what happen if we don't reach 130k in 4 weeks? project just end?
what happen if we don't reach 130k in 4 weeks? project just end?I can't see the donkeys to give up. They will strugle through. it will just take much longer and might be not as perfect as it will be with the 130$.
We need to get agreement from top youtube gamer channels to help promote, otherwise its going to be hard.
Honestly, this guy is right. As much as you'd like to spam on forums and such, the only real hard promotion we're going to get will be from youtubers who are genuinely interested.
We need to get agreement from top youtube gamer channels to help promote, otherwise its going to be hard.I have a campaign up now myself, the Yogscast and a few other big youtubers played and it only spiked our backers by 8. We also press-released to over 60 sites, only to get an article from 20, including two by RockPaperShotgun. We haven't been able to get a second Kotaku article since march, but Kotaku can deliver a big spike if you manage to get one.
what happen if we don't reach 130k in 4 weeks? project just end?No way, they can't give up! There are many successful titles out now that had failed Kickstarters, including Insurgency.
People don't trust Kickstarters anymore sadly. If this was 2012 you would have nearly $300k by the end.
Too many games have made more promises than they can fulfill and released unfinished, now gamers are very cautious about backing. Journalists don't like Kickstarters too much now either because it floods their inboxes, in general they tend to shy away from indie titles unless they look solid and provide a playable build with the email.
Kickstarter is being phased out by the gaming community, it sucks because you guys definitely deserve it and I hated to see that burst start to slow down. Another slight mistake may have been launching the Kickstarter so close to the holidays and after like 4-6 AAA titles have been released. Potential backers may have just spent $120 on FC4 and GTA5, so they may not have money to back. Others might be saving the money for black friday or christmas. The best time of year to do Kickstarters is April.
I have a campaign up now myself, the Yogscast and a few other big youtubers played and it only spiked our backers by 8.
This was much harder than me and my partner imagined, and I'm sure you guys see that as well. We wish you the best of luck!
No way, they can't give up! There are many successful titles out now that had failed Kickstarters, including Insurgency.
Fairplay mate, thanks very much for trying at least, I do agree that perhaps the timing has been a little unfortunate with the holiday and black friday incoming.
The devs did some research prior to deciding on a kickstarter date and found that December kickstarters were very successful.This is not true at all :(
Supposedly they chose this time on purpose.
This is not true at all :(
People go on vacation during December, and so does the press and youtubers. They are not near their computers nearly as much and most games/projects experience a stall.
Weeeeelll, that's the cRPG community's money gone, that's about it.
Did you pledge?
The game is far to elitist and inaccessible for new players while years of patches and nerfs have left the veteran community alienated and frustrated. The developers need to take a serious look at where the game came from as warband native is both more popular and playable. After 6 years crpg has become a cesspool of players, a game not meant for casual gamers or people just looking to blow off steam.
crpg is skill based but so is warband which is playable by both veterans and brand new players.
Consider this our month long Strategus siege on the city of Game-Coverage. Perseverance is key.
Because in native warband there's a good amount of "brand new players" or at least not very good players. In cRPG I'd say 8 out of 10 players have at least 1000 hours spent in warband, so no wonder these few new players have hard time here. Oh, and ranged is much easier/powerful in native, so newbies can have their share of fun without being enforced to play melee.
I agree completely and due to this the number of players able to actually play the game with any success has been dramatically reduced. Years of patches have made the skill requirement needed for this game rise exponentially. Basically the game has shrunk its potential player base down to a size by catering to the whims of melee veterans while ignoring the requests of new or ranged players. The proof is in the fact that most of the server is playing melee based builds because ranged is inferior, "for noobs" and has been nerfed to shit.stormcry
I agree completely and due to this the number of players able to actually play the game with any success has been dramatically reduced. Years of patches have made the skill requirement needed for this game rise exponentially. Basically the game has shrunk its potential player base down to a size by catering to the whims of melee veterans while ignoring the requests of new or ranged players. The proof is in the fact that most of the server is playing melee based builds because ranged is inferior, "for noobs" and has been nerfed to shit.
Crpg doesn't have enough players to fund a new game. Lately NA1 barely get to 50 players. The game is far to elitist and inaccessible for new players while years of patches and nerfs have left the veteran community alienated and frustrated. The developers need to take a serious look at where the game came from as warband native is both more popular and playable. After 6 years crpg has become a cesspool of players, a game not meant for casual gamers or people just looking to blow off steam. With only a couple hours of gaming time a week I will waste neither my time or money on this.
Show some twitter love for Warhorse Studios, the guys behind Kingdom Come (http://www.kingdomcomerpg.com), they actually mentioned us in their twitter feed! https://twitter.com/WarhorseStudios/status/536885610582388737 (https://twitter.com/WarhorseStudios/status/536885610582388737)
Very wow!
Of the projects that have reached 20% of their funding goal, 81% were successfully funded. Of the projects that have reached 60% of their funding goal, 98% were successfully funded. Projects either make their goal or find little support. There's little in-between.
No need to worry folks. Only 3 k more and we can be almost sure that devs will reach their goal :wink:meh dis is not so reliable
No need to worry folks. Only 3 k more and we can be almost sure that devs will reach their goal :wink:Times have changed (though I'm not sure of the date on that statistic). KS isn't as explosive as it used to be, refer to my post on page 1.
meh dis is not so reliable
Weeeeelll, that's the cRPG community's money gone, that's about it.
somebody does not understand kickstarter
Oh, well I meant that it got to 20k very quickly and it was mostly thanks to the cRPG community and it would start being slowed down, which, by the looks of things, it has.
Kickstarter is not about donation. You probably didnt understand it. Kickstarter makes you buy the game if you put at least 21$ into it. The game will not be as cheap as that once its released. Higher pledge amounts give you extra stuff, such as alpha/beta access, more copies or ingame stuff.
And no, it's not just another game. It's a game we in the crpg community always wanted.
This crpg rule does not apply to the outside world.