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Mad Rocket Scientist

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Article Comments posted by Mad Rocket Scientist

  1. On 3/22/2016 at 4:16 PM, Dre4dW0rm said:

    You do realize that couple means two, right? It's been 3+ weeks now since the announcement of the experimental phase, and no update so far. I assume things have gone so badly, that I will probably get to play No Man's Sky before 1.1 comes out.

    words_for_small_sets.png

    And in KSP: <anything> = Soontm

  2. 4 hours ago, Red Iron Crown said:

    [...] All because they bought through a venue that put more money in the developers' pockets, [...]

    I was curious about this, so I looked up some stuff about it.

    KSP costs US 40 dollars at the store, US 39.99 at steam.  Steam takes a minimum of %30 from every sale, which means (assuming $40 for KSP) that they get $12 per KSP sale.  So the devs get $28 per sale.  However, that's not the whole story. 

    Steam hosts servers that SQUAD doesn't have to host.  They also provide an immeasurable amount of exposure.

    Taking @technicalfool's ratio of 100tb/month via amazon, to $9779.96/month, and rounding down to 9000/month, we get a ratio of 1/90 tb/$/month.

    Next we have the problem of copies bought per month.  I'll take a total stab in the dark, and say that 3 million copies have been sold.  About one year ago, there were 1 million total copies sold on steam.  So let's say that, in the past year, another 800000 copies have sold on steam.  KSP is about 1GB per game, to that's 800 tb per year., which equals ~66.66 tb/month.  That's $6000 a month.  
    This means that the devs get $1,866,666 a month off of steam sales alone?  That's almost certainly not right.  But if it is, then the cost of hosting servers is negligible, and it's matter of whether the exposure outweighs the %30 cut. 

    This is not meant to refute your post, Red Iron Crown.  I am curious whether different venues provide different profits.

  3. 2 minutes ago, capran said:

    OK, maybe I'm dumb, but I don't see where to go to opt-in. I checked KSP's properties on Steam and it wants a code to opt-in? Do I ask for that here?

    It's not ready yet.  Soontm  you can have it by going to some kind of properties menu.

  4. Alright, I want to add to my previous statement.

    I am sad that I cannot download the early version, but it doesn't feel like I'm "not getting 1.1," I am getting 1.1.  I am not getting a buggy, not-mod-supported, early version of 1.1.  I'll be happy as long as someone makes some videos and/or descriptions of what 1.1's like.

  5. 2 minutes ago, 123nick said:

    they said they would've if they could've ! and really, who doesent use steam? its so common, i dont see why anyone would have any excuse too not use it.

    If you don't want to give your money to steam.  If you just go to kerbalspaceprogram.com and don't know that you could download it elsewhere.  If you bought the game before it was on steam. 

  6. 37 minutes ago, VirtualCLD said:

    Like a lot of people here, I'm thrilled to hear about this. I understand that you haven't started yet, but I'm hoping there will be instructions on how to opt-in. I assume it will be via Beta tab when you go to Game Properties in Steam.

    As much as I want to just play 1.1, I really want to try and help out with testing and debugging. It would be nice to see some brief write-ups or HOW-TO guides on what to look for and how to report it so that is actually helpful (as opposed to a bug report that just says "Kerbals look weird"). I'm hoping those who have been involved in Experimentals could give the community some pointers (not memory pointers!) on what to do.

    You can always put bugs on the tracker: http://bugs.kerbalspaceprogram.com/

  7. KSP store user here.

    I think it's great that you're letting modders have early access for this update, and I'm looking forward to having updated mods for 1.1. 

    There isn't any way for me to transfer from KSP store to steam without buying the game again, right?

    Also, I hope someone who does opt-in tells the entire forum about it.

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