1. #1
    VEGASTRASH's Avatar Senior Member
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    Only 1% of Fusion owners download top Uplay pick...

    Hard to believe, but out of 400k people, a top pick will maybe get 4k downloads in a week or so. After passing 7th grade, the math was easy to figure.
    Imagine in 6 months. I'm surprised RL is even addressing TC. The hardcore fans enjoy TC, but even if they didn't buy the next game...they wouldn't even notice.
    I told my buddy about the new 10 Uplay picks from the last game event RL was at. He responded, "oh...I didn't even hop on it because it was messed up last time." He's a Trials poser though, not like us...hardcore
    Even my Uplay pick from a few days back hasn't even had 1k downloads.
    That reminds me, I need to finish up a track.
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  2. #2
    That sucks if you care about the numbers.

    With how Fusion started off, none of us should expect download numbers like we were getting at the beginning or during the prime of Evolution. That ship sailed (and probably isn't coming back) when Fusion launched with a cluttered, broken TC as well as not having public MP.

    My thoughts on "The future" theme, is that people can't identify or relate to 99% of the Objects, buildings, etc that they see in Fusion thus making them feel not as comfortable playing it as they would Trials Evolution. My argument has always been that people would rather play a game that's relevant to their everyday life and more so a game that stays true to its brand. My example that I use is John Madden football vs. NFL Blitz. People choose Madden because it's more realistic, they're familiar with it, and it stays true to the game of football. NFL Blitz on the other hand, well... I'm not even gonna get into that.

    But now let's say in next years Madden, they add a trail of fire coming off the football everytime it's thrown and wide receivers are doing summersault front flips over tacklers while a smoke trail lingers behind his cleats...Madden fans would be pissed.

    I feel like Evolution was John Madden Football. RedLynx had it right. But for some reason something changed and now we're all left playing NFL Blitz (Fusion) for years to come

    The end.
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  3. #3
    VEGASTRASH's Avatar Senior Member
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    Purple...would you spend 40 hours on a track, if 5 people only were going to play it? It's not just about numbers, you're correct. I look at it as mileage on your creation. If 50k people got to enjoy your track, it's better than 50. Sure, we create because we enjoy the creation process, but having 80 downloads on a track that took 40 hours doesn't seem much worth it to me...at least after creating dozens.
    A good example is when Fusion first launched and the weekly feed was messed up, you saw far fewer tracks from known creators. They knew it wouldn't even get a fair shake...hence, not enough downloads to make it worthwhile.
    Almost like writing a song you play for your friends, instead of going on a world wide tour behind the album....wouldn't your rather tour the world, then play to just your family? Same concept.
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  4. #4
    I'd spend 40-hours building a track for just a single download. At the end of the day, that's 40-hours that I didn't have anything better to do. Relaxing, drinking a beer, and doing something I enjoy. If I cared about how many downloads I got on a track of mine or what rating my track received then mentally I wouldn't enjoy building as much as I do.

    We're two different people who clearly have our own reasons for doing what we do. You build, want, hope, and expect one thing and I another. I know you're frustrated and that sucks. It's not your fault that your tracks aren't being downloaded by the masses, it's UbiSofts.

    I understand everything you're saying, but again, Fusion isn't Evolution.

    If I were you I'd either lower my expectations a little bit or buy a recliner that has a seatbelt on it and buckle up for months of disappointment.

    I love you VEGAS <3 Hope your luck changes and that I'm wrong about everything.
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  5. #5
    I envy those who can build soley for the "fun" of it. While I love the building process in many ways, like plotting ideas, level design, or even programming, when I build, it's not without it's burdens. I place a great deal of stress on myself to make things that I feel are of the best of my ability and when I manage to see something through to completion, I tend to be pretty damn proud of it, as I see it to be at least a cut above the average crop, and worth anyone's time. The numbers matter to me. They are my guage on reality. Sure, I may love and/or respect my work, but if the numbers show that others don't, perhaps im delusional. that makes me think twice about bothering to go through the trouble.

    I also realize theres a difference in what I'm talking about and what your talking about. I'm more so referring to critical failure resulting in lack of downloads, whereas you speak of acclaimed work not getting a lot of DLs.
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  6. #6
    TeriXeri's Avatar Senior Member
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    I enjoy building, I see it as an creative hobby, comparable to painting/drawing, I can put my creative mind to work.

    I am a person that does focus on details/perfectionism tho so I often take pretty long on certain parts of a track.

    Also I often limit myself to certain objects/colors/styles, especially if you leave out any of the futuristic/metal bits it can take a fair bit longer to find the right objects for a style/driveline, I am sure the more DLC will make it much easier going a certain style route with more objects to pick.

    The exact number of downloads don't really matter to me as long as its up there in the weekly, and higher then average (a couple hundred thumbs up is already a lot for a PC track).

    But seeing tracks being spammed with floating ramps, mini ninjas (that are like 3-6 seconds), single checkpoints, and ninjas that aren't ranked extreme, multiple times a week, getting similar popularity sometimes (large percentage of likes) makes me wonder what people care about on tracks those days.

    There are, and have been great ninjas as well though, & I have made videos of them, if there are 0 fault runs, but they usually are decent length and have at least some effort put in a theme or background.

    I got a RL Pick/Uplay Recommended on 1 of my tracks and I am very grateful for that.

    Still my opinion is bigger feeds & more sorting options(by date/time period) are needed fast, I want to be able to save tracks I like and 52 favorites is far from a lot, I know it's being worked on at least
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  7. #7
    D2Dahaka's Avatar Senior Member
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    Something isn't right with those numbers that's for sure and that's even factoring in a userbase fragmented over 4 different platforms. It also didn't help that the initial Track Central implementation appeared to not factor in at all how the existing userbase interacted with the previous incarnation. Then there's major oversights such as feeds/favourites limits, general ongoing bugs and instability etc. I kind of understand it as they've had to re-invent the wheel with the new multi-platform direction and this couldn't have been done without growing the team, but still doesn't make it any easier to swallow when you've been used to better.

    Agree with Oozie that the ship has sailed and that the future theme and loads of pieces not resembling anything throws people off. A cohesive theme and story aren't necessarily bad things, but the implementation in this case hasn't added anything the game needed IMHO. Evo sold like gangbusters on 360 and that style of game would have sold like gangbusters on any platform so I don't buy that this direction was needed to sell the game. How does this little complaint tie into the topic at hand? It's an attempt to broaden the audience and appeal more to the younger gamer - the marketing campaign gives this away - and this audience isn't interested in quality tracks, they're interested in explosions, fails, ninjas etc and your well made UPlay pick is likely too boring for them.

    A way that could help alleviate this a little is for RedLynx invest some resources into educating the new users via social media on what makes a good track, skill game et al In addition give incentive to do so either through competitions or other initiatives. They could even have a feature on stream where people can submit creations and get feedback on how to improve from RedLynx themselves etc etc etc Not sure what kind of resources they have, but something like this could help turbo-charge the development of the new generation of builders and have the by-product of more people recognising and crediting quality creations.

    Just my perspective and suggestions based on my limited view of things.
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  8. #8
    mutetus's Avatar Trials Developer
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    You can certainly use the editor just to learn design or logic/low level programming techniques for a fun. The experience and skills you gain are far more important than downloads, they last longer and will come in handy later on your career. I didn't have anyone to share my creations with when I programmed dumb games for C64 and made custom stuff for Kikstart II, Action supercross, Stunts, Doom, Half-life etc.. I practiced over 20 years before uploading any content
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  9. #9
    TeriXeri's Avatar Senior Member
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    Originally Posted by D2Dahaka Go to original post
    It's an attempt to broaden the audience and appeal more to the younger gamer - the marketing campaign gives this away - and this audience isn't interested in quality tracks, they're interested in explosions, fails, ninjas etc and your well made UPlay pick is likely too boring for them.

    It's clear people love down the stairs/don't move/(most)mini-ninjas/floating object tracks with no background or whatever.
    A large portion makes it into the feeds all the time on PC, but I refuse to make videos of them as I don't call them "quality" tracks.
    I don't make videos of the "ported" Tracks on PC either (not talking about the Uplay Feed here), while great tracks, I don't call them PC tracks.

    Originally Posted by D2Dahaka Go to original post
    A way that could help alleviate this a little is for RedLynx invest some resources into educating the new users via social media on what makes a good track, skill game et al In addition give incentive to do so either through competitions or other initiatives. They could even have a feature on stream where people can submit creations and get feedback on how to improve from RedLynx themselves etc etc etc Not sure what kind of resources they have, but something like this could help turbo-charge the development of the new generation of builders and have the by-product of more people recognising and crediting quality creations.
    I agree something has to be done from the RL/Ubi side to get the message across how to improve Track Central quality and individual tracks.
    I have a feeling a bunch of old veteran builders already left, and the newer generation probably does not know/care about the Evo Tutorials(while helpful, they might not appeal to new Fusion players).
    And not everyone might like the stream format either, Streams are great, don't get me wrong but a basic tutorial or guideline video on track quality with might kickstart a bunch of new builders.
    Don't get me wrong, people have to learn by building, I learned a lot in Evo, and some of my earlier tracks weren't great either, but I can't remember any of the no-background/floating stuff. And I learn new stuff even to this day.
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  10. #10
    D2Dahaka's Avatar Senior Member
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    Originally Posted by TeriXeri Go to original post
    And not everyone might like the stream format either, Streams are great, don't get me wrong but a basic tutorial or guideline video on track quality with might kickstart a bunch of new builders.
    Don't get me wrong, people have to learn by building, I learned a lot in Evo, and some of my earlier tracks weren't great either, but I can't remember any of the no-background/floating stuff. And I learn new stuff even to this day.
    Tutorial video, stream or even travelling salesman, whatever gets the message across is totally fine by me
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