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Any sales reps here in the in binary options game?
I've been running binary ads on Facebook and other traffic sources and the payouts for affiliates are low to mid $xxx. So basically any time someone makes the initial deposit via my referral link I get paid. I have however never touched the actual hands-on phone sales part of this game. Anyone here doing that? What are your commissions like and how much do you manage to upsell to these leads?
Ace In Space: First game on Steam featuring an asexual, non-binary main character. I discovered this about a week before it came out (Feb. 14th), and I loved it! It's a delightful short visual novel and ace dating sim which also includes the option to not date anyone and focus on self-care.
Main tank here for the last 10+ seasons, main Rein. I’ve been trying to figure out why it feels so terrible right now, even with CC toned down. What I feel is that the massive amounts of damage in this game, matched by the massive amount of healing, has taken away a lot of the ability of a main tank to manage personal HP as a resource. One of the basic things I’ve always kept in mind as rein is safely facetanking damage, utilizing the 200 points of armor to reduce damage taken, and allowing that to be healed up. 300 hp has been my mental “safe spot” for judging my aggression. Lately, however, I find that even at full HP, I can never feel safe even just firestriking without the risk of going to extremely low HP or even dying. What I’ve sort of realized is that this mid-ground health doesn’t even really exist anymore. It feels like you are either being pocketed at full hp, or you’re dead, and there’s extremely little time in between. Once I noticed this, I thought “hey, maybe I’m just bad” so in the main tank streams I watch (super and cloneman, for example) I paid special attention to their health totals throughout games, and I noticed a very similar pattern. They would spend the majority of the time either above 400 hp while getting healed, or would immediately drop to roughly 100 hp, where either they’d have to get hard pocketed back to full or die. I think that the damage and healing creep has removed an entire tool (health management) from the tank role, leaving them more reliant on healers than ever before. Specifically, the idea of “facetanking” damage is just too risky now. I can’t alternate my health pool and my shield because there is too high a risk of getting bursted down even within short moments. I think DPS aren’t made as miserable by this because they’re naturally squishy, and by nature don’t want to be focused by multiple members of the enemy team, whereas with tanks that’s your base job. This also leads into CC feeling even worse because the short stun of a cree flashbang is absolutely enough time to get burst down without a bubble or pocket. I also think this is why double-shield is so prevalent, as a symptom of the fact that, with regard to HP pools, the idea of taking “safe amounts” of damage isn’t reliable, and so the best option is to take no hp damage at all, by only playing behind shield where it’s impossible to get burst without the warning of the shield breaking, and to have fortify/suck to keep you from being burst when that shield does go down. I guess basically, how I’d describe the problem I’m witnessing is that the damage and healing creep have made tanks feel far too squishy because of an inability to utilize the middle ranges of HP. As for solutions, I’m not sure the best option, outside of something like a % nerf to both damage and healing across the board, which obviously is an oversimplified solution, but something needs to be done imo to make tank hp pools relevant and not feel like quite such an alive/dead binary. Welcome thoughts, and for now, you can find me queueing support.
For an RPG game - A more nuanced alternative to Good/Evil binary options
Hi there. I'm new to game design and have just started working on my first project. It's a JRPG that implements ideas such as choice and consequences ala Dragon Age and Mass Effect. However, I felt that both those games were rather black and white in terms of choice; you're either a saint or the devil. I feel that's not really reflective of reality and how people think. My idea thus was to have an alternative to those binary choices that is based more on personality traits. I think the easiest way for me to explain is by giving the example below. Hero traits are: 1. Self-interest - Prioritises himself first and foremost in all situations. 2. Friends and family - Prioritises those close to him 3. Greater good - The greater good and social justice comes first. 4. Strategic interest - The most tactically strategic outcome and long term goals are prioritised 5. Justice - The law is absolute. 6. Competitiveness - Whatever it takes to win. Scenario: An evil baron who constantly oppresses and hurts his villagers and subordinates is framed by them. The King is very angry and wants to execute the baron and give his property and gold to the people. What do you do? 1. Self-interest - Prove the baron's innocence; he'll give you a substantial rewards. 2. Friends and family - Listen to the counsel of your allies and take the action they recommend. 3. Greater good - Let the baron be punished. He is guilty of other crimes and social justice would be served. 4. Strategic interest - Save the baron. You will have his ear and the king's as well by preventing him from being tricked. That would be useful in future situations. 5. Justice - Save the baron from this injustice but bring up the crimes that he had committed in the past. 6. Competitiveness - Let the baron die. One less person between you and the king is always good. I'm not sure if this is the right direction to take and I would appreciate any and all feedback on this. Would you enjoy being able to make more nuanced choices in a game that aren't defined by good and bad but rather, just who you are? Is it too complicated? Would love to hear thoughts on this. Thanks for the feedback in advance! :)
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