Original Post — Direct link

This post will consist on a compilation of some feedback/criticism/suggestions that has arised in these past few days based on the discussions here on reddit (mainly on this post), on the discussion that we had yesterday on discord and on some steam reviews that talk about negative aspects of the game, I will try to summarize it so more people, and the devs, can see it, I ask for people to by respectful in the comments so we can reach a civilized discussion with the Dev team if they so wish to.

  • Lack of communication with the split community.

I will start with probably the most easy to address by the dev team, one of the common complaints for the community is the lack of communication regarding where the game is heading after the kickstarter goals are accomplished, and while yesterday on discord TMTrainer addressed a little talking about how the team don't want to stipulate a roadmap which can result in stress and backslash if not possible to follow I would suggest, as I did on the discord, that at least some info is shared with the whole community, we are seeing a split between the reddit/steam and the discord community since one think that the other is overly positive of the game or overly negative, the problem is that many informations are shared in casual conversations on reddit and if people don't follow and talk with the team there most of these infos or leaks are missed by the larger part of the community.

For that point I would suggest using Devblogs and a few announcements at least informing what the team is working on, what they will working on in the future and how the next updates for the games will be planned as, I will use the game Scrap Mechanic as a example of said Devblogs that can be made on Steam and shared on Reddit, Twitter and Discord itself, for that I will link their latest Devblog here and a screencap of how Steam users that have the game will see in their feed

, as you can also see there is a like/dislike feature and a discussion feed which can be moderate and devs can talk with the community directly and respond their concerns.

  • Ratio of paid to free cosmetics/mounts and the monetization system (AKA. The Battle pass Problem).

Another problem pointed out by mostly everyone is the monetization system, we all know that the Battle pass and the Paid cosmetic store was justified as to maintain the company (staff and company since I, and many others even one dev itself

, pointed out how servers prices are cheap and that was not the point of the monetization, if you want more information you can look at AWS prices and see a little of Deep Rock Galactic talks about server prices) but one of the concerns showed on really early, before even the 1.0 launch, as if the battle pass would feed off content that could just directly be made into the game and that concern is now showing that it was right, the game has a abysmal ratio of paid to free cosmetics and most (if not all) new cosmetics that get into the game are directly feed to be a paid content.

This problem gets even more alarming when you look at how new players see this monetization system: They are paying for a US$45 game, while most competition is around $20, just to be met with a paid battle pass and paid cosmetic store, which are mostly used in F2P games, and said cosmetic store is extremely predatory, the prices itself is a whole talk by itself since some prices are very sketchy, but the rotating system which causes FOMO and caters to impulse buying makes the predatory system itself.

Now how could the Crema team fix this? The first problem of the ratio of paid to free cosmetics has already a very good suggestion of a achievements based progression system where we would have cosmetics and mounts that could be obtained entirely free based on our accomplishments made here (Achievement based system for titles/mounts like Destiny 2 (suggestion)) in which it could also help to adress one problem that I will talk a little down further of the end-game content.

As for the monetization I have a couple suggestions and some that was made on Discord:

  • First one, sales are good but a free weekend could do wonders for the population of the game, if you lower the barrier of entry for new players and they can play before deciding to buy the game it can helps wonders for the general population, that is why for example FFXIV Free trial is so popular.
  • Second, the free Battle pass track should be completely full since it's technically not free because the game isn't F2P, that was suggested by Parz and many people agree with it, EXP Boosts could be moved to the free track and Pansus/Feathers could fill the blank slots of the pass, with the EXP Boosts being moved to the free track it would also diminish the little aspect of P2W that people can look and see in the Battle pass since it's a actual gameplay altering feature.
  • Third, the Paid store should be fixed with ALL cosmetic itens available for purchase, eliminating FOMO and impulsing buying but still being a feature that people could use to support the game, prices could also be checked to make sense ($20 mounts and seals that play 1 second animations when Tem are send into the battle are not worth the same price than the Battle pass as user IceFire pointed out on discord).
  • Lack of PvE end-game content.

The end-game of Temtem nowadays is based mostly on the PvP and competitive aspect of it, making people that wants PvE content feel left out of it, TMTrainer also quoted one screenshot of YaW regarding content that is being made for the PvE end-game but since there is no information and we are not sure if they will be reworks or full new content we still are left not knowing what the game has for us in the future, more so the end-game and the weekly missions, and event quests, feel extremely grind and for new players they can be not just confusing but downright frustrating and making then left the game after they finish the story.

For that one suggestion was already made in this post, the achievement based system can help making the grind feel less frustrating and more rewarding while making new objectives throughout the entire game so people can explore and enjoy more of it in the long run, also while we know that the team don't have plans for new Islands or Tems for now it is necessary some sort of content regarding this for PvE players, while I don't have a direct suggestion for this point aside from "New island, new Tems" this should be addressed, maybe a more focused lair with a rotating boss rush with modified Tems could be used while the team gets more time and resources to think how to address this.

A suggestion that maybe can be looked as PvE-ish is a crafting/drop system that could make the end-game monster hunting and house more appealing, in 2018 said suggestion was made on the forums, it was remade in 2020 looking at the economic aspect and also was made in a video, crafting is something that makes a lot of MMO feel more alive and have more content and even if Temtem is a MMO-lite it could help not only in content but to expand the population and make the economic aspect of the game more vivid.

While we are at it, I will also suggest, even if it is not entirely connected to PvE, a revisioned breed system for a lower barrier of entry for new players and to have more motives to be used since showdown made the system fall in disuse for most players.

  • Edit notes:

Two topics were moved from this post to which will be a followup post in the future to raise the likelihood that the dev team will adress this thread.

End of suggestions.

There is also a lot of others suggestions and feedbacks here on the subreddit and on discord regarding a lot of other subjects (like housing, chromeon radars, feathers and tower) to which I will left some linked and I will left open in the comments to point out more suggestions that the team can look at, I also will leave clear that these are mostly mine and people that I talked here and on discord suggestions/feedback, but they are not the only ideias or the rightfully truth of everything, some topics are subjective and can lead to a lot of discussion to which I just ask to keep civilized and forward thinking, without too much doomposting so that our opinions can be validated by all community and the dev team itself.

Side-note: I forgot to make a topic on this in the thread so I will be putting that as a side note, mbt68 mentioned on Discord the problem with the battle camera that was also discussed on some posts (5 months ago and 2 posts made two weeks ago thread one, thread two).

External link →
over 1 year ago - /u/ItsTsukki - Direct link

Originally posted by tsuki-komori

There are some really great ideas here! I particularly like the Devblog suggestion. It's a great way for the community to feel involved with shaping the future of the game. I also appreciate that you wrote this with a neutral perspective and it's clear that you genuinely want this game to grow.

I want to bring up the topic of Crema's communication. I have been lurking and observing the drama and the devs response for a few months. While I appreciate that Crema values their community to dedicate a department to communicating with them, I think they simply do not communicate effectively. They say a lot of the same things in responses, because that's their proud truth. However, telling people about your team's achievements is great, but it doesn't address the original question or concern. The general tone I get from them is that they've been repeating themselves constantly for years now and they're tired of it. Maybe try something new or different?

IMO I think they are not making smart business decisions. The cosmetics are not worth the prices. They could focus the team and put out one single patch to add a camera movement toggle, and MANY people will be so grateful and happy for this update. I actually love the dynamic camera, but I would also like to be able to enjoy it with my friend who cannot play at all anymore due to the motion sickness.

Edit: I just want to put this out there in the universe - It would be great to get an option to set the battle camera movement to Slow, Fast or Off.

hello! I'm head of said department and I wanted to get some clarification on what you mean about saying the same thing for years? And how would you suggest I address stuff for which there's still not a solution planned (and might never be)? I don't always have an answer to stuff (sometimes there's no answer yet), and I'd love to pick the playerbase's heads on how they'd want me to communicate that to them.

over 1 year ago - /u/ItsTsukki - Direct link

Originally posted by tsuki-komori

Hi Tsukki! Thanks for reading my post and replying :) I apologize if what I said came across as condescending or out of line. I think you are THE MOST hardworking Community Manager I've ever seen. It's really cool of you to spend so much time interacting with the fans and being a leader in this community.

I've been lurking here for about a year and the general tone and vibe of this subreddit is kind of tiresome. It's sad for me to see this because I think it's a beautiful game and more people should see it! However, I've noticed a pattern starting to emerge: you post patch/update notes, then defend defend defend, and sometimes a thank you/positive post. It's completely understandable that at times you may feel defensive in reaction to some of the communications.

Ultimately the goal is to increase engagement, and there are many different ways to go about doing that. I appreciate that you work really hard to provide us with current, detailed and accurate information. However, there are certain situations (such as when there's still not a solution planned and might never be) where giving information isn't necessary or appropriate. I think you should try to give people an opportunity to share their ideas and suggestions. Even if you personally think that these ideas likely won't be implemented, you don't need to say that. It's fun to dream and imagine. Personally I think it would be fun if you were to post weekly challenges, such as "Draw this Tem from memory" or "Which 2 Tems would you fuse together". I LOVE to see fanart and I'll bet that there's a lot of great artists in this community!

When you don't have an answer or there's no answer yet, to me this is the perfect time for asking fans "What would you like to see?". We view you as the leader of this community, but it's not healthy to expect immediate answers for everything. Just use it as a chance to get people talking.

Another thing regarding the topic of communication that I wanted to bring up - I've seen a few times when you've called people out on their hateful behaviour and IT WAS AMAZING! As the Community Director, you absolutely have the authority to call people out on this kind of thing, and I love to see it. If someone's opinions are inflammatory or objectively bad, it's completely okay for you to say so.

No, it was fine! And thanks for saying that :)
I understand and recognize the pattern you mention, and it happens around here the most, which is totally causing a cycle. It was, however, never my intention to not let people share their frustrations, ideas or feedback; when I step in on those it's usually only to correct misinformation. I have, on occasion, stopped an idea because it was impossible to add to the game and the community was placing too much hope on it. I considered it'd be best to know the truth than harvest hope for naught. But I generally see no problem with people sharing ideas or feedback as long as it's done constructively and healthily. I read, and usually don't comment on them.

I struggle with balancing expectations, and worry that if I open a door such as "what would you like to see?" knowing the Crema team's current situation, I might create false hope or cause bitterness if that only ends up staying here, as ideas and feedback. What is your pov on that? What would you recommend?
I also struggle with people wanting to hear a reply back from us, and insisting on it, when there's no solution. I feel like if I stay silent there I might give them the impression (and it's been suggested) that we're ignoring them. Or peeps wanting us to acknowledge feedback and the expectations that might grow/arise from it, and our occasional inability to reply to it all.

I love the idea of weekly challenges, as I love fanart too, and I can definitely start something of the sort :) Let's hope a lot of people take part.

Hahah I'm not always comfortable enough to call people out on stuff unless it's outrageous or directed at a vulnerable community, but it's good that you considered it an okay thing. Thanks for having this chat with me in the way you did!

over 1 year ago - /u/ItsTsukki - Direct link

Originally posted by Omonoms

And how would you suggest I address stuff for which there's still not a solution planned (and might never be)?

A common feeling that got so many people to quit over time is:

Players were more ambitious about the game's future than the devs were.

Time and time again we asked on Discord to have the future of the game illuminated. I was told directly by YaW and TMTrainer that we would not get that type of information because then "where would the surprise be?". It's terrible communication all around and makes the players feel like the devs have a very short term vision for the game.

An MMO does not survive without clear and ambitious vision from the devs. It really just felt to most players that you were going to do the kickstarter/previously stated stuff.. and then move on. I still have yet to see any indication that isn't the case. Thus, players have always been more ambitious about where they want the game to go than the devs have been. That attitude also makes any future games you make a complete non-starter for people like me.. and I had thousands of hours in Temtem.

The issue with Temtem from the beginning was what you just mentioned, that our expectations and the players misaligned along the way. Temtem is not meant to be an MMO like WoW, Tera or FFXIV. For a team like us, that'd be delusions of grandeur, and we consider Temtem to be a miracle with the resources and experience we had. We've also very often encouraged people who only want to play the campaign and then drop off. It was first mentioned in our Kickstarter's FAQ.

So I agree with you on that point, but I also think knowing one team's limits and having a sensible vision is a good thing for devs. I understand why players are ambitious, we are always after that perfect game, but imposing one's expectations on someone else's game will always end up in bitterness and frustration. How would you propose we close that gap in ambition without changing our idea for the game, or our budget, time, resources and teams, and without antagonizing the community?

I understand why you didn't like talking to YaW or TM about it, but none of them lied to you. Temtem is a great game, and proof of that is that you've spent hours on it. If we keep proving we can make great games, even if they're not exactly the game every person expected, I believe even people who ended up getting burned out on Temtem can reconsider that.

over 1 year ago - /u/ItsTsukki - Direct link

Originally posted by tsuki-komori

Thank you so much for all of this insight, Tsukki!

I can totally understand your struggle, and the weight that comes with speaking on behalf of Crema. While I believe it's important to correct misinformation, I also think that allowing the community to discuss ideas more openly can inspire even better ideas. Either way, more people are talking about your game.

Allowing some (moderated) discourse is healthy for the community. When you come in and shut down ideas, it stops being fun and people get bitter about it. When you respond to anything, it validates an expectation that this type of communication will get attention and a response from the devs. Honestly, I think the best way to navigate this is to respond to things that spark your interest and you want to see more of. You're already doing this, but IMO you could ease up on the shutdowns :D

For me personally, if I made a suggestion that didn't get approved with the devs, I don't need to know that. I'd rather focus on the part that the devs actually heard my feedback and considered it enough to discuss among the team. I think it's okay for you to say "That's a neat idea!" and leave it at that. The team can continue to freely develop the ideas that they like/approve. Some openness and transparency is great, but IMO the expectations of this community have grown out of control. I'm shocked to see the way that people speak so harshly towards you, and the demands that people make of you. I would imagine that this would not happen nearly as much if you were speaking in person, like at a convention. To help with this, I would suggest to create as many opportunities as you can to remind people that you are humans!

I have an idea to work this in with the weekly challenges :D You could ask the Crema team to also participate in the weekly challenges and post the results. How awesome would it be to see the designer's self portrait as a Tem? :P Or what kind of Tem fusion ideas come from non-artists. What would be a 30 second sketch from someone could really inspire many fans and artists out there! It would also be really fun to have the Crema team members decide on the challenge topics sometimes. For example, something like "This week is Tsukki's birthday! If you could choose one Tem to help you throw a surprise party for them, which Tem would you choose?".

Also contests, because people like winning free stuff :)

If you work towards creating a safe and open space that allows people to be curious and creative, I think that can really help this community grow and thrive!

This was very refreshing to read, thanks for going into all that detail and being so empathetic!

From reading your posts and others' I realize there's not really a consensus on whether to shut down ideas or not, though haha I'm unsure of whether I should really ease on the shutdowns or not, but I'll do my best to reply to the things I like or find neat.

I always feel whiny when I bring up the "I'm a whole person" argument, although it's true, but if I'm being honest reading all that negativity about you or your colleagues can really bring one down. I wish people would remember that even if I don't say so.

I love the idea of having everyone take part in the challenges, and I'll let them know!
And we have a contest in the works rn :)) I hope to be able to post it this week. I like contests too :))

It has always been my goal to create safe and open spaces, but it's definitely been a hard balance to maintain these days.

Thanks for all your opinions and understanding!