
Founded @ScrollmarkHQ & @PowerSpike. Advisor @uncanny_gg. Udyr Main. Building a survival game. WoW Shoutcaster a lifetime ago.
🇺🇸 ct
Joined July 2013
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Just learned UE5 C++ tonight. This is so much more powerful than blueprint it's insane man. LIKE I CAN JUST WRITE THE CODE??? HUH?!?!
Now do this but with Amazon and New World
After evaluating multiple offers, we’ve reached an agreement to return Hytale to @simon_hypixel, giving this community its best shot at experiencing a revised version of the game. Wishing the team the best of luck for what’s ahead.
Seeing a lot of discourse about the MMO genre dying with New World pausing updates. Call me the optimist but I really do believe that we're about to enter the golden age of MMOs. This isn't a demand issue - people are dying to play a great MMO - it's an investment issue. No publisher wants to take a risk on a massive live service game anymore. So MMO's aren't getting funded.
So what happens now? I believe constraints are a good thing because they force innovation in products. If you can't get funding for a traditional MMO with dungeons, raids, and the whole 9 yards, it's going to force passionate game developers who care about the genre to change how they reapproach the problem.
What that means, is the constraint is now to build an extremely cost efficient MMO that focuses on doing one unique thing great, and can be pulled off by a small team without outside funding. This is 100% possible to do with current technology today, and someone is going to build it.
MMORPG = Massively Multiplayer Online Role Playing Game - that's it. It means bringing tens of thousands to millions of people together to experience something, and escape to be someone else in one shared world. It doesn't have to be dungeons, raids, or anything of that sort. It can be something completely original, but on a massive scale.
The irony is that the earliest version of New World actually had the chance to do this with the first iteration of their game, which was really unique and risky - a full loot PvP survival game in a massive world. Instead, they were likely pressured by investors and executives to go the "safe" cookie cutter MMO route and appeal to everyone, which in reality isn't something anyone even wants anymore, but sounds nice on paper because in theory it appeals to more people (it doesn't).
The next generation MMO will be built by a small team of extremely passionate people. It will not look like the MMO's of the past - in fact, it will look different from any MMO you've every played, and it will do something very unique, very well, on a massive scale. It will cost very little to support - so little in fact that they will be able to pull it off with little to no outside funding, but the experience for the player will be incredible.
Mark my words, the team that pulls this off is going to make a disgusting amount of money - so much money, and so much success in fact that it's going to force a fundamental shift in the market. Corporate studios will attempt to copy it, and investors will be begging to fund it. Everyone and their mother will be building a new MMO - and we the player will reap the rewards.
Right now times are dark, but I promise you, out of this, a new golden age of MMO's is coming. The innovators are building it.
You want to know a crazy stat we found at Scrollmark? Your social followers spend 2x as much as a regular visitor.
Most founders are pumping out content like this and don't know how to ACTUALLY drive conversions from social. It's way simpler than people think.
Firstly, you need brand awareness based content like this to drive up your engagement rate. Most startups get this right after awhile and have a few viral hits.
The mistake is that they think this will translate automatically into website visitors and conversions - it wont.
That leads me to step two, you need to add content into the mix that is designed for conversions. Giveaways are awesome for this actually - they're almost guaranteed to always go viral.
Once someone engages with a post like a Giveaway - you need to use a social DM automation tool like Scrollmark to Auto-DM them, the faster the better - you need to catch them in the moment, and ask them for an email to complete their entry. 85% of people will give you one. Give a disclaimer opting them into your mailing list at this stage too.
Once you have their email, they're in your pipeline - you can reach out to them and ask to book a meeting - you could also literally just book the call right then and there over DM's with a more sophisticated automation.
From there - that data can be plugged into your system or CDP, and it can be used to show you the attribution impact of what is happening for you on social.
Most people are surprised at how well social converts once they start using a strategy like this. The CTR gets as high as 35% with many of these DM automations too. It will literally print leads for you and people just stick to the brand awareness content - drives me crazy.
If I were Cluely, I'd literally run a giveaway on social of their product, auto-DM everyone who engages, and ask for their email. Their pipeline would be filled with leads overnight, many of them probably enterprise.
HMU if you want to try it @im_roy_lee , I'll do it for free for you.
Big props to @WarcraftDevs for listening and adding this!! 🤜🤛🔥
xitter.cf/Wowhead/status/1935384…
This is actually quite a fairly easy problem to fix.
A surrender voting system for keys similar to LoL with heavy punishments for leaving a key before the timer is expired, such as queue restrictions, bans, or rating loss, would go quite far towards solving this.
Imagine if you could leave in the middle of a ranked league game with no repercussions and someone else lost rating. That's effectively the current system. @WarcraftDevs
AJ Damiano retweeted
To build product, “make something people want.”
To create art, make something *you* want.
(The best do both).
Legislation either way will be wildly unpopular with a good portion of the population.
I suggest running an A/B test. 1 year of total standard time. 1 year of total DST.
Study the impact of each and make the results public. Then place it to a national vote at the end.
This is actually quite a fairly easy problem to fix.
A surrender voting system for keys similar to LoL with heavy punishments for leaving a key before the timer is expired, such as queue restrictions, bans, or rating loss, would go quite far towards solving this.
Imagine if you could leave in the middle of a ranked league game with no repercussions and someone else lost rating. That's effectively the current system. @WarcraftDevs
Genuine question @WarcraftDevs Why do you guys allow the game to be like this where missing timer on a non-competitive level key is met with such heavy penalties that it influences player behavior like this? This behavior is rampant everywhere and nothing is ever done about it
There's no better feeling than finally seeing the core system of the entire game alive and working! 🎉
Territory Claiming enables a Guild to take over and own a designated part of the map.
Owned Territories grant Guilds special privileges, more to be revealed soon!
Be careful not to get raided! Otherwise you'll lose your territory.
This was a pretty fun one - added a build wheel and an upgrade hammer!
The UI makes it a lot easier for the player to just select a buildable and to upgrade it with a click.
Huge upgrade from the previous system which required the player to craft everything!
It's alive!! Base decay and upkeep are now working.
When building your base, you can now place down a resource box which will find all of the building structures owned by your team nearby, and calculate the appropriate upkeep needed to prevent the structures from decaying.
About a year ago I started learning UE5 in my spare time. Last night I sent the server live on pre-alpha build 0.1 of my first game.
There’s still a ton of work to do, but it’s a base functioning multiplayer survival game with a full gameplay loop and man I’m proud of it!
"OrGaNiC sOCiAl mEdIa Is OnLy FoR bRaNd aWaReNeSs"
We hit these results in 3 weeks of one client using @scrollmarkHQ
The game has changed.
Rell jungle can be easily saved by attaching her monster ratios to her having a jungle item in her inventory.
If done, both roles could be balanced separately and stop weighing each other down.
This would take 10 minutes to develop and can be done with a Boolean.
14.7 Full Preview!
Buffs
Galio
- Mainly buffing AP ratios here to skew to mid and power in the passive to back up the longer fight time from last patch
Karma
- Divorcing the power of R shield from E to encourage more supportive casts
- Also increasing more of her utility outputs of W, which is expected to be more support skewed as it's easier to land than in mid
Lux
- Buffs to the AP to skew more towards mid
- Her support is in a reasonable spot and while this benefits both roles, Support will be comp nerfed comparatively more by Zaz'Zaks nerf
- The net result is intended to be a net buff to mid
Nasus
- For one of the lowest mastery curve champions, he should be excelling in regular play but he's not
- These buffs are focused on enabling the late game drain tank fantasy and opening up the Q last hitting thresholds a bit more
Olaf
- It's been a while since Olaf Jungle has been viable, increases to Q and W which are more jungle skewed and buffs to E when jungling
Smolder
- We've drained a lot of power out of the burn and execute, so these changes are aimed at making him a bit more stable in the early game
- These changes are also biased towards making Navori a bit more competitive on second slot over Shojin
- Overall, we're looking to go about halfway to his power level before (he dropped ~3-4%, so he's significantly weaker than last patch)
Sylas
- Pretty straightforward jungle buff
- Not looking to make it a primary role, but it's a role people like to play, so we'd like to support it as such
Nerfs
Fiora
- Pretty straightforward nerf here
- She's been strong in Elite for a pretty long time; as a champion who's got a reasonable mastery curve (I know some people don't think so...) it seems reasonable that she shouldn't be solidly so far over 50%
Rek'Sai
- Rek'Sai top is too strong
- The way she wins is by ignoring opponent and spamming sustain on the wave, so we're bringing that down
Rell
- Rell is only strong for Pros, while simultaneously needing us to depress her winrate as a Pro flex
- She also holds very little playrate in jungle while doing weird stuff with her jungle mods from the Support role (eg. she's just incidentally good at taking Dragons when you're playing her support)
- Overall, these mods can be sustainable when it results in great outcomes for regular players, but when it results in depressed winrates for regular players while dominating the Pro meta (at times), this isn't a positive value proposition
- Similar to Blitzcrank, we're happy we did this experiment, but supporting her in one role is how we're going to maintain her moving forward
Volibear
- R results in pretty deterministic low gameplay outcomes when played from the jungle role (eg. show up on a dive and person is dead)
- Nerfing the CD here as a result
Adjustments
Camille
- Objective here is to move power from Support Camille to top Camille
- Buffing Q rankups and reducing the power from E max
- Bloodsong is also nerfed
Nami, Sona, Support Items
- Changes here are to move more power into supportive outputs and less into "click on you damage"
- Some of the damage creep here is coming from support items, so we're reducing these, as well as supports that are just doing a bunch more damage than you'd expect them to
- We're chipping away at these slowly over time

















