You’ve gotta love Steve Buscemi…but in this situation, no, we won’t be following his lead ;).
@Pixel,
There are numerous reasons for the process to take quite a bit of time, chief amongst which is the fact that everyone here is extremely busy working on actually developing the game (and surrounding strategies).
Few people are fortunate enough to have free time to pen a piece for publication. Once they have, it goes through multiple review passes to make sure that it addresses the key points that need to be discussed. Often times we’ll need to pull pictures from the latest internal build, which isn’t as simple as grabbing screenies from the standard release and also requires verification. In some cases we want to create brand new art to make the accompanying info easier for a broader audience to consume.
Part of what I’ve been doing since arriving is to look at getting pipelines in place that’ll help to manage the bottlenecks somewhat, and make it easier to get regular updates out to the community.
A follow-up point might be that some of you don’t need all of that hullabaloo, you’d prefer quick and dirty updates. I completely understand that, and we’ll continue to discuss topics on the fly here on the forum. With that said, plenty of people miss points that have been addressed in various threads that go on to sink to the bottom of the forum. By creating these larger publications, we’re creating centralised information hubs for each particular topic, which will also serve to foster further discussion on that particular point.
One thing to bear in mind is that there are many people within the community who’re looking for different points to be addressed and discussed. While you seem to be highlighting general game direction, as well as the monetisation system, others feel that map discussion needs to take priority, or Mercs are the most important, or spawn timings need their own thread. We’ll look to address the highest demand topics in order.
You’ll be happy to know that a post featuring monetisation will be one of the earlier (although not the first) articles to go up. As for a high level overview of the game:
In the aftermath of a mysterious radiological attack on London, intense battles rage in the city’s streets. Teams of Mercenaries, some reputable and some not, fight to extract or destroy the secrets and riches left behind.
Dirty Bomb is a multiplayer First Person Shooter in which teams of Mercenaries face-off against each other in an asymmetrical objective based fight for survival. Skill is everything. Be the best at completing objectives and keeping the enemy dead, and you’ll make off with Evac Vehicles full of intelligence and loot. Finish second best? Congratulations, you’re first of the losers!
@BomBaKlaK
As far as player retention goes, there is indeed very little of that in the game at the moment. We’re well aware of this and have elements on the way (in the not too distant future) that’ll greatly help with that.