[QUOTE=RasteRayzeR;465436]You know they won’t change their position on this because of us, right ? We are only here to help fine tune what is existent, not weigh on the big ass decisions … but still, if you guys could make an exception to this rule even only once, it would have to be on this.
My only advice to you : DO IT YOURSELF AND SHOW THEM HOW IT’S DONE !
That’s the only way to get what you want, and what you want is a F2P, which can’t exists if you use a commercial partner to deal with it. They will only look for profit where you want fair play and enjoyment, because you are not commercials : you are game designers and developers and your goal is to provide fun and entertain us, the players.[/QUOTE]
In order to be successful with a free to play game however, being NOT pay to win has become very important. Nowaday you would alienate a huge chunk of your playerbase if you went with pay to win which in the ends leaves with fewer players. It is in the interest of Nexon to provide as much fairness to a game because it affects the public image of the game and how likely it is that people play your game.
A good example is Tribes: Ascend which even if not intentionally did a very poor job when they introduced new weapons and made them OP as hell. Things that could have been avoided by a test server or something (but they were stubborn). Tribes Ascend got labeled by many as a pay to win game and people moved away (however, the coming of planetside 2 also might have had a thing or two to do wiht hte decline in Tribes:Ascend’s playerbase).
Also, some people (Seanza, you in particular) are not reading well at all. Check your glasses or something and then reread. Splash Damage keeps full creative control over their game. It’s just that: a paternership because it would alleviate things SD otherwise would have needed to spend money and time setting things up. Now they can focus moer on delivering an awesome game, giving SD more breathing room .
SDK wise, I’m fine without a SDK per se. UDK is a very powerful tool which enables you to build levels. The only thing missing from UDK are the XT static meshes and the Kismet scripts for the objectives. But it’s not so hard (just time consuming perhaps) to have someone at SD checkout the community map sections and internally test interesting blockouts/levels. Fun ones they can keep and publish (creditting the map creator of course)
Not an ideal way but it’s way. I’m not sure if it’s even possible to create an SDK without the permission of Epic (not sure how that works in that regard, UT3 had a editor but that’s an epic game game of course)