Eternal-Silence Beta 2.3

Hectic Glenn

Site Director
Staff member
Joined
Aug 8, 2004
Messages
12,233
Reaction score
241
Not much to say as the guys at ES say it all.
Beta 2.3 is nearly ready for its debut. We will be releasing it March 1st and taking this build with us to the IGF. This beta will include major changes to the HUD as well as bug fixes across the board. This marks the end of the Beta 2.0 series and our next big challenge will be the release of Beta 3.0, slated for the summer. The entire team has been working long hours to finish off this series of betas, and I think you will find 2.3 is noticeably better than the 2.0 we started out with. We've achieved our goal of bringing something solid with us to San Francisco, and I think you will all enjoy it come March 1st.
[br]

newsspacer.gif
newsspacer.gif
[br]
newsspacer2.gif
[br]
 
It always seems like "The Flan is the Truth." is part of the newspost :D
 
Crikey, they're keen. Props for bringing out a consistent stream of betas.
 
I'm saddened that nobody really plays this awesome mod.

The first release of it had the most players, now it seems that nobody cares enough to play it anymore.
 
The first release of it had the most players, now it seems that nobody cares enough to play it anymore.
It never really slapped me in the face with its awesomeness. (But that's a thing few mods can do on their first release)
 
Its an amazing mod, more people have to play this.
Nice to see that halflife2.net is posting those updates.
 
I think the problem it has is that the game mode is nothing particularly new. However, its the environment and the integration of all of the nodes that is the smart bit. Its shame no one sticks around long enough to see that.
 
There's a total of 3 people playing this game right now :|

Everyone download it and go play NOW!
 
thats why its better to have one'final' release instead of betas....ala fortress forever..of course they will have to add a patch here and there but when the game comes out its done. the drip drip drip method just doesnt work
 
So why did Counter-Strike become one of the most played mods ever, then?

it wasnt dripped my friend...new versions came out but they were complete versions..just as what happened with tfc. dystopia made the same choice and a poor one imo. but what do i know
 
thats why its better to have one'final' release instead of betas....ala fortress forever..of course they will have to add a patch here and there but when the game comes out its done. the drip drip drip method just doesnt work
Yeah. Constant releases never work...like...what's that game called? Oh yeah, Counter-Strike. And that one...er...Garry's Mod, that's it. It's no wonder they both flopped.
 
it wasnt dripped my friend...new versions came out but they were complete versions..just as what happened with tfc. dystopia made the same choice and a poor one imo. but what do i know
How in gods name can previous versions be complete if the next one will be even more complete? That's just adding of features. (Link)

Erik Johnson summed it up pretty well: http://www.halflife2.net/forums/showthread.php?t=94633 (And now Gmod is being sold over Steam. That's the way yuo [sic] do it.
 
thats why its better to have one'final' release instead of betas....ala fortress forever..of course they will have to add a patch here and there but when the game comes out its done. the drip drip drip method just doesnt work
It's pretty well known, not only by Valve but the entire community here that the steady, regular release technique is the best. It not only keeps a keen interest (by making the community alert to new releases weekly) but also builds a large strengthened mod fan base which supports the mod for new players. Valve actually said this was the best way. And by the examples people have given (Gmod and CS) it's apparent it's the best way. Of course every mod team can do it anyway they wish. :)
 
strange, we're just so happening to be releasing synergy version 2.3 on march 1st
 
It's pretty well known, not only by Valve but the entire community here that the steady, regular release technique is the best. It not only keeps a keen interest (by making the community alert to new releases weekly) but also builds a large strengthened mod fan base which supports the mod for new players. Valve actually said this was the best way. And by the examples people have given (Gmod and CS) it's apparent it's the best way. Of course every mod team can do it anyway they wish. :)

Some mods are suited to the drip release method. Especially ones where a single coder is adding small features that can easily be distributed to players as they're complete.

When you're faced with a team of 10+ people who are all working on individual parts of a larger feature, it gets a lot more difficult.

Honestly, I think that the debate over the best release schedule is really putting the cart before the horse. My advice is work on your mod as much as you can, pull together an active testing team and rely on them to pick up the vast majority of bugs and give you feedback on each build. Release to the public when you're happy with it. Then release updates as you finish working on the new bits.

For some mod teams that approach will result in monthly releases. For other mods that will result in 6 month+ releases.

I believe that the quality of a mod has FAR more to do with the player numbers than what release schedule you use.
 
We have been debating on what release strategy we should go for before beta 1.0 was released. Sure there is a good reason for releasing things with the motto "It is done when it is done". But apparently that killed games like "Duke Nukem Forever" :)

Still we would be working on the game without having it released to the public. You have to keep in mind that allot of issues are not solved with beta testers only. You need public feedback, it is that important. For us as a team it is also important to do the steps of different beta stages. That way we can release things and keep the moral up in the way of "ok, this is done and written in stone. Lets talk about the next chapter."

It comes with the territory that people in the community sometimes forget, that we are not doing this development job full time and we are not getting paid for it - same thing for other mod developers. So we have to keep ourselves organized and in shape. That is why we believe the step-by-step release strategy works for us best as a team. The community benefits from it, too, cause almost every second week we will surprise you with something new.

I don't think you can measure anything on the success of Counter Strike compared with all other mods that came after it. Back in those days this mod was unique with its gameplay and marketing. Team Fortress was the only serious competition out there but it was a total different gameplay. Plus Counter Strike hit the hearts of allot of players with a game that people were waiting for.
So what worked for Counter Strike back in the days, or Garrys Mod today, must not necessarily work for us. I believe we made a good choice by releasing content more frequently and keep this game fresh. It is like a fresh bagel and a cup of coffee every morning: A nice service you can count on.
 
This mod is a lot of fun and it is shame that there's not a whole lot of people playing.
 
Back
Top