Oh so because of that he can just do that thing we always hated HH for? Seriously, spare me.cyro557 wrote: ↑Sun Apr 24, 2022 5:30 pmYou don't understand that in order for the game to survive it needs to generate revenue. There's a reason Helmet heroes wasn't a 2 year long project if it doesn't generate revenue it will die.Nice whataboutism, "oh he hasn't sold any emeralds, so you're selfish for wanting a GOOD game", and to that I say bite me. "Do you want ads" and to that I say BITE ME, if your only counterpoints are "uguuu you're ungrateful that the game is now becoming a piece of shιτ", or "DO YOU WANT IT TO HAVE ADS", then you have no point, much like the LAST time you had no actual point. Not only are you fine with p2w, you are supporting it, you are moralizing it.
The future of Eliatopia (is not too bright)
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Re: The future of Eliatopia (is not too bright)
This is his full time job...cinos wrote: ↑Sun Apr 24, 2022 5:34 pmOh so because of that he can just do that thing we always hated HH for? Seriously, spare me.cyro557 wrote: ↑Sun Apr 24, 2022 5:30 pmYou don't understand that in order for the game to survive it needs to generate revenue. There's a reason Helmet heroes wasn't a 2 year long project if it doesn't generate revenue it will die.Nice whataboutism, "oh he hasn't sold any emeralds, so you're selfish for wanting a GOOD game", and to that I say bite me. "Do you want ads" and to that I say BITE ME, if your only counterpoints are "uguuu you're ungrateful that the game is now becoming a piece of shιτ", or "DO YOU WANT IT TO HAVE ADS", then you have no point, much like the LAST time you had no actual point. Not only are you fine with p2w, you are supporting it, you are moralizing it.
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Re: The future of Eliatopia (is not too bright)
I was only able to buy a level 74 set at level 90. A long time ago I bought a tribal set only for level 60, even though it was a level 44 set. Yes it is almost impossible to keep up with the sets without selling emeralds or buying coins.we_can wrote: ↑Sun Apr 24, 2022 4:59 pmBack then, maxing out while f2p takes a long long long time. A lot of Clash Royale players were stuck in midladder (myself included) and it was easy to blame people with higher level cards for losing. Also it does make a huge difference with even card levels. Sure, some people do p2w to max out fast, but yes, you can always outplay people no matter the card level. You can still be really good at elia without spending a penny, but it's so much harder. At level 72, 1 azulong will give 0.05% of ur xp needed to level. If you do the math, it takes 2000 azulongs to level, with 476,000 in coins no drops. Let's say your drops total to 350,000 (i usually make the same amount of money in drops as regular coins), and you get an i3. Sell the i3 for 150k, making your combined farming money to 976,000. This is just for one level, and you'll make less money the lower level you are. The forsaken set alone without runes at store price will be about 10.5m. The level requirement is 66. That mean's you'll have to be saving for at least 20 levels if you are trying to f2p and grinding for this set. If you want to keep up with the sets, it's pretty much impossible unless you do a lot of rune farming.CrazyVanilla wrote: ↑Sun Apr 24, 2022 2:15 pmNow, before we get back to the Elia Payvault, let's look at a game that is considered very P2W by most people, and i'm sure most of us are familiar with, Clash Royale. Yep, Clash Royale was extremely P2W when it first came out, just spend thousands on gems and open up the OP chests and boom, maxed player. But, did that mean the good players couldn't become maxed players and compete? Not at all. Sure the P2W noobs got a massive head start, but the players who are skillful were able to traverse their way to maxed level as F2P. Clash Royale gives out a lot of gems on their own, and they also have a lot of ingame ways and events where you can win a lot of coins & cards, without being P2W, you just need to be good at the game to take advantage of them. I'm talking about challenges, events, private and public tournaments (where card levels above level 9, now level 11 do not matter, making an even playing field), Guild wars, and now things like using a card and winning with a card can get you rewards such as gems, coins, etc. My point to this is not to explain Clash Royale, but to demonstrate that there is a difference between "P2W where F2P players have no chance to compete", and "P2W where skillful and determined F2P players can compete just as well." As a maxed F2P Clash Royale player, I can vouch for this myself.
TL;DR: Clash Royale is more f2p friendly than elia, but that doesn't mean elia isn't. You could go f2p in elia but keeping up with the sets is extremely hard.
Also my greatest Clash Royale flex is getting to Master 3 at level 12 with only 1 maxed card (before all leagues moved 1000 trophies up)
I couldn't find the screenshot so you'll just have to trust that I actually did get to master 3
Re: The future of Eliatopia (is not too bright)
No no, again, SPARE ME, I know it's his full time job, I'm just saying I won't support this out of pity, neither would I expect him to want that either.
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Re: The future of Eliatopia (is not too bright)
Feel like rob should make one of those indie devlog vids that attract people, like alot of ppl. Saw some dude get from 200 subs to 10k a week (goodgis https://youtube.com/c/Goodgis) and now my mans got an entire team of devs n a whole kickstarter. Tryna say that rob should least try to promote his games other than facebook (no gen z'er ever uses fb in a daily basis) shouldnt promote it on websites like armor games because the promotion paid for doesnt last long.
My point here is the game wouldnt have to be like this if it actually had players, because it has been years and all elia has is 40 actual active players. Meanwhile someone with editing software with a really basic game concept probably gets more than robby
Edit: if rob made yt vid and got elia famous for that, i think he wouldnt even need a payvault. He could just link his paypal and people would drop cash more than paying to get a perk in game to support an upcoming dev
My point here is the game wouldnt have to be like this if it actually had players, because it has been years and all elia has is 40 actual active players. Meanwhile someone with editing software with a really basic game concept probably gets more than robby
Edit: if rob made yt vid and got elia famous for that, i think he wouldnt even need a payvault. He could just link his paypal and people would drop cash more than paying to get a perk in game to support an upcoming dev
Last edited by forumMikel on Sun Apr 24, 2022 6:11 pm, edited 2 times in total.
send me money or something i want to buy chips or some fries, idk
Re: The future of Eliatopia (is not too bright)
Didn't HH have a twitter account? I'm curious as for why Elia doesn't, it's definitely more likely to attract players than Facebook. Even instagram would work since that's basically facebook for zooms nowadays.forumMikel wrote: ↑Sun Apr 24, 2022 6:02 pmFeel like rob should make one of those indie devlog vids that attract people, like alot of ppl. Saw some dude get from 200 subs to 10k a week (goodgis) and now my mans got an entire team of devs n a whole kickstarter. Tryna say that rob should least try to promote his games other than facebook (no gen z'er ever uses fb in a daily basis) shouldnt promote it on websites like armor games because the promotion paid for doesnt last long.
My point here is the game wouldnt have to be like this if it actually had players, because it has been years and all elia has is 40 actual active players. Meanwhile someone with editing software with a really basic game concept probably gets more than robby
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Re: The future of Eliatopia (is not too bright)
Still in Utopia I see, but fun fact, Utopia doesn't actually exist. This game is not a Utopia, never was, never will be, nothing. ever. will. be. So stop acting like it can or should be, and actually make some suggestions that can live in the real world.cinos wrote: ↑Sun Apr 24, 2022 5:18 pmNice whataboutism, "oh he hasn't sold any emeralds, so you're selfish for wanting a GOOD game", and to that I say bite me. "Do you want ads" and to that I say BITE ME, if your only counterpoints are "uguuu you're ungrateful that the game is now becoming a piece of shιτ", or "DO YOU WANT IT TO HAVE ADS", then you have no point, much like the LAST time you had no actual point. Not only are you fine with p2w, you are supporting it, you are moralizing it.
As for you mocking my mentioning of ads, well, since you completely ignored the question prior to it, which is actually the question that you should have a perfectly crafted answer to if you want your argument to hold any sort of strength at all, I'll ask it again, and make it nice and big for you so ya don't miss it this time.
How should the game be monetized?
This is not a question of if the game should be monetized, because everyone with a tiny bit of common sense will agree it needs some sort of monetization, and that monetization must be sufficient to support the needs of Robby and his expenses otherwise the game cannot survive. So, how does Robby achieve that with Mr. Cinos' approval? Clearly it's not the cosmetics route, because we all know that hasn't worked, aka the reason we are talking about this right now. So then, what is it? I assume you already have an answer because you definitely wouldn't be complaining about this with absolutely no solution and just because it hits a soft spot for you right?

Re: The future of Eliatopia (is not too bright)
yes, he canOh so because of that he can just do that thing we always hated HH for? Seriously, spare me.

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Re: The future of Eliatopia (is not too bright)
Okay, so monetization can be an issue, as CV said, but as an artist with over a decade of DeviantART experience, I've seen monetization platforms many artists have used, so that's easy for me to answer.
1. Patreon: This is about the most popular monetization option for artists, and I've seen even musicians and game devs (namely Matt Roszak, one of my favorite indie devs) use it. Through Patreon, you can get a consistent monthly flow of money, unless you're one of the morons who decide to use per-post monetization instead. Problem is people on Patreon are stingy with their money, as I have realized, and you gotta give them exclusive updates and perks to keep them donatin'. By exclusive, I mean nobody but them can get those things.
2. Subscribestar: This is catching up with Patreon in terms of monetization options, and from what I'm seeing, it's more friendly with NSFW content (blood, violence, nudity, suggestive content, whatever) than Patreon, so if I were Robby and I want the added freedom, I would pick Subscribestar over Patreon.
3. Ko-Fi: This is more of a Donation Box type thing from what I've seen. I'm not sure how viable it'd be compared to Patreon myself; from my experience I got legit nothing off Ko-Fi, but its deal is you can toss in, like, $3 at any time you please, for the heck of it.
Obviously going with these two are better options than strongly-P2W features, but how much is another question that needs to be answered.
1. Patreon: This is about the most popular monetization option for artists, and I've seen even musicians and game devs (namely Matt Roszak, one of my favorite indie devs) use it. Through Patreon, you can get a consistent monthly flow of money, unless you're one of the morons who decide to use per-post monetization instead. Problem is people on Patreon are stingy with their money, as I have realized, and you gotta give them exclusive updates and perks to keep them donatin'. By exclusive, I mean nobody but them can get those things.
2. Subscribestar: This is catching up with Patreon in terms of monetization options, and from what I'm seeing, it's more friendly with NSFW content (blood, violence, nudity, suggestive content, whatever) than Patreon, so if I were Robby and I want the added freedom, I would pick Subscribestar over Patreon.
3. Ko-Fi: This is more of a Donation Box type thing from what I've seen. I'm not sure how viable it'd be compared to Patreon myself; from my experience I got legit nothing off Ko-Fi, but its deal is you can toss in, like, $3 at any time you please, for the heck of it.
Obviously going with these two are better options than strongly-P2W features, but how much is another question that needs to be answered.
Re: The future of Eliatopia (is not too bright)
Imagine calling wanting a good game "utopian", if you think the only way to monetize a game is to appeal to shitheads like you who want to pretend they are better than everyone else because they just have more wealth than anyone else here, go ahead and keep telling yourself that. I already know several games that know how to monetize exclusively through cosmetics, with just as many players as eliatopia actually, and that's simply because monetizing your game does not require you adding shιτ like teleportation, or objectively better exp, or any kind of objective wealth-based tactical advantage over others.CrazyVanilla wrote: ↑Sun Apr 24, 2022 6:06 pmStill in Utopia I see, but fun fact, Utopia doesn't actually exist. This game is not a Utopia, never was, never will be, nothing. ever. will. be. So stop acting like it can or should be, and actually make some suggestions that can live in the real world.cinos wrote: ↑Sun Apr 24, 2022 5:18 pmNice whataboutism, "oh he hasn't sold any emeralds, so you're selfish for wanting a GOOD game", and to that I say bite me. "Do you want ads" and to that I say BITE ME, if your only counterpoints are "uguuu you're ungrateful that the game is now becoming a piece of shιτ", or "DO YOU WANT IT TO HAVE ADS", then you have no point, much like the LAST time you had no actual point. Not only are you fine with p2w, you are supporting it, you are moralizing it.
As for you mocking my mentioning of ads, well, since you completely ignored the question prior to it, which is actually the question that you should have a perfectly crafted answer to if you want your argument to hold any sort of strength at all, I'll ask it again, and make it nice and big for you so ya don't miss it this time.
How should the game be monetized?
This is not a question of if the game should be monetized, because everyone with a tiny bit of common sense will agree it needs some sort of monetization, and that monetization must be sufficient to support the needs of Robby and his expenses otherwise the game cannot survive. So, how does Robby achieve that with Mr. Cinos' approval? Clearly it's not the cosmetics route, because we all know that hasn't worked, aka the reason we are talking about this right now. So then, what is it? I assume you already have an answer because you definitely wouldn't be complaining about this with absolutely no solution and just because it hits a soft spot for you right?
Also what "soft spot"? Are you perhaps implying anyone complaining is just mad they don't have money? So what, do they just not deserve an even playing field? Would you feel intimidated if poorer people, or heck, people who just don't want to pay up, could reach you via simple effort? That's pathetic. Go beg for teleportation one more time, I'd love to see THAT getting added and having the game implode in on itself, then we'll see how just your idea of monetization is compared to- oh ya know, what flashlight just posted plus more?
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