Clockworker wrote:Almost all this game has right now is potential. The game has a long way to go.
Siegbert wrote:Once combat works the way it's intended it will go through the roof, I suppose. But that might yet take some months...
Siegbert wrote:Not really. You can hit things but it feels weird and you'll miss a lot.
Bobik wrote:Can we close that combat discussions for some time? We really NEVER had time to properly do anything with a combat. that is just a basics mechanics that are FAR from being done.
Once (IF) we survive initial LiF:YO launch and weed out server and client crashes along with crafting broken mechanics - we will stick to combat. So far it is VERY basic and it really surprize me when you compare it with a finished games
LiF is a car that can fly, can swim and can drive. Currently it have no windshields, it have no classy look, it drives good, it flies so so, and it floats terribly. We will fix it sometime to make a super unique transportation. But so far, please, stop comparing semi finished flying car with a Boeing and telling how faster does it fly and how much softer seats in Boeing are - we don't even have seats in our car yet.
Jezbelle wrote:4k players bought the game or 4k players in the game at once?
With steam taking 30% in sales, + taxes, the $ for the devs might be a bit lower than you suggest. Sales will likely need to quadruple to put a dent in it. Get your friends to buy the game, write positive reviews on steam, and continue to spread the word. It's not over yet.
Siegbert wrote:4k+ in the game at one point. So sales might be even 30% higher... why not?
Wouldn't indiegogo have taken its fair share as well? Idk