For the last week I’ve been reading quite a number of threads on us changing account settings. It’s quite fun, especially since I didn’t know we were changing it. Sure, as Natori says in the Polaris network, we have discussed it because the “gap” has been brought up quite a number of times on the forums. But that’s about it.
Since the last Project: Hazel meeting gave me an excuse to start blogging about ideas, my opinion and other trivial stuff, I guess I’ll start. At least until I’m asked to stop. Well, probably not even then 🙂
I also have alterior motives behind doing this. The Dev Blogs have been going on a far to serious note the last months, and not really a “blog” but an unofficial announcement …thingy. I’d like this to change, for a number of reasons.
The reason I have been with Project: Hazel since Developer ALPHA and eventually joined the team 2 months ago, is the openness of the developers, their participiation in the community and the attention to community feedback. (That’s how I joined the team, and how 12 other Polaris members joined Project: Hazel, by participating in the community).
It of course varies on times, often too little, and sometimes too much but can always be better. But in my 15 years of being on this Earth, I haven’t encountered very tech developers that have been this open, that often discuss ideas, what they’d like to do, what’s being worked on and what’s getting deployed.
This however often backfires and this is the reason I’d like to make this blog less formal. All the developers within Project: Hazel have opinions and passions about where we should go. They often voice them ranging from “I’d like to do this” to “this is being developed”, “this has been designed”, “this is getting released”. Much of this is taken as promises. Sure, many have been real promises. And some got broken. There are a myriad of reasons for that and players understandably get annoyed by it.
I understand that annoyance and respect that. Most game developers I have encountered only communicate with the community on a very formal basis. I grew up with game developers that rarely gave anything up except pre-prepared marketing babble that took months to make and other canned responses. Between that, very little, and usually they were stating facts, not something they were considering. Those few words were considered law.
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As a simple measure with the intent of reducing the hoarding of Slots (Shared CPU cycles) the prices we charge for each facility will soon respond to demand. We will be watching the effects this has on availability and pricing, tuning parameters as needed. To start with however:
- We are reducing the amount of slots you can rent per day from 5 slots to 3.
- Slot rental pricing has increased to $7.00 per slot.
- You can’t rent more than 15 slots in one week.
- We will be further reducing this leading up to deployment of Red Vortex.