would be surprised how much revenue you can generate with a small add space at the top of a lobbie.

    I did forget to add one thing to my earlyer post. It will now matter what direction you place buildings (mainly walls) and so we now will need Hot Keys To Rotate Buildings. Its just that added bit of polish that you would expect from a game.

    I remember far cry 2 did dynamic adverts on billboards which as far as I know was fairly successful for them even though the multiplayer wasn't the most lively thing.

  • #49783

    snivilous
    Member

    Yea, what angryangus said. Basic economics, you may be low on the revenue curve with tiny transactions, but that is a lot more money than no transactions because people don't want to pay for what they think is a dead game.

  • #49784
    Michiel
    Michiel
    Admin

    I wouldn't like for the game to be F2P because if people do “bad things”

    they can always get a new account and keep coming back.

    You say F2P players wouldn't have acess to the upgrades, well that would make the game unbalanced as some players are able to do stuff other players can't.

    You would be saying to somebody go do this and that, and they would be like oh sorry I am F2P I can't do that.

    If you wanted to do like COD but in a F2P way, you could make the f2p players have acess to everything except new maps that would be released in the future. But that would create another problem because as soon the map changes to one of those the servers would be empty since nobody of the F2P would have them.

    Also, some plugins were made for TF2 to not allow the free players to join the servers,

    who tells you somebody wouldn't do that for ND?

    But maybe, you could make F2P have a normal XP rate until level 20.

    After level 20 all the XP the F2P would get would always be, 20% of what a person who bought the game gains.

    After level 30 all the XP the F2P would get would be 10%….

    After level 40 all the XP the F2P would get would be 1%…..

    This way the F2P would get tired of having to work so much for the XP and would eventually buy the game

    Since the players who have the game don't play, we need to get new players that will play.

    I ask my friends do you know what nuclear dawn is?

    And they all answer “never heard of it”

    Maybe spread more the word about the game before going all crazy on F2P

  • #49785

    snivilous
    Member

    You can IP ban players.

  • #49786

    Spazzo
    Member
    snivilous wrote:
    You can IP ban players.

    Only works against those with a static IP.

  • #49787
    Michiel
    Michiel
    Admin

    More players = more moderators for the servers, problem solved (for the most part)

    But deal with it the same way TF2 deals with it.

  • #49788
    Michiel
    Michiel
    Admin

    Nuclear Dawn takes time to learn, making the game free to play would just flood the servers for one week with people not knowing what to do and spoiling the game for the few dedicated players left.

    I see two main problems in the game (three with stackers, but players are players): the learning curve is steep with supports to learn close to useless (except the wiki but who on earth reads that before playing a new game… ) and no one ever heard of the game.

    Now that the game has reached a maturity point, it would be a good time to send few copies to all magazines and reviewers and get some exposure… explaining that it IS hard to dive into the game and master it. The fact that the game is hard to learn and that players need to dedicate themselves to learn the ropes is not a bad thing, it just needs to be known.

  • #49789
    Michiel
    Michiel
    Admin

    before making another push they really need to make a good balancer. the one i made is based off rank since i don't have access to score per minute data on players. many of the issues in ND are compounded when you get stacked teams and a good comm on the stacked side vs a decent or bad comm on the other side. by making sure your teams are balanced you can then work on getting 2 commanders who are close in skill. so far i've only found one formula for balancing commanders that seems likely to work, but API access that only IW has would be needed.

  • #49790

    Spazzo
    Member

    Stacking is an inherit issue in games – moreso than others in Nuclear Dawn. The only way to prevent this in the long term isn't by having a better balancer, it is by having things done to raise the skill floor.

    Thing is, that is a pain to do. some things in ND that currently help make the skill floor lower are things like the gizmo unlock system – the better gizmos are only available at higher levels. If the gizmo unlock system were to be replaced with something where players could pick and choose what gizmos they want, it would remove this problem.

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