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| Suggestions Post ideas and suggestions here. |
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#1
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First, as most are aware, Altitude population has been fading for quite some time, and game sales are incredibly low.
Stating the obvious? Yes, it's just to highlight the actual point. ***Devs have no inspiration and have shown little to no real interest to continue working on a faded game.*** Suggestions are nothing more than spam mail at this point. (Unless of course they're stealing enhanced specifics to buff a new game and market without credits.) |
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#2
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We continue to read every post to the suggestions forum and do our best to implement practical suggestions. Our definition of "practical" has shifted over the years; here's the basic test we apply nowadays:
1) Changes must not disrupt or fragment the existing player base. Major additions (like new game modes) as well as a bunch of minor, less obviously dangerous changes can fall into the 'dangerous fragmentation' category. Fragmentation is deadly for a game like Altitude which has a small but dedicated following with a relatively slow influx of new players. 2) Changes must not require too much time to implement. As much as I would love to continue to dedicate full-time staff to improving Altitude, the reality is that's not a financially viable option for us at the moment. And no, we are not stealing ideas from the suggestions forum for use in a new, top-secret sequel to Altitude. While that would be fun, our primary focus is currently on projects that do not involve cartoon aerial brawling. |
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#3
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i dont know who to believe
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#4
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Quote:
The devs aren't going to adopt stupid ideas like "OMG IT WOULD BE COOL IF WE haD a PLAIN THAT WENT INVISSSIBLE", but if someone comes up with a simple idea that enhances gameplay, it almost always gets implemented. |
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#5
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To be honest, they've done a fantastic job of still releasing patches the last one was February earlier this year (iirc).
Remember they're just 2 people and they have to pay bills work on newer, more monetarily promising projects. One thing is, if Altitude really stops generating revenue/becomes negligible, they could consider releasing parts of the code (so that they don't risk a complete fork) but people who have some coding knowledge can easily contribute patches and fix potential bugs. Then if they want and find the patch useful they can take them and release them as a patch. Ask any contributor to release their patch as MIT or public domain to avoid any licensing issues. Of course, I totally understand keeping things closed source, I did this too when I was a lone developer until my project sold out. The time they spend on a project that does not earn sufficient money is wasted time. Relative reality isn't fair. |
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#6
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Quote:
Really? From what I see... Either Lamster or Karl are reading and commenting in the forums on nearly a daily basis. Yes, Altitude is not in full blown development mode... but to say that our suggestions are being unheard, and ignored is ridiculous. And imo is kinda a slap in face to devs who put in the time and effort to release a patch this year. Altitude Devs 'stealing' ideas intentionally for their own profit: Total BS. Imo. They have given and given to this community. To even suggest such a thing, in my book, is yet another slap in face to the people who have created (and maintained) this game and it's community. Last edited by CmdrNoval; 03-28-2012 at 04:40 PM. |
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#7
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says they don't read/ ignore suggestions --->
lamster first to post |
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#8
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New game: Make random suggestion threads and address lamster in the first post. See how fast he replies.
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#9
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Quote:
If we're lucky Steam will give us another free weekend (those HUGE spikes in players). |
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#10
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Graphs of data! *nomnomnom*
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#11
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The second spike from the right was my first day :*)
It's interesting how stable the population has been outside of those peaks. I think a lot of it is how well balanced the game is and the people who maintain Ladder. |
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#12
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From what i see level of players almost completely same, those free weekends doesnt help. Some players leave, some players come. I came up from first steam sale, but still. 4k players and less that 100 buy game. amirite?
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#13
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out of curiosity, what were those two minor spikes in in 12/2009 and 3/2010?
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#14
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i'd guess those are the first couple of steam sales, i picked up altitude when it was ...$10? on steam in dec 09.
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#15
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Quote:
Feb-Mar 2010 was probably a Steam sale. I think it was some indie bundle. |
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#16
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Integrate ladder into ui, promote as free 2 play. Save altitude.
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#17
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Have to be honest, these small changes to the interface and just 'marketing' will get you so many players.
as if you didn't know. tsk tsk. |
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#18
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Quote:
Of course, based on the peaks from the steam sales, the success rate still seems small compared to the potential amount of users that Altitude could capture. |
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#19
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yeah I dunno, but f2p with a plane/bomb/ball/base/turret skin shop seems cool to me. would have to commission an artist though.
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#20
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Reports of Altitude's demise have been greatly exaggerated.
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#21
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Whenever i go online, there is almost always an official running.
It has seemed like that for the past 2 years. I dont see the game getting smaller.... |
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