Community MetaSteam | October 2020 - Out of Stock & Out of Money

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Li Kao

It’s a strange world. Let’s keep it that way.
Jan 28, 2019
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As people who friended me on Steam surely know, I'm playing FF14 these days. After several restarts over the years, I finally finished ARR and am in the middle of the horrible slog between base game and xpac 1.
All that to say, there is a maintenance. And I'm feeling like a crack addict.

I tried to watch a video on inventory management but kept wanting to do it on mine.

:disappointed-but-relieved-face:


PS. Casually browsing FF14 twitter while grinding my teeth. I see that doggos are still SE nemesis.

21 minutes to go :cat-pizza-blob:



917 players queuing :suicide-blob:
 
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Tomasety

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Jun 8, 2020
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One million copies within a week in early access. Original Sin 2 needed 6 weeks after the full release to reach the same number while being cheaper.

I'm glad I checked the article for more details because I hadn't seen any tweet mentioning those sales numbers.
According to SteamSpy, Baldur's Gate 3 has already sold over one million copies on Steam alone.
It's an extremely dangerous statement claiming a game has sold "X" number based on just Steamspy data.
Those numbers could be totally be true but my point is that's not how game sales works and much less a journalist article.

Edit. Also, unless I'm totally wrong there's no third-party site which sells Steam keys for the game so that leaves about 1.300 reviews (free game, no sales) from "press/testing reviewers" which is equal to about 10% of total reviews done.

 
Reason: Added reviews context
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It's ridiculous: just because I currently don't have a smartphone capable of using the Steam mobile authenticator, all the cards I try to sell on the community market have a... 15 day hold? :angry-face: After validating all sales manually through an email link?

If that email validation isn't enough, surely a couple of days of hold would be enough, no? But 15 days?!
 

Mivey

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Sep 20, 2018
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I'm glad I checked the article for more details because I hadn't seen any tweet mentioning those sales numbers.

It's an extremely dangerous statement claiming a game has sold "X" number based on just Steamspy data.
Those numbers could be totally be true but my point is that's not how game sales works and much less a journalist article.
Old SteamSpy, prior to Valve setting accounts to private by default, was super accurate, it was literally sampling the libraries of real Steam users. You can't get better data than that. I wouldn't have minded that data being used in articles as well.

But more recent methods, estimating sales via user reviews, or achievement numbers, seems far less convincing to me, even if they end up being colse to the real thing at times.
 
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lashman

lashman

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Old SteamSpy, prior to Valve setting accounts to private by default, was super accurate, it was literally sampling the libraries of real Steam users. You can't get better data than that. I wouldn't have minded that data being used in articles as well.

But more recent methods, estimating sales via user reviews, or achievement numbers, seems far less convincing to me, even if they end up being colse to the real thing at times.
PlayTracker is usually much better at this anyway
 

Arc

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Sep 19, 2020
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Also the person that runs SteamSpy is the head publisher for EGS so I wouldn't put much stock in his numbers. That's not to say BG3 hasn't sold incredibly well, but I'd be wary of putting a hard number on its sales outside of a direct statement from Larian.
 

Swenhir

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Apr 18, 2019
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Also the person that runs SteamSpy is the head publisher for EGS so I wouldn't put much stock in his numbers. That's not to say BG3 hasn't sold incredibly well, but I'd be wary of putting a hard number on its sales outside of a direct statement from Larian.
There is that but SteamSpy is funded by his patreon, to rather high numbers. I don't think he can afford to be dishonest or unprofessional to them.
 

Cacher

Romantic Storm
Jun 3, 2020
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I start to understand the complain on GTA4 PC port. Encountered foggy weather and the FPS dropped from 60 to 30s. :weary-face:

Fine, I will play it on series X instead. Looks like it will run at rock solid 60 fps according to Digital Foundry's BC video.
 

fantomena

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Dec 17, 2018
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PlayTracker is usually much better at this anyway
I don't agree, I feel Playtracker shows too low numbers. Like Playtracker has Fall Guys at 9.2 million at currently almost 220k reviews, when Devolver announced 7 million copies has been sold when it had not even reached or was around 100k if I remember correctly.

It shows Among Us at just 6.2 million which is far too low considering how long it has been on top 5 and it's cheap as hell.

Satisfactory seems maybe more correct with 818k. So maybe games under 1 million sales are more accurate?
 
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lashman

lashman

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I don't agree, I feel Playtracker shows too low numbers. Like Playtracker has Fall Guys at 9.2 million at currently almost 220k reviews, when Devolver announced 7 million copies has been sold when it had not even reached or was around 100k if I remember correctly.

It shows Among Us at just 6.2 million which is far too low considering how long it has been on top 5 and it's cheap as hell.

Satisfactory seems maybe more correct with 818k. So maybe games under 1 million sales are more accurate?
paging LittleDinamit
 

Tomasety

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I don't agree, I feel Playtracker shows too low numbers. Like Playtracker has Fall Guys at 9.2 million at currently almost 220k reviews, when Devolver announced 7 million copies has been sold when it had not even reached or was around 100k if I remember correctly.

It shows Among Us at just 6.2 million which is far too low considering how long it has been on top 5 and it's cheap as hell.

Satisfactory seems maybe more correct with 818k. So maybe games under 1 million sales are more accurate?
I remembered what you said about Fall Guys and Devolver announcement happened to Playtracker data. Littledinamit has said several times their data lags behind real numbers by a few days if I'm not wrong.
Besides Playtracker data, I believe guesstimation works quite well, generall speaking.
 
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Swenhir

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Also the entire epic store is based on his numbers. I don't think he's that incompetent, probably...
Yeah. People aren't that one thing that strikes you as, and often the things they say, especially at their level of instrumental, outward-facing PR, is quite divorced from their ability in other areas. Sweeney might behave in utterly sleazy and dishonest ways, but I'm pretty confident he can hold his own when it comes to structuring and developing an engine.

I know, this is No Shit Sherlock Tuesday.
 
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I tried downloading and using an older version of the Steam mobile app with my current phone (the last that works with it), and I keep experiencing the same problem (I fill in the login data, and nothing happens, it doesn't login).
Not even when I do so within the browser of the phone. It just... goes back to the previous screen.

Then, I tried login-in to the Google store, and... the same thing happened.
Does anyone know what could be happening? Is there something that I may have done, that makes me unable to log-in to secure websites/apps?

thanks :)
 

fspm

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Nov 1, 2018
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It's ridiculous: just because I currently don't have a smartphone capable of using the Steam mobile authenticator, all the cards I try to sell on the community market have a... 15 day hold? :angry-face: After validating all sales manually through an email link?

If that email validation isn't enough, surely a couple of days of hold would be enough, no? But 15 days?!
Yes, you have to wait 1/24 of a year to trade a shitty card. As with all 'features' on steam they are either cut out or gutted into uselessness.
 

prudis

anime occult member
Sep 19, 2018
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The Kingdom of Beer and Porn
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RUNE II: Decapitation Edition launches November 13, 2020.

Awaken, wolf of Midgard. I entreat your journey continue. It is a new age, and Hel, ruler of the Underworld and daughter of the foul trickster Loki has a message for you.

Purchase RUNE II on Steam from 11/13/2020 - 12/13/2020 and receive a free set of Dragon Armor!

Abandoned and sabotaged by the original developers, Rune II was left in a state of disarray. Raised from the ashes by Studio 369, the game has now emerged for a Steam launch as a re-envisioned story of betrayal, rebirth and revenge. Severing that old human head has freed Rune II and it is now a glorious Viking adventure. In this journey to open the ultimate can of whoopass on Loki and save Midgard, you'll need heavy weapons, raucous friends, and lots and lots of mead. Call upon the power of the Viking deities Odin, Hel, or Thor to bless your quest to take down a God. Explore an expanded Midgard world with buildable villages and loot-filled dungeons. Battle savage hordes of enemies from Norse legends alone or online with friends. Experience brand new gameplay features including a skill tree system, improved combat mechanics, and a revamped quest system.
love the callout to previous dev




sounds like they basically redidt the whole game (Fall Roadmap)

In addition to everything above in our Fall 2020 roadmap, here is a complete list of all the work we have done within the last year of development on RUNE II:
  • SIGNIFICANTLY increased optimization and frame rate
  • Greatly improved combat, blocking, and added parrying system
  • Added 200% more new landmass
  • A brand new tutorial
  • Redesigned stamina system
  • Bloodlust system
  • Added skill tree (and the 29 skills that go along with it)
    • 1 new inherent skill
    • 4 new core skills
    • 6 new Thor skills
    • 6 new Odin skills
    • 6 new Hel skills
    • 6 new Heathen skills
  • Brand new narrative and campaign
  • New voiced NPCs (previously there were no open world NPCs you could interact with, only gods that talked at you)
  • New Villages
  • Horde mode events
  • Brand new main and side quests
  • Removed repeatable ages and the Ragnarok Timer
  • Dungeons
  • Boss fights (not just fighting Loki 22 times)
  • Rebalanced enemy difficulty and greatly improved enemy AI
  • Added a dodge roll based on community feedback
  • Greatly improved animations
  • New weapon types
  • Improved player progression
  • Improved one-click co-op experience (previously had to rent a server to play co-op)
  • Revive system in co-op
  • Updated User Interface and User Experience
  • Added attribute points
  • Overhauled the old hunger system (now gives health regen when full, no negatives when hungry)
  • Updated visuals across the Ages of Ragnarok
  • Added destructible buildings
  • New Bifrost gate attunement respawn system
 
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Dragon1893

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Apr 17, 2019
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I find myself going back to FFXII to do all the hunts even though I already did a 100% run of the game back on the PS2. But I guess that was a long time ago and this is a different version of the game. I'm really glad that we got a remastered version of Zodiac Age on steam, it was actually possible to play it through emulation with a translation patch which I ended up doing a few years ago, but I'm glad none of that is necessary anymore. Having this game stuck on PS2 and only in japanese for so many years was a crime,
 

manchego obfuscator

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Jan 23, 2020
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Will play Katana Zero.
Vesperia on PC is very pleasantly surprising, given that every previous Bandai Namco game on XGP I'm aware of has only been available on console. Hopefully, this means that whatever deal Microsoft had with BN has been amended or renegotiated and that all BN XGP releases will be on PC as well going forward.
 

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love the callout to previous dev
Why? The company in charge of the game was part of the decision to make it EGS exclusive, despite existing pre-orders (handled by them) offering a Steam key.
This is just a cheap attempt to gather interest for a poorly received game, now that is launching on another platform, one where some people are upset about the whole EGS deal, and others are simply turned off about how the game was poorly received.
It really rubs me the wrong way, and is frankly quite cynical of them, to use this to pass all responsibility to Human Head, and gain some goodwill from the community that may have an "anti-EGS" sentiment (and were upset with Human Head), when Ragnarok Game, LLC was there from the start. And Studio 369 is mostly comprised of former Epic Games staff.

Additionally, I'll just quote this (straight from one of their representatives, taken from the Steam forums):

«We have no plans to change the current pricing models of RUNE II at this time. You can still expect the Standard Edition to be $29.99 USD, Berserker Rage to be $39.99 USD, and God Slayer to be $59.99. »

So, $29,99 to $59,99 for a one year old buggy, incomplete game, one that even though it might have improved a bit, one look at recent and planned changes tells you it is nowhere near a complete product.

There are so many other worthwhile games available, that didn't pull this crap, nor are released in this state, one year later, at these prices.
 

Joe Spangle

Playing....
Apr 17, 2019
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I really enjoyed Mafia 1 but am just not feeling 2. It doesn't seem to play the same, doesn't look as good, some of the controls are different, don't really care too much about the characters. Ive moved onto 3 which so far is much better.

2 seems like it was made by a different company or something.
 
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I really enjoyed Mafia 1 but am just not feeling 2. It doesn't seem to play the same, doesn't look as good, some of the controls are different, don't really care too much about the characters. Ive moved onto 3 which so far is much better.

2 seems like it was made by a different company or something.
Yeah, it was... by the original team. :grinning-face-with-smiling-eyes:

One and two were done by the same developer. Three was by another.
The remake of one was done by the developer of Mafia 3, so the Deluxe Edition of 1 was now changed to play like 3.
 

prudis

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tbh i dont give a fuck whose fault it was that it went EGS FunktionJCB
...
what the the callout is and why i found it funny is what happened after the EGS launch and that was defintiely Human Head's fault ..... they delivered alpha-stage game as ffull release , dumped it on EGS , and crawled back to Bethesda , they supposedly hated over Prey 2 fuckery.
...
Also i am quite fascinated everytime there is changelog and how they are building on the skeleton human head left.

I am not saying its awesome game or anything, i am just baffled at such dedication for such failed project and attemt to rebuild it
 
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what the the callout is and why i found it funny is what happened after the EGS launch and that was defintiely Human Head's fault ..... they delivered alpha-stage game as ffull release
Do you really think Ragnarok Game, LLC was completely oblivious to how development was going? They didn't know what they launched, when they launched it? As if funding wasn't dependent on Human Head reaching certain production stages.

They might have been unaware of Human Head not sticking around, but do you really believe a company invests millions in a product, and doesn't have producers following development, and is surprised that they don't have a working product on their hands? And don't even have a look at it when launching it?
No way.
 

prudis

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I really enjoyed Mafia 1 but am just not feeling 2. It doesn't seem to play the same, doesn't look as good, some of the controls are different, don't really care too much about the characters. Ive moved onto 3 which so far is much better.

2 seems like it was made by a different company or something.
the series got quite fucked dev-wise..... Original game was made by Illusion Softworks , who later become 2K Czech.
In middle of the Mafia 2 development there were problems between studio leads and the 2K overlords , so half of the team left (to later create Warhorse Studios) . So to actually release Mafia 2 looots of stuff was cut. After that both czech studios became pretty much shells and the development of M3 was rebooted at US Hangar 13 studio . (which was ultimatley quite a mess with fun story)

And this US studio with help of shells of og studio made Mafia Deprinitive edition. (derpified game on M3 engine and characters completely changed to resemle goodfellas instead of original Gothfathery feel)
 
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prudis

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Do you really think Ragnarok Game, LLC was completely oblivious to how development was going? They didn't know what they launched, when they launched it? As if funding wasn't dependent on Human Head reaching certain production stages.

They might have been unaware of Human Head not sticking around, but do you really believe a company invests millions in a product, and doesn't have producers following development, and is surprised that they don't have a working product on their hands? And don't even have a look at it when launching it?
No way.
this is what they said on it,
"If you want to tank a game ... this is probably the playbook on how to do it," Ragnarok general counsel Sam Goldberg told me in a recent interview. "Show up for no marketing, don't support streamers, make an announcement the day after the game launched that you're no longer going to work on it and you've joined some competitive company—I mean, what more could they do?"

Human Head told Ragnarok that it was shutting down on November 7, less than a week before Rune 2 was set to go live. It refused to say why it was closing so suddenly, Rune 2 executive producer Matt Candler said, and did not allow the publisher to attempt to hire any of its employees as contractors. The developer agreed to support the game post-launch while Ragnarok worked out a longer-term plan, but Candler said Human Head ghosted them on that, too.

"We did a ton of great work, set up a lot of interviews and a lot of streams, spent a lot of money, and they never showed up," Candler said. "We launched the game ourselves, we had a great day on November 12. We got initially, really strong reviews about the game, saying that this is kind of a cool indie game. And then Wednesday morning, the 13th, the first thing I see is people saying, look, Bethesda makes an announcement that they've founded a new studio in Madison, and all the employees of Human Head are now employees of Roundhouse Studios, a Bethesda studio."

Making the timing even more surprising, Human Head left behind money by bailing out early: Candler claimed the studio would have earned $67,000 on the final milestone, due after release, and another $110,000 for supporting the game post-launch.

"They could've kept their mouth shut and collected the money, and we would've been like, yup, here you go. And we would've gotten through a successful launch together," Candler said. "We could've transitioned the game if they weren't able to participate anymore, we could've transitioned naturally—here's the source code, we'll help you find somebody. But they didn't do that. They actually did everything they could to prevent us from supporting the product."

...

“They refused to give us the source code that was our property, to be able to update and fix the game for the community,” Goldberg said. “So not only do they abandon us—full stop, full abandonment, total stab in the back—I mean, again, who does that? But then we don't even have our property, the source code, to be able to update the game.”
...

"It took me all of December. I called all my friends and all my favors in, and said, I need your help, guys. We're in bad shape. We still have a great opportunity, because we own everything," Candler said. He also credited Epic for being “a fantastic partner” throughout the process. “And Epic said thank you to us—thank you for not abandoning this game, not walking away."


It was a major undertaking—Goldberg claimed that Human Head's "comprehensive failure" to meet objectives left the game in far worse shape than the publisher had realized. But once work on fixing the underlying systems of Rune 2 began in earnest—and after Human Head turned over the source code at the end of 2019—the new team decided to expand the scope of the game beyond what was originally envisioned.
reads like they didnt really knew it was that bad until they started fixing it ,and also were ghosted on the human head closure
 
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this is what they said on it,

reads like they didnt really knew it was that bad until they started fixing it ,and also were ghosted on the human head closure
It honestly reads like "they didn't work with us on promoting the game", and "they announced they were closing less than a week until launch, which gained bad will to our product". And, if true they have a point.

But, and that was my point, nowhere did they say they weren't aware of the status of the game. On the contrary, they actually say the game got good feedback/reviews before Human Head announced their closure (kind of making it sound like that was the cause for the poor reviews).
Naturally, all the rest (about originally not having the source code to provide fixes) I have no problems believing, but the game launched as a completely broken product, and I really doubt they were unaware of what they were launching, and as such, they are as responsible as Human Head for the condition the game launched.
 
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