ItsTsukki

ItsTsukki



29 May

Comment

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 ra...

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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 o...

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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 de...

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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...

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Comment

Originally posted by AndyMazaky

I will try to address both challenges in my way of thinking, of course I don't know how internally the company works so I will not have assumptions and just to think the most simple way about it:

I think that the first problem would be a little more troublesome to address, but at same time I think that you forwarding to the team is already the right direction and maybe the solution would be a compromise from the whole team, and the company, of a couple hours per week to read said feedback forwarded by you and give their thoughts/opinions on the matter back, so someone (I don't know if could also be you) could make a compilation and come back with the feedback that the team provided.

Thus It would also address the second point, like Lyefyre already talked, knowing what feedback was take, be it in "We will look towards it and try to implement in the future" or "This is not be possible because of X or Y" without being something that is defined only internally and the c...

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Hi! Sorry about the delay, got busier. I like the first idea, but as I said in some other post, it's not my time alone to compromise so I can't say if it'll happen. Feedback ends up having to go through many teams to see if it's doable.

As for devlogs, I really like the idea, but I know in practice some of them would be very boring, like "we're still developing the 3rd Mythical, we're still working on a secret feature that we want to keep a secret from you until release". The old roadmaps still work in terms of features, and with Seasons there's a lot more info on dates, themes, and all that. I'm also, personally, worried about spoiling too much about upcoming features before the right time. I've seen it happen and didn't like the result.
But the one, true, actual issue I see with this is that I fear the community won't feel heard unless their feedback has been implemented, not acknowledged or discarded.

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Originally posted by AndyMazaky

I think that is different in terms of "hoping and dreaming" if we are talking about artwork and when we are talking about technical feedback, the reality is that if a feedback was already decided internally as a "no" and no matter how much the community discuss that thing will never get touched then is better for them to just say it instead of community waiting for months to years without a word about the subject, since it directly correlated to the players overall experience of the game, while artwork is also part of player overall experience, will not impact directly the fundamental mechanics of the game.

For example the so much discussed Player Cam Toggle, it's something that direct affect player experience, they have acknowledged it but still don't communicate enough with the community and since there is no clear answer people will keep insisting since some people can't even play the game at all because of it.

And like I talked a little I don't think people expe...

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Hmm I think flat-out saying we haven't said a word on the subject is unfair, and the kind of argument that only cause damage and disconnection from the community. We've (I've) said in multiple occasions that the team is aware and considering the need, but until a decision has been made and it's ready to be publicly shared, we cannot give a yes or a no. When I asked you before, you said our reply should be more balanced towards doing it in the future or not doing it, but at the time of gathering the feedback no one can tell me that. That comes much later, that internal definition.

DRG has an open development-type of approach, and we had that too during Early Access, but like we've said in the past, the current stage is a bit different. I stay in contact with the community daily, but I don't have feedback approval or public news daily. I liked your idea of setting aside a couple hours, but even if the design team says yes, the coding team and art team have to say yes too, and...

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26 May

Comment

Originally posted by SeRialPiXel

The following one is a genuine question, not trying to catch anyone in a "gotcha!" so if any of the devs could reply it would go a long way.

I think it was an AMA with an Apex Legends developer and he talked about feedback. He said that feedback should be something a player expresses like their "feeling towards x or y", then it's the developers' job to find the best solutions to address it. Because of that I just took that as a rule and in general in games when giving feedback I only communicate my feelings towards things (positive as well! For example I really enjoyed S2 PVP-wise and said so on discord) because I'm not qualified enough to offer the right solutions. It's not the case for this team?

Hello! I know many devs have that attitude towards feedback, and even in Crema, there's peeps who think like that too, but in this particular case and platform we were also hoping to get more insight on feedback that we might not understand where it's coming from (like in the case of the battle camera, as people who don't suffer from dizziness, or in the case of colorblind improvements). We were also hoping to stray a bit from feedback that's just an emotional feeling. Since there's many different players in Temtem, we want to know more about their needs and expectations, beyond only their feelings towards a thing.

We usually draw the line at people explaining how to code something, or why something is easy or hard to do. That's where we consider we're more qualified to make a decision, but knowing the hoped-for outcome people have in mind generally helps and doesn't harm the process.


24 May

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My absolute favorite of all you've done so far, I'm a sucker for traditional oriental clothing <3

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Originally posted by AndyMazaky

Thanks for responding Tsukki, I know how difficulty could it be to respond but since most of times feedback can take a while to be implemented, if it gets implemented, I think that addressing, even if it was "Feedback has been read, we can't reply in details now but it will be discussed with the Team!" can be helpful enough so that the community can feel that their feedback is at least being helpful to the game and being forwarded to the people responsible in that regard.

No probs! I'd love to get your opinion on the two issues/challenges I see to this.

One, I'm not in charge of design, so me reading something doesn't necessarily mean it's reached the right ears. If I, the one who can probable see most of the feedback posts, read it, but no one on the design team does, it's fallen on the wrong hands. I can forward all of them to the design team but there's no guarantee they'll have the time to read it all. I'm afraid we might be giving the community false hope.

Two, don't you think that if we acknowledge all the feedback there'll be a growing expectation that can transform into bitterness when said feedback takes too long to be implemented, or never gets implemented? Managing expectations around feedback has proven to be one of the most difficult bits around here.

What do you think, how would you work around those two things?

Comment

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. ...

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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 ...

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23 May

Comment

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...

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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.

Comment

Some platforms allow us to set regionalized prices, while others don't (it's the case, for example, with Steam and PS5 which you mentioned in the comment). I'm not sure if packages like Novas can apply themselves to regionalized pricing, but it'd put PS5, Xbox and Switch users at a disadvantage. I can look into it, but if the latter happens it'll probably remain as is.

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Originally posted by AndyMazaky

Thanks, I would appreciate it if you could confirm since on the day that I made the post YaW replied in another thread but since I didn't get any reply on mine (at least nodding that they read/will read the thread) I was not sure if the devs were aware of it or the long format was the problem.

Hey friend! We don't reply on all posts because we don't always have time to do so, or anything "useful" to say, but we read it too and we're aware of all posts. Depending on the time we have available that day we'll read it completely or quickly scan over it, not going to lie, so formatting and organizing it in a way that the most important points are clear is a good thing.
We've historically had issues with feedback posts only being considered addressed when they received a reply, but we can't always keep that up so we try to let people know that we don't reply all the time, but we read it. The thing with the feedback implemented is that it never happens right away, and usually doesn't happen the exact way the players suggested, so saying "oh yeah we'll do this" under a post is a rare (albeit wonderful) experience.


19 May

Comment

Originally posted by Phoresis

People can support the game by buying the $45 game surely lol

Its a "Live service game" where the live service is MTX and pretty much nothing else?

Surely you can appreciate that it is greedy to expect consumers to pay $45 for a game, then another $10 for a battle pass, $20 per mount in the store, $10 per item of clothing they like, $5 per dye they like, etc etc

We've always said we're supported enough by buying the game and playing it. That's why the MTX are all cosmetic-only, so as not to force anyone to buy it because the game can be equally enjoyed with it. We don't expect anyone to do anything. If people want to only buy the game we're super cool with that, if they want to buy a mount, that's cool too.

We're working on new updates, we keep balance going, we fix stuff and we add events and new cosmetics. Saying MTX and nothing else is unfair and not accurate.

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Originally posted by Nms67

I’d like to agree but when I want to carry on the game I have on ps5 to switch I have to pay an extra £15 just to make that possible, it’s the kind of game that pushes for post game more than the game itself for the competitive players not the solo 1p games :\ (although just an opinion)

Hi! That shoulnd't be the case. If you already have the game on Switch you don't have to pay an extra 15 to cross-progress.
If, and only if, you're game-sharing on Switch and have to buy Temtem+, but in that case you didn't purchase the game and saved around £30, which also sounds pretty convenient.

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Originally posted by Bricc_Enjoyer

Live Service game with like.. less than a handful of activities that are actually with other people. With a paid battlepass. Without any plans to actually give service to the game other than mostly paid cosmetics.

We've already said there's more features we're working on beyond the battle pass and that service to the game includes that.

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Hi! I think it's still really valid to play the story with friends, and Temtem can be enjoyed in many ways. There's more content to come beyond battle passes, and player numbers only show Steam numbers, it's not counting PS5, Xbox and Switch.
Just wanted to point out that Temtem's price was gradually increased as new content was added, never doubled, and the jump from 0.9 to 1.0 was $3. It's not AAA territory, it's not $60. And it's $30 again thanks to the Humble Sale.

As for us showing "our true intentions to milk the game", the Tamer Pass and cosmetic-only MTX were announced as far back as 0.5, 3 years ago, here: ...

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18 May

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Originally posted by TheParzival

When you say "for now", do you mean it will eventually be able to rng into the daily feather slot or that it will be achievable in a different way?

They’ll be added to the Daily Store pool in a year’s time

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Originally posted by Phoresis

Absolutely crazy that all of the cool cosmetics are microtransaction purchases. Super greedy from a game like this that already costed most people like $45

When are we getting actual good cosmetics that arent paid purchases?

The game feels like its only online and supported/updated to sell new cosmetics every so often :/

It’s a live service game that has continuous costs. Cosmetic-only, totally optional mtx is a way for people to support the game and afford its costs. There are many cool cosmetics in the free option of the pass.

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Originally posted by Nms67

Yeah this game cost me £35 all being said for switch and the things I want are behind even more paywalls, game freak can’t get the look right and tem-tem for more than one platform is overpriced, one day the game companies might get it right? -_-

Nothing is paywalled in Temtem. The £35 are the game’s price, and everything premium is cosmetic only and doesn’t stop you from enjoying the game.

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Originally posted by vyrael44

Oh ok! Any idea on the date cause it is well worth buying and I don’t want to miss out when it cycles away

next week, but don’t tell anyone I said this!

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Originally posted by No-Beautiful-6924

Will it be cash only?

Yes for now, it’s in the premium section.