That's really the biggest problem I have with the workshop as it is right now, the complete lack of communication. Don't get me wrong, I love the workshop but sometimes it feels like playing the lottery
Unless you're one of the few to get special treatment like Anuxi. This isn't a jab at her but rather the fact that precisely the people who need feedback the least (look at all her great stuff, she's a pro, and can certainly make consistent quality!) seem to get it from Valve.
And reverend, I'm sure they do. That Rubick head slot wasn't added by accident. Though trying to figure out Valve's notoriously-inscrutable decision-making process is a whole other ordeal.
I've been away for the last couple of days and I'm really glad people are angry with Valve's direction of sales and shares (lol). I said a few words about how working on chest items are more lucrative but some said the important part is to follow your heart and do what you like etc. I'm pretty sure the trend on the single items, sets and couriers will give Valve a clue on how to treat workshop contributions in the near future.
If you want to earn money the easy way, make a single weapon that gets into a treasure chest. Even if it sucks and becomes a common, you'll get the same amount of money with the mythical item next to it.
I did earn a lot from the Juggernaut set I made (nobody talks about paychecks so I also won't, don't want to break a taboo), even though I only got the first 4 days payment yet. I guess it's up to the popularity of the hero and the success of the set combined. I can't imagine how much that Rubick set earned it's creator. o_O
Lastly, don't waste your time on couriers if you care about how much you earn. Added to the issue of free unusuals, there is only 1 courier slot and most people don't even want to buy a courier in the game. Go and make mounts if you want to work on really big and moving stuff, you'll earn more, 100% guaranteed.
These are my observations and in no way based on actual research or numbers. Feel free to add your two cents.
Unless you're one of the few to get special treatment like Anuxi. This isn't a jab at her but rather the fact that precisely the people who need feedback the least (look at all her great stuff, she's a pro, and can certainly make consistent quality!) seem to get it from Valve.
And reverend, I'm sure they do. That Rubick head slot wasn't added by accident. Though trying to figure out Valve's notoriously-inscrutable decision-making process is a whole other ordeal.
Valve's blatant lack of communication is one factor that makes it very difficult for me to continue working within the workshop. Here are two examples, when valve was releasing the chicken courier I found out when they were planning it through cyborgmatt, a week before they released it, then when that day came and nothing was released my steam account and email were exploding with comments asking for a release date, I instantly emailed Valve asking what happened so I can inform people of the situation. After two days of no response I made a public post on reddit addressing it where 'finally' someone from valve commented on my reddit post. This is not good communication. My other item that gets at least 5-10 messages a day about is Mandel Farflung, Keenfolk Warden People asking when can I buy it, and the likes, I know its a very bold ward that goes against the grain of what a ward should look like, long story short, I would much prefer Valve telling me it strays to far from the design the item as it is would never be implemented so I can just hide the item and not be bothered with these emails asking where it is. The lack of communication makes me feel like dirt sometime. And the fact that 75% of the earnings of my items goes to valve, the least they can do is communicate something, even if it is just a simple sentence.
I've been away for the last couple of days and I'm really glad people are angry with Valve's direction of sales and shares (lol). I said a few words about how working on chest items are more lucrative but some said the important part is to follow your heart and do what you like etc. I'm pretty sure the trend on the single items, sets and couriers will give Valve a clue on how to treat workshop contributions in the near future. If you want to earn money the easy way, make a single weapon that gets into a treasure chest. Even if it sucks and becomes a common, you'll get the same amount of money with the mythical item next to it.
Thats pretty much how it works now, you work on single items throughout the month, when they announce the new crate you upload all the single items and hope that at least one of them gets in. Or, you work on a weekly set and release it tuesday. Doing something like that means you'll be fresh on people's minds. What bothers me is now it seems the only items that can implemented into the game have only been on the workshop for a week or a week and a half. What happened to all of the older sets posted months ago that looked incredible.
I guess it's up to the popularity of the hero and the success of the set combined. I can't imagine how much that Rubick set earned it's creator. o_O
And the amount of other sets in the game, the price of the set compared to other sets, popularity is a huge factor seeing that more people who play the hero means more potential buyers for sets for the character. Also your own popularity, I wouldn't be surprised if there are people out there that buy items because they support the artist.
And the amount of other sets in the game, the price of the set compared to other sets, popularity is a huge factor seeing that more people who play the hero means more potential buyers for sets for the character. Also your own popularity, I wouldn't be surprised if there are people out there that buy items because they support the artist.
Based off what I've seen in other communities, the only artist that gets that name brand treatment is Anuxi at the moment. I think we're all striving to hopefully get that type of recognition at some point, just got to keep it up.
When I was really into TF2 was in full swing I'd keep a track of everything Rob Laro was doing, really great stuff.
I agree the workshop overall is not being handled very well by Valve at the moment, but the game is pretty much still in beta, and they have made some changes to the workshop the last couple of months.
When the game is released and they're not so busy anymore, maybe they will start communicating and adding more items every week.
How do you like it to be handled? You do realise that there's a really small resource dedicated to the workshop and the detailed feedback is a long and time consuming process that will only lead to the futureexpectations of the critique and feeling that the item was good enough, just Valve was too lazy to comment. People have stuff to do, lines to code, assets to model and game to polish. Especially considering the amount of features they want to bring in, they have to make stable before the TI3, etc.
Leave you feedback on the workshop and it'll reach the ears of the Devs and they'll try to fix the stuff that's broken.
Also, there's a new thing added:
Add service providers to share in royalties
You can allocate a portion of Valve's split of the sales revenue with pre-approved third party organizations or individuals that have helped you create this item. You'll be asked to pick from a list of organizations and individuals, and then determine how you wish to split up this revenue between them.
For those who thought that Valve is greedy, they're now allowing you to give out the part of their revenue to the third-party organizations or individuals for their help or insight. The list is broken now, but i guess it'll start working soon.
I just think maybe that small resource should be a little bit bigger seeing as how Valve are making huge amounts of money off the workshop and its getting big enough for whole communities to form around it.
How do you like it to be handled? You do realise that there's a really small resource dedicated to the workshop and the detailed feedback is a long and time consuming process that will only lead to the futureexpectations of the critique and feeling that the item was good enough, just Valve was too lazy to comment. People have stuff to do, lines to code, assets to model and game to polish. Especially considering the amount of features they want to bring in, they have to make stable before the TI3, etc.
Leave you feedback on the workshop and it'll reach the ears of the Devs and they'll try to fix the stuff that's broken.
Also, there's a new thing added:
For those who thought that Valve is greedy, they're now allowing you to give out the part of their revenue to the third-party organizations or individuals for their help or insight. The list is broken now, but i guess it'll start working soon.
How new is that?, I didn't even know that existed until today. I am very happy with that addition, it's been a long time coming.
"small resource dedicated to the workshop" is an excuse, and not a very good one. Considering the workshop drives the majority of the games sales and earnings, you would think valve would treat it with more respect. With the way they have the tools setup now Valve doesn't even have to intervene, all the way down the marketing image.
What I would like to see, putting it bluntly again, why doesn't valve outsource even more responsibility to workshop creators, they have people they obviously picked as the 'head' or 'elite' workshop artist. Someone like Anuxi hits the mark every time and I'm sure if you gave her the responsibility to choose which sets should be implemented she can probably good a pretty good job at it. Let the workshop 'elite' decide what gets in, let the workshop artist critique people. We already do enough of that over on these forums, so I see can see a natural transition into something like that.
Of course its a wild idea, but in my opinion it's better than having total slience with the really 'asreholish' excuse of "we have better things to do"
At the end of the day this is a privelige and not a right, I'm just be happy this amazing opportunity exists at all and there's too many positive things about it to worry about the few negatives.
We have already a ton of submissions every day, and the tendency is that number to grow, with a lot of subpar entries too - do Valve really should give feedback to all of them?
As I wrote before, they could simply label the submission as 'rejected' when so, just that would help a lot, so you won't count on it anymore.
But even as it is, I won't deem their treatment with the Workshop 'disrespectful', there's a lot of things to improve, of course, but hey, it's a new ground for everyone, including for them.
You guys must get over that, the Workshop isn't a job where your stuff is guaranteed, and there's no place for egalitarian treatment for everyone, plus, nobody is forcing anyone to make items for the Workshop.
Just wait until after they announce the chest, then post all the single items!
I have some items that are submited more than a month ago, and some 2-3 weeks ago, I uploaded them as they are finished, didnt want to take any estrategy and such, but I guess thats what I have to do now to get better chances.
Would be cool like someone said in this thread to get a "Rejected" if they see it and dont like / dont think fits ingame, because I have an item that gets 5 minimum comments everyday and the items is there for like month and a half or more, and another one with 98% likes in almost 60k visits, and I still have the hope that they gonna be added someday, but losing it everyday tho, so a "Rejected" thing would be amazing xD
it would be good if they added a 'rejected' label to items they won't add at once, so you can move on or redo your item.
I second this, I think it would be nice to know that they have at least looked at your item. At the moment there's no way to know if it's been considered or not. It's not necessary but it would be nice to know you have had some sort of interaction with Vulva. I mean Valve.
I second this, I think it would be nice to know that they have at least looked at your item. At the moment there's no way to know if it's been considered or not. It's not necessary but it would be nice to know you have had some sort of interaction with Vulva. I mean Valve.
They look at everything.
Just because it wasn't added in a certain patch doesn't mean it will never be added. I waited months before some of my items were accepted.
If you just focus on making quality items which the community likes and you're proud of you'll be fine. Don't worry about strategically timing when you upload your items, it won't mean anything if it's not a good item.
You guys are seriously getting way too into all these schemes, conspiracy theories and tactics. This isn't a rat race, it's a passion, a hobby, a labour of love.
Just because it wasn't added in a certain patch doesn't mean it will never be added. I waited months before some of my items were accepted.
If you just focus on making quality items which the community likes and you're proud of you'll be fine. Don't worry about strategically timing when you upload your items, it won't mean anything if it's not a good item.
You guys are seriously getting way too into all these schemes, conspiracy theories and tactics. This isn't a rat race, it's a passion, a hobby, a labour of love.
Just make good items.
I personally do items because I just love to see something I made in a game like this, I play dota2 a LOT, getting money is a nice extra tbh, but doing this improves my skills and there is always that chance to jackpot! xD
the only reason I said that rejected thing is because it gives us more connected to valve, so we can truly see if we are going in the right direction or not, adding this little pack of items when there are ton of us making them dosnt help at all :P
Hello everyone! i'm new learning 3d modeling hope i can do something good enough
Right now i have some questions that maybe some of you could answer them
I don't understand something about lod0 and lod1, when you bake your highpoly and do your UVs maps do you work on lod0 or lod1? Lets say you work on lod0 (bake,maps,everyting) then when you create lod1 you have to do all again? i mean the UV map changes since you are reducing polygons or just the game engine can read lod0 and translates everything to the lod1.
So I have a question everybody, I made a custom hook for Pudge and I got it in the game and everything, but when I use the skill where he throws the hook,he throws his original hook while my hook stays in his hand. Anybody know how I can fix this?
And reverend, I'm sure they do. That Rubick head slot wasn't added by accident. Though trying to figure out Valve's notoriously-inscrutable decision-making process is a whole other ordeal.
I guess it's up to the popularity of the hero and the success of the set combined. I can't imagine how much that Rubick set earned it's creator. o_O
Jeez. I'm right here, you can just ask.
@aivanov: If they added the head slot due to the WIP shots of my rubick set, they did not contact me about it. I actually was upset about it at first because without warning I suddenly had to redo huge portions of my set. So I have no idea if that's the case or not.
@marul: Honestly, I feel they've paid me too much. Of course I'm not complaining, I'm ecstatic, but I wish other fellow artists were getting paychecks like I've been getting from the zeal set. Hopefully some are but they're just keeping quiet.
Alright, let me throw my hat into the courier discussion, wall of text incoming:
I understand valve's and the creator's positions on this. On the one hand, we're talking about a .0001% chance to get one of 10-15 couriers per chest. Either those couriers take a huge portion of the profits away from the main items featured in the chests, or a negligible amount is removed and split 15 ways to the point that it's worth almost nothing. On the other hand, creators deserve to be paid for their work, plain and simple, but I'm not too sure a 15 way split of a small portion from chests would amount to much.
The problem with couriers is that each player only needs to buy a single courier ever, after the first they have no reason to buy another. I'll use my friend as an example, he absolutely had to have the snowl courier, bought it, loves it, then captain bamboo came out. He loved captain bamboo as well but, he already had a snowl, why would he buy another courier when he's only going to use/equip the one?
If I were Valve (which I'm not ), and I wanted to increase courier sales, I'd allow for player loadout items to also be customizable on a per-hero basis. For example, you could have cluckles as your default courier, but you could equip snowl on your crystal maiden, kupu on venomancer etc. This could also increase the sales of wards and announcer packs, storm spirit announcer on storm, jakiro ward etc. I'd be willing to bet that players would be much more willing to buy multiple couriers if they could equip them all simultaneously instead of having all additional couriers they own "go to waste." I know some people here would think that making hero-themed couriers would be boring kindof like the hero-themed wards situation, but it should give a large boost to sales, if that's our goal.
At the end of the day this is a privilege and not a right, I'm just be happy this amazing opportunity exists at all and there's too many positive things about it to worry about the few negatives.
Please don't forget this everyone. Which would make valve more money: the system we have going now? Or if instead they hired a few 3d artists at 60k a year and had them on a 1 set/chest item per week quota, and took 100% of the profits? I don't think there's any question about which would make them more money, and now we're going to have the third party revenue split on top of that? Valve clearly highly values community input or they wouldn't be doing this at all. It's more work for them for less money, but creates a better overall experience for their customers. Name another company that would be willing to do that.
If I were Valve (which I'm not ), and I wanted to increase courier sales, I'd allow for player loadout items to also be customizable on a per-hero basis. For example, you could have cluckles as your default courier, but you could equip snowl on your crystal maiden, kupu on venomancer etc. This could also increase the sales of wards and announcer packs, storm spirit announcer on storm, jakiro ward etc. I'd be willing to bet that players would be much more willing to buy multiple couriers if they could equip them all simultaneously instead of having all additional couriers they own "go to waste." I know some people here would think that making hero-themed couriers would be boring kindof like the hero-themed wards situation, but it should give a large boost to sales, if that's our goal
And this would be fantastic, i have a few wards warlock/lich and im constantly using the wrong one for each character. I think i would buy wards and more couriers if, as you mention, i could assign them to specific characters.
Limited items, only Eye has anything "special" about it, and the special courier particles only work well on stumpy, so courier collectors have nothing to buy into.
If I were Valve (which I'm not ), and I wanted to increase courier sales, I'd allow for player loadout items to also be customizable on a per-hero basis. For example, you could have cluckles as your default courier, but you could equip snowl on your crystal maiden, kupu on venomancer etc. This could also increase the sales of wards and announcer packs, storm spirit announcer on storm, jakiro ward etc.
Dude that's a wicked idea. You need to post that on the dev forums!
So I don't really have anything to add to this discussion So I'm gonna post arts.
I couldn't choose which wing design I liked better so I made one for the set and one for a single item addition. The bound wing will be a single item and the softer wing will be for the set. (I just split them for the render so you can see)
Limited items, only Eye has anything "special" about it, and the special courier particles only work well on stumpy, so courier collectors have nothing to buy into.
Taunts might help it with sales though.
I think I'll be abandoning couriers in favor of taunts in my free time. 'bout time.
Dude that's a wicked idea. You need to post that on the dev forums!
So I don't really have anything to add to this discussion So I'm gonna post arts.
I couldn't choose which wing design I liked better so I made one for the set and one for a single item addition. The bound wing will be a single item and the softer wing will be for the set. (I just split them for the render so you can see)
Really nice, not enough Dota 2 characters wear cravats
If I were Valve (which I'm not ), and I wanted to increase courier sales, I'd allow for player loadout items to also be customizable on a per-hero basis. For example, you could have cluckles as your default courier, but you could equip snowl on your crystal maiden, kupu on venomancer etc. This could also increase the sales of wards and announcer packs, storm spirit announcer on storm, jakiro ward etc. I'd be willing to bet that players would be much more willing to buy multiple couriers if they could equip them all simultaneously instead of having all additional couriers they own "go to waste." I know some people here would think that making hero-themed couriers would be boring kindof like the hero-themed wards situation, but it should give a large boost to sales, if that's our goal.
To add onto this there could possibly also be a "Stable" of some sort (grassy camp surounded by wooden gates) in the fountain where each players courier is just sitting, idling, its extra resources but at the end of the day cosmetics are there for people to show off, having their equipped ward / courier on display in each game in the fountain (non usable / clickable characters) could also benefit sales of couriers / wards, since not everyone buys a courier / ward each game, but they would love to show off what they have.
Like someone else pointed out, a courier is essentially a complete character, the time and love deserves a little more prestige, heck there are shop keepers sitting in fountain, im sure a stable / farm section could work.
To add onto this there could possibly also be a "Stable" of some sort (grassy camp surounded by wooden gates) in the fountain where each players courier is just sitting, idling, its extra resources but at the end of the day cosmetics are there for people to show off, having their equipped ward / courier on display in each game in the fountain (non usable / clickable characters) could also benefit sales of couriers / wards, since not everyone buys a courier / ward each game, but they would love to show off what they have.
Like someone else pointed out, a courier is essentially a complete character, the time and love deserves a little more prestige, heck there are shop keepers sitting in fountain, im sure a stable / farm section could work.
I think is this an awesome idea, it just takes the idea of the hero previewer on the profile page where you can show off cool items a step further. I would love to see an area like the secret shop but with more stable props as part of the player profile. I'm sure there are more environment arty people in the community who would jump at the idea of creating something like that.
the pennants from TI2 were supposed to decorate your fountain area as well. the patch notes said that feature was implemented but as far as i can tell it never happened.
Replies
Unless you're one of the few to get special treatment like Anuxi. This isn't a jab at her but rather the fact that precisely the people who need feedback the least (look at all her great stuff, she's a pro, and can certainly make consistent quality!) seem to get it from Valve.
And reverend, I'm sure they do. That Rubick head slot wasn't added by accident. Though trying to figure out Valve's notoriously-inscrutable decision-making process is a whole other ordeal.
Though, it would be good if they added a 'rejected' label to items they won't add at once, so you can move on or redo your item.
If you want to earn money the easy way, make a single weapon that gets into a treasure chest. Even if it sucks and becomes a common, you'll get the same amount of money with the mythical item next to it.
I did earn a lot from the Juggernaut set I made (nobody talks about paychecks so I also won't, don't want to break a taboo), even though I only got the first 4 days payment yet. I guess it's up to the popularity of the hero and the success of the set combined. I can't imagine how much that Rubick set earned it's creator. o_O
Lastly, don't waste your time on couriers if you care about how much you earn. Added to the issue of free unusuals, there is only 1 courier slot and most people don't even want to buy a courier in the game. Go and make mounts if you want to work on really big and moving stuff, you'll earn more, 100% guaranteed.
These are my observations and in no way based on actual research or numbers. Feel free to add your two cents.
Valve's blatant lack of communication is one factor that makes it very difficult for me to continue working within the workshop. Here are two examples, when valve was releasing the chicken courier I found out when they were planning it through cyborgmatt, a week before they released it, then when that day came and nothing was released my steam account and email were exploding with comments asking for a release date, I instantly emailed Valve asking what happened so I can inform people of the situation. After two days of no response I made a public post on reddit addressing it where 'finally' someone from valve commented on my reddit post. This is not good communication. My other item that gets at least 5-10 messages a day about is Mandel Farflung, Keenfolk Warden People asking when can I buy it, and the likes, I know its a very bold ward that goes against the grain of what a ward should look like, long story short, I would much prefer Valve telling me it strays to far from the design the item as it is would never be implemented so I can just hide the item and not be bothered with these emails asking where it is. The lack of communication makes me feel like dirt sometime. And the fact that 75% of the earnings of my items goes to valve, the least they can do is communicate something, even if it is just a simple sentence.
Thats pretty much how it works now, you work on single items throughout the month, when they announce the new crate you upload all the single items and hope that at least one of them gets in. Or, you work on a weekly set and release it tuesday. Doing something like that means you'll be fresh on people's minds. What bothers me is now it seems the only items that can implemented into the game have only been on the workshop for a week or a week and a half. What happened to all of the older sets posted months ago that looked incredible.
And the amount of other sets in the game, the price of the set compared to other sets, popularity is a huge factor seeing that more people who play the hero means more potential buyers for sets for the character. Also your own popularity, I wouldn't be surprised if there are people out there that buy items because they support the artist.
Based off what I've seen in other communities, the only artist that gets that name brand treatment is Anuxi at the moment. I think we're all striving to hopefully get that type of recognition at some point, just got to keep it up.
When I was really into TF2 was in full swing I'd keep a track of everything Rob Laro was doing, really great stuff.
When the game is released and they're not so busy anymore, maybe they will start communicating and adding more items every week.
Leave you feedback on the workshop and it'll reach the ears of the Devs and they'll try to fix the stuff that's broken.
Also, there's a new thing added: For those who thought that Valve is greedy, they're now allowing you to give out the part of their revenue to the third-party organizations or individuals for their help or insight. The list is broken now, but i guess it'll start working soon.
How new is that?, I didn't even know that existed until today. I am very happy with that addition, it's been a long time coming.
"small resource dedicated to the workshop" is an excuse, and not a very good one. Considering the workshop drives the majority of the games sales and earnings, you would think valve would treat it with more respect. With the way they have the tools setup now Valve doesn't even have to intervene, all the way down the marketing image.
What I would like to see, putting it bluntly again, why doesn't valve outsource even more responsibility to workshop creators, they have people they obviously picked as the 'head' or 'elite' workshop artist. Someone like Anuxi hits the mark every time and I'm sure if you gave her the responsibility to choose which sets should be implemented she can probably good a pretty good job at it. Let the workshop 'elite' decide what gets in, let the workshop artist critique people. We already do enough of that over on these forums, so I see can see a natural transition into something like that.
Of course its a wild idea, but in my opinion it's better than having total slience with the really 'asreholish' excuse of "we have better things to do"
We have already a ton of submissions every day, and the tendency is that number to grow, with a lot of subpar entries too - do Valve really should give feedback to all of them?
As I wrote before, they could simply label the submission as 'rejected' when so, just that would help a lot, so you won't count on it anymore.
But even as it is, I won't deem their treatment with the Workshop 'disrespectful', there's a lot of things to improve, of course, but hey, it's a new ground for everyone, including for them.
You guys must get over that, the Workshop isn't a job where your stuff is guaranteed, and there's no place for egalitarian treatment for everyone, plus, nobody is forcing anyone to make items for the Workshop.
I noticed it recently, but they already have a tag for incompatible items
http://steamcommunity.com/workshop/browse?searchtext=&childpublishedfileid=0§ion=items&appid=570&browsesort=trend&requiredflags%5B%5D=incompatible
Where is this months chest BTW?
Stalwart Sentinel
Hammer of the Skygods
Gloomblade
Cursed Crescent
Eye of Omoz
The Tear of Agony
Congrats to the ones who get things in :D
It's a "Valvgorithm"... nobody can predict it.
:poly121:
Just wait until after they announce the chest, then post all the single items!
I have some items that are submited more than a month ago, and some 2-3 weeks ago, I uploaded them as they are finished, didnt want to take any estrategy and such, but I guess thats what I have to do now to get better chances.
Would be cool like someone said in this thread to get a "Rejected" if they see it and dont like / dont think fits ingame, because I have an item that gets 5 minimum comments everyday and the items is there for like month and a half or more, and another one with 98% likes in almost 60k visits, and I still have the hope that they gonna be added someday, but losing it everyday tho, so a "Rejected" thing would be amazing xD
I second this, I think it would be nice to know that they have at least looked at your item. At the moment there's no way to know if it's been considered or not. It's not necessary but it would be nice to know you have had some sort of interaction with Vulva. I mean Valve.
third party organizations or individuals that have helped you create this item.
I tought it was for polycount and such websites only
Just because it wasn't added in a certain patch doesn't mean it will never be added. I waited months before some of my items were accepted.
If you just focus on making quality items which the community likes and you're proud of you'll be fine. Don't worry about strategically timing when you upload your items, it won't mean anything if it's not a good item.
You guys are seriously getting way too into all these schemes, conspiracy theories and tactics. This isn't a rat race, it's a passion, a hobby, a labour of love.
Just make good items.
I personally do items because I just love to see something I made in a game like this, I play dota2 a LOT, getting money is a nice extra tbh, but doing this improves my skills and there is always that chance to jackpot! xD
the only reason I said that rejected thing is because it gives us more connected to valve, so we can truly see if we are going in the right direction or not, adding this little pack of items when there are ton of us making them dosnt help at all :P
Right now i have some questions that maybe some of you could answer them
I don't understand something about lod0 and lod1, when you bake your highpoly and do your UVs maps do you work on lod0 or lod1? Lets say you work on lod0 (bake,maps,everyting) then when you create lod1 you have to do all again? i mean the UV map changes since you are reducing polygons or just the game engine can read lod0 and translates everything to the lod1.
I hope you can understand and help me
Jeez. I'm right here, you can just ask.
@aivanov: If they added the head slot due to the WIP shots of my rubick set, they did not contact me about it. I actually was upset about it at first because without warning I suddenly had to redo huge portions of my set. So I have no idea if that's the case or not.
@marul: Honestly, I feel they've paid me too much. Of course I'm not complaining, I'm ecstatic, but I wish other fellow artists were getting paychecks like I've been getting from the zeal set. Hopefully some are but they're just keeping quiet.
Alright, let me throw my hat into the courier discussion, wall of text incoming:
I understand valve's and the creator's positions on this. On the one hand, we're talking about a .0001% chance to get one of 10-15 couriers per chest. Either those couriers take a huge portion of the profits away from the main items featured in the chests, or a negligible amount is removed and split 15 ways to the point that it's worth almost nothing. On the other hand, creators deserve to be paid for their work, plain and simple, but I'm not too sure a 15 way split of a small portion from chests would amount to much.
The problem with couriers is that each player only needs to buy a single courier ever, after the first they have no reason to buy another. I'll use my friend as an example, he absolutely had to have the snowl courier, bought it, loves it, then captain bamboo came out. He loved captain bamboo as well but, he already had a snowl, why would he buy another courier when he's only going to use/equip the one?
If I were Valve (which I'm not ), and I wanted to increase courier sales, I'd allow for player loadout items to also be customizable on a per-hero basis. For example, you could have cluckles as your default courier, but you could equip snowl on your crystal maiden, kupu on venomancer etc. This could also increase the sales of wards and announcer packs, storm spirit announcer on storm, jakiro ward etc. I'd be willing to bet that players would be much more willing to buy multiple couriers if they could equip them all simultaneously instead of having all additional couriers they own "go to waste." I know some people here would think that making hero-themed couriers would be boring kindof like the hero-themed wards situation, but it should give a large boost to sales, if that's our goal.
Please don't forget this everyone. Which would make valve more money: the system we have going now? Or if instead they hired a few 3d artists at 60k a year and had them on a 1 set/chest item per week quota, and took 100% of the profits? I don't think there's any question about which would make them more money, and now we're going to have the third party revenue split on top of that? Valve clearly highly values community input or they wouldn't be doing this at all. It's more work for them for less money, but creates a better overall experience for their customers. Name another company that would be willing to do that.
Holy shit, great idea.
And this would be fantastic, i have a few wards warlock/lich and im constantly using the wrong one for each character. I think i would buy wards and more couriers if, as you mention, i could assign them to specific characters.
I expected some HUDs too, but there doesn't seem to be any yet.
Edit: Looks like this chest is not going over well, just based off of some traders I've talked to.
Taunts might help it with sales though.
Dude that's a wicked idea. You need to post that on the dev forums!
So I don't really have anything to add to this discussion So I'm gonna post arts.
I couldn't choose which wing design I liked better so I made one for the set and one for a single item addition. The bound wing will be a single item and the softer wing will be for the set. (I just split them for the render so you can see)
I think I'll be abandoning couriers in favor of taunts in my free time. 'bout time.
Really nice, not enough Dota 2 characters wear cravats
To add onto this there could possibly also be a "Stable" of some sort (grassy camp surounded by wooden gates) in the fountain where each players courier is just sitting, idling, its extra resources but at the end of the day cosmetics are there for people to show off, having their equipped ward / courier on display in each game in the fountain (non usable / clickable characters) could also benefit sales of couriers / wards, since not everyone buys a courier / ward each game, but they would love to show off what they have.
Like someone else pointed out, a courier is essentially a complete character, the time and love deserves a little more prestige, heck there are shop keepers sitting in fountain, im sure a stable / farm section could work.
We submitted the Sven sword over a month ago.
I think is this an awesome idea, it just takes the idea of the hero previewer on the profile page where you can show off cool items a step further. I would love to see an area like the secret shop but with more stable props as part of the player profile. I'm sure there are more environment arty people in the community who would jump at the idea of creating something like that.
I feel that this is a QOP set I can get behind, looks awesome!