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    hooby

    @hooby

    TF#1 - WHISPERER

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    TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by hooby

    • RE: Best mmo features

      @Xzoviac said in Best mmo features:

      What are your favourite mmo features

      • a persistent open world
      • ALL the items being player made, plus item degradation. having to repair stuff is slightly inconvenient - but a small price to pay for the wonders this does for interdependency, the economy, and equipment diversity, etc.
      • a progression system where veterans and newbies can group up and play together in a meaningful way
      • local markets and regional pricing. no auction house pushing prices so low that crafted items are worth less than materials needed to make them...
      • in-world player housing
      • clan cities, with their own tech progression
      • the game world having different regions/biomes that come with different resources. like - every place could have iron, but the iron mined in the north comes with somewhat different attributes than that mined in the south. that would allow every place to craft every item - but for getting specific bonuses you'd have to get the specific type of iron
      • player tools for creating your own events. I want barn dances, marriages, bingo nights, theater troupes, music performances, sylvester parties, poetry recitals, cooking contests, harvest festivals... you name it.
      posted in Discussions & Feedback
      hooby
      hooby
    • First Impressions

      I just signed up here yesterday, or the day before.

      The game had been recommended by two members of my gaming clan, and since a public alpha test is coming around by the end of the week, I was interested to check it out for myself.

      My clanmates had posted regular links - not invitation links - because they wanted their endorsement to be genuine and honest - and not appear self-serving. I knew nothing about the recommendation scheme when I signed up.

      After creating my account, I was greeted by a text saying "LEVEL 0" in huge letters, and a list of rewards for higher levels shown underneath. The best rewards for the very high levels, were cosmetics lootboxes/lockboxes.

      Normally, at this point, I would have started to browse the website, and read up on a few topics that seemed of interest to me. But not this time. The game had successfully activated my FOMO. You don't have to be a math genius to realize, that the sooner you start collecting daily points, the better.

      I spent the next hour and half grinding points. Clicking through the website without reading anything, spamming a post in daily-post thread, pushing some shares on my rarely used facebook and twitter accounts.

      Then I had something else to do, and left. I still hadn't learned anything on the game. I was too busy grinding some shallow "daily" quests, which also were a marketing ploy to inflate facebook shares and tweets - so I would not miss out on some lootbox reward later on. But I still knew next to nothing about the game itself.

      At least that's what I thought at first. But then it came to me, that maybe I had learned way more about the game, than I imagined.
      Account management was pretty slick. The achievement and reward system appeared robust and updated instantly. Forums, news, newsletters - everything was fully integrated. This was convenient and highly polished. Obviously a fair amount of effort went into getting this invitation reward system right.

      So, did I learn anything then?
      Well obviously a lot of effort has been put into activating my FOMO, making me grind shallow "daily" quests for points by sharing on social media, so I might earn some random lootbox reward.

      What are the chances, that someone who uses this strategy masterfully and successfully for their website, will use the same strategy in their game?
      Pretty darn good I good reckon!

      Therefore I do have learned something about the game:
      .) FOMO based grind
      .) shallow repeating quests for arbitrary points
      .) no engagement with the actual content
      .) lootboxes and similar rewards to drive player behavior

      And that's actually a lot more than what I might have learned from actually reading some materials on the website - right?

      I know, it's only first impressions, and such might always be off or outright wrong. But it's definitely the first impressions I got here.

      posted in Welcome to Fractured
      hooby
      hooby
    • RE: Best mmo features

      @maze said in Best mmo features:

      but to also buy from that region since rare+ would be harder to find.

      When combined with local markets, northern iron would be cheaper in the north and more expensive in the south - and vice versa for southern iron.

      Players then could become traders, by building some mule cart or something and transporting goods north to south.

      posted in Discussions & Feedback
      hooby
      hooby
    • RE: First Impressions

      You might have a point there - but for me personally it's the overall first impressions I got of the entire project as a whole - because the website is the first thing I get to see. (Can't try the game without signing up first).

      I'm not sure I'd label this stuff as "downsides of gamification".
      Gamification of forums typically does not have these specific downsides, if the rewards are for the forum - and not for some separate (but related) game - and if only actions are rewarded, which are actually desirable from a forum point of view.

      The dissonance in this case probably stems from the fact that the rewards are for the game - not for the forums, and the rewarded behavior may be desirable for marketing/popularity purposes - but is at least partially not very good for the forums themselves.

      If you reward voluntary forum-visitors for showing forum-beneficial behavior with benefits that improve their forum-experience, you can get great results. Because in this example the external reward and the intrinsic motivation would line up.

      But if you reward people who just want to play game for showing marketing-beneficial behavior (that's not entirely beneficial for the forums) with benefits that improve their game-experience... - then your external rewards kinda go against the intrinsic motivation... there's some sort of disconnect there.

      Not sure how if I'm able to get across what I'm trying to say... I'm trying my best...

      posted in Welcome to Fractured
      hooby
      hooby
    • RE: First Impressions

      I'm very sorry, but there has to be some sort of misunderstanding here.

      I feel my first post is a pretty faithful recounting of my personal experience and by no means a bashing of the game.

      Yes, so other people did read some stuff before signing up. Yes, so you and your wife singed up and did all the quests in 20 minutes - that's great. Yes, so that stuff was added halfway through development. Yes, so it feels fairly different to you. That's all fine.
      But I don't see how any of that is going to change my individual first impressions.

      I cannot retroactively change what my first impressions were... and as I wrote - they are only first impressions, they might be off, they might be wrong. I always have been and still am willing to form my actual opinion during the upcoming stress-test - you know while actually playing the game.

      Now to clarify that daily quest thing - I put quotes around "daily" on purpose. I am well aware, that only one quest actually is repeatable each day. But if I'm not mistaken, whenever a new news post is written, or a new newsletter is sent, you get another round of that read/share/tweet quest. So those do repeat too, albeit at irregular intervals. But even the non-repeatable quests do feel for me like a typical daily quest, in that they are just time-sink. Mindless filler sort of stuff.

      To clarify the 1:30 hours - that's the entire time-span. Signing up, confirming email, figuring out how the reward stuff actually works, going through the news multiple times, because I initially missed some, searching my avatar pick which I couldn't find on my hard drive for some reason, etc. - doing a bit of Discord chatting on the side. I wasn't hurrying, nor being efficient about the order in which I did things.

      And to clarify the "that's why it is" part - that was in my second post. A reply to the first answer, and just an attempt to come up with an explanation why I don't think "downsides of gamification" is the right way to put it. But that's entirely separate, not part of my first impressions or anything. And it's just an attempt at a theory... you can just ignore that second post, if you want.

      And I really don't think I said it's an reflection on the game. It's just a first impression. I said it seems likely that the game might employ similar strategies - and I still stand by that. This is expertly designed, and whoever that expert is, probably wasn't hired just for a little forum game alone.

      And about the FOMO - I didn't feel anxious or pressured or anything. Actually at that point in time I was rather bored, and happy about a little waste of time. It's just that - before I noticed it - it ended up taking a lot more time than I had expected. And then something unexpected came along and I had to cut short - at which point I thought "but I still had wanted to read about the game..."

      And to clarify on that "a product you knew nothing about and had no emotional investment in" - two of my clanmates had told me they'd be playing the stress-test, and that's when I made the commitment I'd be playing to. Yeah - I committed without knowing a thing about the game. But you know... the people you play with are more important than the game. And I simply trusted their judgment that the reward stuff was actually worth doing as well.

      No need to insinuate anything about my "mentality".

      posted in Welcome to Fractured
      hooby
      hooby

    Latest posts made by hooby

    • Information and Research on gamigo

      This is supposed a neutral collection of facts, purely for informative purposes. Own research, using mostly official company homepages, Wikipedia (both English and German), LinkedIn and archive.org to view older versions of official company homepages.

      Gamigo was founded in 2000 in Hamburg, Germany as a professional online gaming magazine and community platform - in direct competition to Gamestar and PCGames. Unlike Gamestar and PCGames they never released any print issues though, and remained an online-only magazine.

      Very soon after the initial founding, Gamigo attracted funding through two venture captial firms. Next to their gaming magazine core business, they started renting out game servers for first person shooters, especially the original Counterstrike (the Half-Life mod). They even named their brand "Gamigostrike" - that's how central those Counterstrike servers were to their server business.

      They also provided (German) online communities for various games, although for the most part those were fan-managed websites and forums. Gamigo provided free hosting for those fan-sites and in return placed advertisments on those sites - but the all the content, news and moderation of those sites was typically unpaid volunteer labor. Gamigo earned somewhat of a notoriety in the German gaming scene after "overtaking" and "commercializing/destroying" several pre-existing gaming-communities and fan-sites.

      In 2001 they started purchasing rights/licenses for publishing existing games into the German market (providing translations and servers): The 4th Coming, Anarchy Online, Puzzle Pirates, Last Chaos, Fiesta Online - while also acting as a publisher to some German developers, for games like Cultures Online and Ufo Online.

      They initially started to sell subscriptions, but eventually switched to free to play models for all of their games, with players reporting varying degrees of aggressive predatory sales practices in their games.

      It wasn't until 2008 that they started expanding in the EU, and servicing other languages than just German - starting with French and Spanish. By 2013 they also started buying licenses/rights for publishing games to the American market.

      After multiple series of mergers and acquisitions throughout Europe and Asia, their 2018 acquisition of Trion Worlds marked their big forage into the American market. Soon after that, they went public (IPO) in 2019.

      Gamigo is an investor oriented company, that creates value for shareholders through acquistions of fast growing companies. At least that's how they present themselves in their press releases.
      They even proudly present their acquisitions in the about section of their homepage: https://corporate.gamigo.com/en/about-gamigo/#aquisitions

      List of mergers and acquisitions (as far as could dig out):
      .) 2008 Gamigo itself is acquired by Axel Springer AG
      .) 2011 partial acquisition of OnsOn Soft, Korea (Fiesta Online) - could not find any hard info. Company homepage first appeared in 2007 - and finally disappeared in 2019 (but may have been abandoned before that)
      .) 2011 partial acquisition of Reakktor Media, Germany (Neocron, Black Prophecy), founded 1991, shut down in 2012
      .) 2012 Axel Springer AG sells Gamigo to strategic investor Samarion
      .) 2013 (through a subsidiary) acquisition of gulli.com (IT community), founded 1998, shut down 2018
      .) 2015 acquistion of next idea GmbH, Germany (online gaming community/portal looki.de that dabbled as publisher for browser games) - founded 2005, current status unclear, but seems to be an empty shell company now. looki.de redirects to a looki branded marketing landing page for a selection of gamigo games.
      .) 2015 acquistion of GameSpree, Germany (mobile+browser game publisher, Kings & Legends, WAR2 Glory) - could not find any useful information on that company. webpage appears first in 2013 and was replaced with a redirect to looki.com in 2017 and later gamigo.com
      .) 2015 acquistion of Infernum Games, Germany (Online games publisher) - could not find any useful information on that company
      .) 2015 acquistion of Mobile Business Engine, (mobile in-game payment provider) - again, could not find any useful information on that company
      .) 2015 acquistion of Poged, Germany (browsergame portal selling their own game currency) - again not much to find. website appeared in 2013 and disappeared in 2018.
      .) 2016 acquistion of Aeria Games, Germany - (browser games, mobile games, online games) - founded 2006 in USA but ended up headquartered in Berlin after multiple mergers and acquisitions. Got immediately restructured as a Gamiga subsidiary, letting go of 40% of staff.
      .) 2017 100% takeover of Mediakraft Networks GmbH, Germany (multi-channel-network with some bigname german youtubers signed on), founded 2011, shut down 2021
      .) 2018 acquisition of Trion Worlds Inc., USA (Trove, Rift, Defiance), founded 2006, shut down 2018, 4 days after the acquisition
      .) 2019 acquisition of WildTangent Inc., USA (game service company, especially ingame-ads for mobile), founded 1998, now subsidiary
      .) 2020/2021 acquisition of Verve Wireless Inc, USA (according to gamigo's own press release) - could not find any information on them. there's only a "Verve Group", which fits the bill - but their homepage claims to be owned by someone else.

      posted in Discussions & Feedback
      hooby
      hooby
    • RE: Daily Message posting

      asdfghjkl

      posted in Off Topic
      hooby
      hooby
    • RE: Wording

      I only tried to post a matter-of-factly list of things I noticed while trying out the game as a new player. I never asked to make this a priority, nor did I demand any fixes, nor did I complain... 😢

      Gosh do I feel unwelcome now.

      posted in Discussions & Feedback
      hooby
      hooby
    • RE: Wording

      Are you trying to tell me, that I should not be writing down and reporting wording issues with the game?

      Because, you know, I could just be playing the game without pausing to take notes as well. I don't have to put in the effort to write down such things.

      posted in Discussions & Feedback
      hooby
      hooby
    • RE: Wording

      I'm not complaining - just trying to help.

      Changing the text should be an easy thing to do, and I do think it might make things a little less confusing for new players, if things are named in a consistent manner 😉

      posted in Discussions & Feedback
      hooby
      hooby
    • Wording

      Just a few wording problems/inconsitencies I noticed:

      Tutorial Quest: Harvest Rye.
      What you actually harvest: Wheat.
      Crafting: Rye Flour: A powder made by grinding wheat in a milling stone.
      Crafting: Wheat Flour: A powder made by grinding wheat in a milling stone.

      Tutorial Quest: Create Spell Preset
      What you actually have to click click: Create Ability Preset

      Character Creation: Attributes are permanent!
      Character Window: Respec button.

      Tutorial: Learn Spell: Swipe
      UI: Unlock Ability: Swipe

      posted in Discussions & Feedback
      hooby
      hooby
    • RE: Daily Message posting

      asdfghjkl

      posted in Off Topic
      hooby
      hooby
    • RE: Daily Message posting

      asdfghjkl

      posted in Off Topic
      hooby
      hooby
    • RE: Daily Message posting

      asdfghjkl

      posted in Off Topic
      hooby
      hooby
    • RE: Daily Message posting

      asdfghjkl

      posted in Off Topic
      hooby
      hooby