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Google Butt
Oct 4, 2005

Xenology is an unnatural mixture of science fiction and formal logic. At its core is a flawed assumption...

that an alien race would be psychologically human.

hey I played this for like an hour at launch, has it come a long way since then? Any updates to gamepad support?

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Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Bringing up controller support reminds me that another thing that's very clear from Valheim's smashing success is that it's going to have to be ported over to consoles, where the devs will triple the millions they've already made, and if they have any awareness at all they're already thinking about that. Another big thing that will slow them down as they have to take that into account as they plan future development.

Heffer
May 1, 2003

Google Butt posted:

hey I played this for like an hour at launch, has it come a long way since then? Any updates to gamepad support?

Bug fixes, performance tweaks, no new content. Not sure on gamepads.

There's a solid 20 hours of gameplay if its in your wheelhouse. Much more if you like building things and exploring.

Ravenfood
Nov 4, 2011

Heffer posted:

Bug fixes, performance tweaks, no new content. Not sure on gamepads.

There's a solid 20 hours of gameplay if its in your wheelhouse. Much more if you like building things and exploring.

If you like building and exploring it's another good 100+ at least. I built a stave church just because.

OwlFancier
Aug 22, 2013

The building and the environment you do it in is probably the main appeal of the game I think, they should just focus on that and turn it into super minecraft.

Lozareth
Jun 11, 2006

Ravenfood posted:

If you like building and exploring it's another good 100+ at least. I built a stave church just because.

And if you're like me, you'll still have a bare patch of land on your huge, 16 fps base at 785 hours played. Soon I'll start working on the little village I have planned for there but there's so much to do and I don't want to be done.

Prop Wash
Jun 12, 2010



I would say that the bosses and progression, as janky as they sometimes are (weepy dragon, return to the swamp, etc) provide a sense of purpose that guides your building. At least that’s how it was for our group, it allowed us to harmonize the efforts of the group that wanted to push with the group that wanted to build. So I think in that sense they should keep the progression, but definitely expand on the building options. The people that wanted to progress and win beat the bosses and have stopped playing, while the ones that wanted to build are still playing, and I’d like if there was more endgame for them.

jkyuusai
Jun 26, 2008

homegrown man milk

Scruffpuff posted:

You can tell how the developers are thinking about the game from exactly what you said. Not long ago there was a patch that reduced lag and such in heavily terraformed areas by changing ... something about something. IDK. Where most companies would say "OK we released some code that changes how world calculations are handled, lag should be less, but this will only work on new worlds." These guys took the time to release a console command that converts your current world to the new system in areas you've already done the terraforming. They didn't want people losing the work they already put in. Now obviously I don't know how long it took to implement that conversion, but fact is most companies in early access would fall back on that nomenclature to take the easy way out. "You knew you could lose everything when you signed up." These guys didn't want to tell people that. That's a good sign as to how they view their customers.

Speaking of, I wound up being pretty disappointed with this fix overall. I applied it to our base and it barely made a dent in what has become a solid 40 fps drop since we started building. I'm guessing there's other perf issues unrelated to the terrain system at play.

Ravenfood
Nov 4, 2011

jkyuusai posted:

Speaking of, I wound up being pretty disappointed with this fix overall. I applied it to our base and it barely made a dent in what has become a solid 40 fps drop since we started building. I'm guessing there's other perf issues unrelated to the terrain system at play.
Oh building in general does it too after enough building happens, just terraforming was having an outsize effect.

Also, one thing I think is interesting is that the plains seemingly encourages you to go launch viking raids. Your main source of blackmetal (and initial source of barley and flax) comes from these fuling camps that are very far apart, non-renewable, and also, unlike crypts, pose a danger to your base until they are eliminated. You could (and with portals available, probably should), land near a fuling camp, drop a workbench and portal, kill the fulings, then haul it all back in your longship, rather than doing things overland. I haven't seen any camps inland, either. Some towers, but they're mostly coastal camps. Similarly, you could just pick a nice plains area and minimize how much of a pain it is to get iron if you just sail to a swamp for iron instead of trying to haul it overland.

Which means I should have build a seaside plains base instead of one deep in the plains, like I just did. I figured it would be like the mountains where once you can survive in them, its probably better to build deep in them with easy access to silver. Oh well. That last bit is a neat quirk of game design encouraging playstyles.

e: Also the blackmetal sword looks like rear end. Oh well.

E2: wish there was a blackmetal spear using the ancient bark spear model since it looks so much better.

Ravenfood fucked around with this message at 20:01 on May 30, 2021

A jargogle
Feb 22, 2011

Glass of Milk posted:

I think the game is fine. It's fun. More would be great but it's not necessary for me to have fun, it would just extend how long I play.

Honestly, from a business perspective they'd be better off pouring money into a new game than trying to capture whatever percentage of people is left that haven't bought it.

And there's gonna be one or more AAA studios that takes this gameplay and expand on it in both good (better tech, more stuff) and bad ways (microtransactions and DLC!)

While this is a temptingly cynical thought, I think it's flawed because the backlash would be massive which would deny them the future ability to make a game "From the creators of Valheim"

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
I feel like they have a roadmap of content they want to release, but if they release hearth and home, the wolf cult thing, and the mistlands, and then move on and make something else, i'd be perfectly happy.

I'd honestly be happy if they move right on and make something else now, but I'm probably in the minority.

Azhais
Feb 5, 2007
Switchblade Switcharoo
Based on the interviews there's only like 2 productive members on the valheim team (one person said "I'm gonna make a viking game", and they did, then they called their buddy and said "you wanna make some viking art for my viking game", and they did. Then they hired 3 dead weight business managers) so it's not surprising it's slow going.

DSP's 5 people are all developers at least.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
lol at 'dead weight business managers'

Spanish Matlock
Sep 6, 2004

If you want to play the I-didn't-know-this-was-a-hippo-bar game with me, that's fine.
The only thing I feel owed as a guy who bought valheim is at least one two or three more bosses, and that's just because there are three bossless biomes in the game right now. Anything after that can be DLC or just go make a new game for all I care.

Phigs
Jan 23, 2019

Eric the Mauve posted:

lol at 'dead weight business managers'

I have no idea how the Vanheim team operates but in the indy games sphere at their team size and the fact that they have a publisher I'd definitely say anyone who can't directly contribute to development of a game is dead weight. There's a reason it's a meme that indy developers wear many hats.

No idea if they are just business people though.

Strategic Tea
Sep 1, 2012

As people who got suddenly saddled with a multimillion dollar business they weren't expecting, experienced startup managers are exactly what they need. They are going to have to set up proper financial planning, office moves, recruitment of dozens of specialists, proper HR and IT to support double or triple the staff.

Business isn't a software development problem where you just do what the computer touchers say and ignore the budget, ignore the client, ignore the competition, and say 'our product is the best if you only install linux you plebs'...

FLIPADELPHIA
Apr 27, 2007

Heavy Shit
Grimey Drawer

Google Butt posted:

hey I played this for like an hour at launch, has it come a long way since then? Any updates to gamepad support?

No it hasn't but pointing that out will cause some meltdowns lol

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Azhais posted:

(Then they hired 3 dead weight business managers)

lol when the game made 140 million dollars

Lots of people itt have obviously never made anything, or only ever contributed to to things a bit at an IC level.

If they're going to actually ramp into 140 million dollars, it's going to take months (if not years). If they're not... it's going to take months.

Unormal fucked around with this message at 23:47 on May 30, 2021

Khanstant
Apr 5, 2007
I could definitely make art for a videogame and I could even spend a lot of time finding an engine to make a videogame in but I don't know how to do business, make a business, or do business things. People would have to email me cash and I'd fax them a floppy disc with my game on it. idk? I could try and learn business but it's hard to learn things you hate and don't care about and resent. Three business boys sounds like two too many, plus the businessers will know the one crazy tricks to steal a bigger share of profits without you knowing -- but I can definitely see why you'd want a businessmith around if you wanted to release a commercial product while being able to focus on making the thing.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
When the game gets to consoles it will end up well into the hundreds of millions of dollars in revenue generated. Three "business managers" will soon be far too few if it isn't already

Phigs
Jan 23, 2019

If they put on 3 business people to handle expansion AFTER they blew up sure. If they had them before release I cannot possibly see it being justified.

xzzy
Mar 5, 2009

Phigs posted:

If they put on 3 business people to handle expansion AFTER they blew up sure. If they had them before release I cannot possibly see it being justified.

The results suggest otherwise! Showing up out of nowhere and getting popular on Steam was not an accident. I'm sure no one predicted how big it would get, but they knew they had something on their hands that would make money.

OwlFancier
Aug 22, 2013

I think that is a product of the content of the game rather than any "business" element. Lots of games are released on steam and are simply not very good, this is broadly a minecraft sort of formula with good graphics and a multiplayer element while also being playable singleplayer. Lots of games that have followed that formula have done well but most of them lean more into the multiplayer and multiplayer competitive side in the Ark/Rust/Conan style and a lot of them don't get a good resolution to their development because the game doesn't really expand past its initial premise.

Being more of a PvE experience I think helps overcome the issue with the others where you are dependent on continuous player engagement to make the game playable and also offers the opportunity for a more structured path through the game rather than the highly stratified and I think ultimately unsatisfying way that the PvP titles go.

OwlFancier fucked around with this message at 01:54 on May 31, 2021

xzzy
Mar 5, 2009

Yes, that's my point. Single programmer was working on it for a while, decided they had something interesting, and brought in a friend. Then they decided that to do it proper they needed a published and hooked up with Coffee Stain (who operate out of the same town) and got these three "business people." They haven't specifically detailed the development timeline so the sequence is propbably off but if you dig around for news stories about the development process that's the best public info.

They knew it was going to do well, and did what they could to ensure it. Then it went crazy well.

OwlFancier
Aug 22, 2013

I think it would have done just as well if it were self published onto steam to be honest. It exploded in popularity because people played it and enjoyed it and showed it to other people who did the same thing, and probably also because it looks very good which helps to communicate the appeal.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

OwlFancier posted:

I think that is a product of the content of the game rather than any "business" element.

Choosing what things go into a game is a major part of the "business" element of making games.

Khanstant
Apr 5, 2007
Would be cool to have some more interviews or insight into the development, the bizkin might've contributed directly to the game's design, maybe they everything set up to get folks talkin and writing up about the game when it launched. There's only five of em, let's email em and ask. I'd do it but I'm out of emails for the month.

Phigs
Jan 23, 2019

Unormal posted:

Choosing what things go into a game is a major part of the "business" element of making games.

If you're making design decisions you're contributing to development and not just a pure business person though.

Like I said I have no idea what they actually do, just commenting on if they were actually just pure business people. And full-time. If they're like contracted then whatever, you can have as many as you can manage I guess.

Phigs fucked around with this message at 03:11 on May 31, 2021

Glass of Milk
Dec 22, 2004
to forgive is divine

A jargogle posted:

While this is a temptingly cynical thought, I think it's flawed because the backlash would be massive which would deny them the future ability to make a game "From the creators of Valheim"

I don't see them doing it, but I'll be curious about their next game that's going to be well-funded once they get staff aboard.


Eric the Mauve posted:

Craziness. The best thing from a business perspective is to keep cranking out biannual DLC at $30 million in sales a pop for years to come.

One of the keys to Valheim's success, as with Minecraft's, is that it doesn't require anything near a top of the line gaming rig to play smoothly. Something AAA studios are endemically unable to comprehend.

Conan Exiles kind of shows that method of making money. Must work right?

You're absolutely right about the specs thing. For every player salivating over super hi-res graphics, there's a dozen with middling computers that can play this without killing their systems.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Hell, my cheap laptop with no video card that was near obsolescence when I bought it four years ago, and which struggles even with like stock Fallout New Vegas, can run this game on low settings at a somewhat suboptimal but nice and steady ~25 FPS. I likely couldn't build more than a basic base without severe slowdown but I can just dick around in a wilderness that still looks and feels pretty good. This is an amazing game for just unwinding for a half hour on cruise control at the end of a long day.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Phigs posted:

If you're making design decisions you're contributing to development and not just a pure business person though.

Yes your vision of a business person is extremely wrong and they contribute to development. Thats what I'm trying to communicate.

Like cartoon bad suitmen business people no but real actual good business people shape the featureset and dev choices in positive ways.

Its not an abstract "business" thing you do, sales and marketing and game feature choice done well are elaborately related to the code writing/etc.

Unormal fucked around with this message at 05:08 on May 31, 2021

causticBeet
Mar 2, 2010

BIG VINCE COMIN FOR YOU

Eric the Mauve posted:

Hell, my cheap laptop with no video card that was near obsolescence when I bought it four years ago, and which struggles even with like stock Fallout New Vegas, can run this game on low settings at a somewhat suboptimal but nice and steady ~25 FPS. I likely couldn't build more than a basic base without severe slowdown but I can just dick around in a wilderness that still looks and feels pretty good. This is an amazing game for just unwinding for a half hour on cruise control at the end of a long day.

The tiny install size helps a lot here too. In the age of 150+gb installs, it’s a hell of a lot easier to convince the boys to all try out a 1gb game on a whim.

Phigs
Jan 23, 2019

Unormal posted:

Yes your vision of a business person is extremely wrong and they contribute to development. Thats what I'm trying to communicate.

Like cartoon bad suitmen business people no but real actual good business people shape the featureset and dev choices in positive ways.

Its not an abstract "business" thing you do, sales and marketing and game feature choice done well are elaborately related to the code writing/etc.

Or my assumption of what Azhais meant when they said "business managers" is different from your assumption. I'm working off how they contrasted those business managers with the "productive members" which makes me think they were not involved in production.

Osmosisch
Sep 9, 2007

I shall make everyone look like me! Then when they trick each other, they will say "oh that Coyote, he is the smartest one, he can even trick the great Coyote."



Grimey Drawer

Phigs posted:

Or my assumption of what Azhais meant when they said "business managers" is different from your assumption. I'm working off how they contrasted those business managers with the "productive members" which makes me think they were not involved in production.

Why would you even continue from such an obviously idiotic assumption? Like, the people making this game are clearly not stupid. If they choose to involve people besides programmers they must have their reasons.

Phigs
Jan 23, 2019

Procrastination.

treepunk as hell
Dec 29, 2008

This game rules and i look forward to sinking 100 more hours into building camps along the coast and coming back in four years like terraria when 1.1 is released

Jarmak
Jan 24, 2005

Phigs posted:

Or my assumption of what Azhais meant when they said "business managers" is different from your assumption. I'm working off how they contrasted those business managers with the "productive members" which makes me think they were not involved in production.

That's... Not how any of this works.

fennesz
Dec 29, 2008

Valheim: Three idiot MBAs who never studied the blade

Ravenfood
Nov 4, 2011
I'd love a ship somewhere between the karve and longship in terms of handling and storage, tbh. The longship is fast and has a great hold space, but Jesus is it a giant whale in terms of turning.

Maybe in the Sea update, whenever that is.

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AmbientParadox
Mar 2, 2005
Staffing isn't like cookie clicker games where you can just click "add devs" and your productivity increases. If what you're saying is true, and there's one core dev, there's no guarantee that that dev has leadership experience or qualities. Being a senior dev and a lead dev have some overlap, but definitely have unique skillsets. The best hint we have that they are ramping up staffing is that in the most recent patch, there was a note for "updating credits" which implies there's new people at the company.

But even if nothing changes from this point on, I've gotten 150+ hours out of this game for $20. Me and the boys downed all the bosses and had fun doing it. Even if you just count those 10-15 hours of bossfighting and plains raiding, $20 is a fair price for that.

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