On Tuesday I wrote about my experience with Fliplife and especially the new update. Meanwhile, some play hours of experience have been opened, relating to the browser game.
First, the important thing: The player community is on the barricades, because the relations of income (cash for completed tasks) and expenditure (cash for parties, you need to get more power points) is not in rational relations. They wore black - some in the clothing, sometimes in the face, many of both - to demonstrate against the mismatch. Interactive expressions of discontent in the Age of Web 2.0 with Facebook as a platform. Meanwhile, not few players recognized that the internal support forum named problems not promptly take up and certainly not quickly provide solutions.
In the meantime, the protest via Facebook for a first and above all ensuring quick response from UP: The entrance fees to the parties would be reduced significantly. Unfortunately, it was already almost: The party participation is still disproportionately expensive, who is fighting in a team of 8 to 10 participants in Club 90 at energy points, while is a lot money (cash) going on. It seems to me that this is part of UP wanted it, because you have tacitly given up by a different principle: So far, the purchase of energy drinks limited to wealthy players Not too many benefits to gain, we removed the time limit now. Well, assuming that the players earn the same credits instead of expensive parties (ie using real money) to the energy required to purchase items through these drinks.
That the communication is reduced with each other so much, I had already mentioned in the last posting . Also, the indentation has confirmed that the method of the proceeds from a project within a certain time to realize, there are problems out. Part, Einlösezeiten just too short, but in many cases of failure I see the projects due to the fact that the required transparency is not provided. The players show a job without realizing that they, for example, three hours later to go online to reap the proceeds of labor. Here a change is urgently needed, even if said UP-makers Ibo that the default rate is 15%, which would be ok.
One approach could be that the minimum time is set at four hours and half the time specified, is an information mail out to participants who have not yet responded by that time.
falls further to negative, that there is no "bargain" anymore - at least I can not find any in the last few days. Everything seems to be the same charges by the hour, cash, XP and bonuses. Here again, the makers of FL put up the criticism that this is a loss of fun.
the much-criticized property - including the annoying info-tone - are still not ready to put a new emphasis, the impression on me that the game has become so complex that even the makers have lost complete control over it. Maybe less would be more. More quality ...
Fliplife - a social game in search of fun and strategy between
From United Prototype, a Cologne-based company, is the "Social Web Game" Fliplife, the already considerable time from the start. In April 2010, was looking for the first alpha-testers, the beta went online in early September. Since then, the game has repeatedly experienced changes and in the meantime changed the character. Since yesterday's 21st February is now the latest update online, which brings in my view, the most serious changes.
first noticed Fliplife especially the fact that one there - especially if professionally before the computer works - virtually "side" could be run along. You did not respond timely, it was enough to have run with the game in a browser tab of the browser. Acoustic signals were of relatively decent, if an action was required - for example, the invitation to a party.
you should know that in the long term, the basic principle of the game consisted of several occupations (cook, journalist, etc.) select a, in order contracts (called projects) to complete. This requires energy, which you could buy in the celebrations in parties. Sports activities, such as boxing, football or tennis, the increased power capacity, so that with good timing demanding job tasks could handle stress. Still, the game was monotonous in some way since it was reduced below the line in a change of parties and execution of job orders. For participants in a hurry, or else in need, there was the option to purchase for cash "credits" - by which one could skip time-consuming activities and push to the top. One advantage is that the parties were apart from the actual purpose of communicative meeting point and meant that we met and exchanged. Just what "social games" distinguished.
Since September 2010, there were quite a few updates - and in the meantime also A few trends to the extent that they tried to clear to get the money of the users. In short: It was with Paypal and Co overturn almost everything. Instead of the payment function on nice, but not affecting play options, such as the acquisition of clothing to limit new hairstyles, etc., subject to flush the temptation to allow the playing success with cash. During the first energy drinks still visible everywhere lying around, you have then tried to cover this up: Each player was able to eliminate the tell-tale traces itself ...
With the update last Monday (February 21, 2011) the gameplay has been revamped quite violently. But this first no criticism. Although the habit of weeks or even months of rituals that caused not a few of the first permanent gamer with resignation, frustration, silent protest, or even responded to the announcement of dropping out - Fliplife has become, in my view much more interesting. However, it has in the current version of my opinion of the "social game" changed for the strategy game: Parties are not nearly needed is a real-time communication is (always) yet and only Facebook users help each other on the platform. To understand the changes and the new game concept and evaluate, you have to take some time, however. A simple click on a job is no longer given. And that's what I like personally very well.
What I noticed in the few hours yet?
Positive
the game runs smoothly, the UP-tap (always shows error) I got so far not to face;
the issue friend requests was dissolved clever - no overlays interfere more in active job
Cash out (in terms of cash) is no longer ostensibly to advantages in the game;
negative
still (HMTL5 or not) runs the game is not optimal in any browser. In the current IU needs is still (on Windows) via Task Manager "End Process Tree" to clear the memory free - up to 1.5 GB depending on the gain to stay there (32-bit version). The 64.Bit version of IE does not have this problem, but denied multimedia capabilities;
the imbalance of the parties or a substitute for it;
the annoying info-tone that is more suitable for the detection of submarines, should definitely be replaced by another sound file. If necessary even through chat-Posting-noise in double volume ... ;
the pick-up time for Standard remuneration of jobs is much too short for all those throughout the day have no opportunity to log in FL;
there is still no reasonable "manual" - changelog is only a meager substitute. Similarly, the intro on the homepage.
Neutral
UP seems to have given up, projects to provide country-specific. At least I see in all countries the same projects ...;
pity that no new jobs came with the update. In FB with a tour of Ibo I had suggested including the IT industry;
Fliplife has the potential to be a good browser game. Of which convinced me the latest update. What is missing is the communication with participants. About taking note of problems and work in the background that lead to their solution. The internal support is in my view, no solution. There seems to be an in-house communication problem to be present - otherwise I can not interpret the sometimes helpless, sometimes wrong and sometimes resigned comments and supporters.
Kartopolis there is now a city map of Freiburg. For companies, publishers or tourism. As printing or the Web. Attractively designed, detailed and timely.
Commander Grey struggling with the many uncertainties that occur in the transition from ZBrush to Maya. The aforementioned diversity of settings for Normal, displacement and color maps that fan out for the SSS-Hautshading immediately once again leave me a little running on the spot or repeatedly switch between the two programs and fro, and crystallized slowly the right workflow out. Not to mention that the correct settings for the test light is twice as important as it already has. My first attempts looked like shit all the same, no matter how I adjusted the values in Misss_Fast_Skin_Shader, I was "a strong step conversion brought forward:
Pretty long I was also stopped the fight with gamma correction, which has sabotaged the very normal mapping. Usually I make MentalRays Render Buffer to 0.4545, so I do not have to adjust each color texture via gamma correction, but only the data textures. But this has thrown in this case, the normal maps from the web, so this time I go the opposite way.