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Публикаций
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Сообщения, опубликованные Vince
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В 27.02.2024 в 05:25, Del-Vey сказал:И с таким маркетингом. Которого нет.
No money, no marketing. And no, a press-kit won't make any difference. Or a press-release that nobody reads. To do well, one needs:
- a proper marketing campaign (need at a least 100k)
- media love and attention, goes hand-in-hand with a large marketing budget
- big name Youtubers
- Steam's front page
В 27.02.2024 в 04:59, Wizzard сказал:Я бы предпочел, чтобы Винс сделал какой-то анализ рынка и вышел на Кикстартер...
It won't make any difference either.
В 28.02.2024 в 13:17, Drazgar сказал:Не делаю вид, что крутой специалист по вопросу, но где-то они явно сделали поворот не туда...
No idea why they're charging money for it. We certainly don't sell press-kits
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21 час назад, Del-Vey сказал:Хардкорной RPG — хардкорные патчноуты.
Мы исправили какие-то баги, но какие не скажем. Мы переделали баланс, но чего именно — не скажем. Мы добавили какие-то слайды — сами разберётесь. Мы также добавили настройку ячеек инвентаря, но скриншотов не будет.
Full changelog:
Improvements
- Added Custom Difficulty options, you can now pick and choose which bonuses you want, plus new middle points for several of them.
- Added ship events to the "Taking the Lander" ending slides.
- Added an epilogue to the "Landing the Ship" ending slides.
- Added Chapter slides.Interface
- Added follow and focus camera options.
- Implemented game speed options, they can be set for combat/stealth and enemies and player's turns.
- Added Always Run as an option (enabled by default). You can disable it and characters will walk around (Shift+Click for run).
- You can now switch between small and big inventory grids in the options menu.
- Increased inventory scroll speed.
- Increased size of several fonts.
- Standarized arm armor icons.
- Added icons for damaged/old versions of some items.
- Improved help screen.
- Improved feedback on which training is being given.
- Improved camera position in several events.
- Tweaked dialogue screen.
- Missing pieces are listed on Romeo when repairing it.
- On leaving the factory and the habitat, the quests that will auto-resolve is listed.
Changes
- Artful Dodger: Evasion +12. 30% of hits are converted to grazes, 70% to misses (from 50/50). Removed under 13 HP bonus. This will lower the very high graze chances in the late game against high evasion builds.
- Minimum graze chance increased by 5.
- Spitter: Increased attack damage, lowered accuracy.
- Adjusted armor stats for better progression.
- Adjusted loot progression for better inventory management.
- Tweaked some item prices that didn't correlate to the item strength.
- Leaving the poison in the security room no longer triggers combat.
- You can now use another character for sneaking towards the armory door. Your main character will participate as well, and both characters need to reach the exit zone.
- Stealing the card in the church habitat is now steal 7, better loot in the apartment. Warning: Old saves will have the text as 6.
- Fanning AP lowered by 1.
- Added more options to use the initiative bonus.
Fixes
- Fixed slots in inventory screen at 4:3 resolutions.
- Fixed buying items for 0 credits with Master Trader.
- Fixed armory gang being alive when you killed everyone in stealth and reached the door.
- Fixed pistolero premade character granting free stat and skill points.
- Fixed being able to remove companion personal items by drag and drop.
- Fixed missing door collision on mind worms combat in MC.
- Fixed missing sounds on some doors and interactions.
- Fixed issue with clicking the first character in stealth selection with a party of 4.
- Fixed potential issue after Braxton/Mercy fight.- 2
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New update with a bunch of screens (work in progress):
http://www.irontowerstudio.com/forum/index.php/topic,7703.0.html
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В 02.12.2018 в 06:48, 100kg сказал:Даже не знаю... Привязка очков обучения к урону может привести к некоторым странным интеракциям... Например сила теперь не только позволит бить больнее, но и поможет быстрее обучаться.
Ultimately, your XP gain = Enemy's HP x Difficulty Modifier, so it doesn't matter if you kill the enemy quickly, in 2-3 hits or shots, or take your time. As for Strength:
"Strength increases *max* melee damage by 1 per stat point (from -2 to +4), so if a melee weapon’s range is 4-10 and you have STR 8, then your damage range is 4-12, not 6-12 the way it works in most games, including AoD. If your STR is 4, then your damage range is 4-8. Thus STR gives you potential damage you may or may not roll rather than guaranteed +X to whatever you roll. Before you start complaining, high STR unlocks a feat reducing your attack speed with two-handed weapons, so it’s not a dump stat."
В 02.12.2018 в 07:09, Del-Vey сказал:Я пока здесь только одну проблему вижу. Персонаж-дамагер будет высасывать все очки обучения в бою, при этом менее расторопные герои с меньшим уроном, будучи и без того не лучшими бойцами, качают боевые навыки ещё медленнее.
Using AoD as an example, you can have a heavy fighter who hits once with a two-hander for 11-14 points of damage (power attack with a two-hander) and miss 2-3 out of 5 attacks on average or a fast fighter who'd hit 3 times for 3-6 points of damage (9-18 points of damage per turn) and miss 0-1 out of 5 attacks.
В 02.12.2018 в 07:16, 100kg сказал:Насколько я понял пул идет только на навыки защиты. Т.е. оптимальный вариант: в начале боя пропускаем несколько ходов уворачиваясь от атак врагов и полностью выбирая из них все очки опыта, что так возможно получить, а потом начинаем их планомерно убивать, желательно критами, и получаем обучение атакующим навыкам
Разумеется это все хорошо выглядит только в теории...
Well... imagine fighting Antidas in his palace (the third IG quest); imagine doing nothing for 2 turns to farm XPs. Odds are, by the time you're done farming, half of your team will be dead and the battle will be lost.
В 02.12.2018 в 07:16, 100kg сказал:Кстати, еще интересный вопрос: если у врага остался один хит, а я мощным ударом снимаю ему 20. Я получу 1 очко обучения или 20? Вопрос, разумеется, к Винсу, он тут периодически появляется
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В 02.12.2018 в 07:48, Del-Vey сказал:Ага, скорее всего это превратится в нудный гринд через Save/Load, что быстро задолбает. Естественная защита от эксплойтов.
Can't save in combat. Anyway, the idea - as always - is to keep combat challenging. By the time the fight is over, after 3-4 reloads, you should be happy that your party is still alive somehow, not thinking of doing it again to gain extra 10xp.
В 03.12.2018 в 03:35, Kangaxx сказал:Или еще более неприятное, когда придется через силу играть этими бесполезными персонажами, чтоб их как-то раскачать (пропускать ходы сильными персонажами, давать добить и т.д.)
Not planned.
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В 08.09.2018 в 21:08, Allard сказал:Wow. It reminds me of that time when they changed "Harry Potter and the Philosopher's Stone" to "Harry Potter and the Sorcerer's Stone" in the US because they wanted to avoid people thinking it was a book on philosophy or something like that.
People like that are weird and need a dictionary.
Among other things. I rarely check the refund data (reasons given when people ask for refund) because it's a fairly depressing read. Here is a recent sample:
ЦитатаI didn't understand the explanation of the combat system. I kept hitting the opponent in the training area but failed to damage him more than once. I admit I could've tried longer, but I doubt I'd have figured out how to actually deal damage or block an incoming attack.Цитатаwhile i expected supbar graphics, the total absence of any voice-acting and infuriating point-and-click mechanics diminished any enjoyment i found in the setting.ЦитатаNo random encounters, its not a game thats part of the same genre that was advertised to me.ЦитатаToo much reading and too hard.ЦитатаOld-fashioned and boring mechanics even for those like me who have been dueling for years at TES V AND FALLOUT !!Цитатаi tried the tutorial and spent 20 minutes reading about the combat and now i want to take a napЦитатаThe game is not what I expected. It would be better if there was a demo for it to try before buying.ЦитатаIts literally unplayableЦитатаCouldn't make character attack and gameplay was bad.ЦитатаThe game is supposed to be a RPG, you are supposed to be able not to fight your way in, but with a non combat character you can't have any success early in the game and you can't fight, so you can't do any quest available... I'm bored.ЦитатаCombat is just a boring clickfest, in which you will die because the game is 'hardcore'...ugh, no thanks. I'm a mercenary/bodyguard who has to avoid fighting because I get my ass kicked. Not a game for me.ЦитатаThis game does not live up to the hype. The graphics are poor, the RPG tree is weak, and the combat system is more demanding that what I was looking for.- 1
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4 минуты назад, welliz сказал:Я говорил не о содержании, а о впечатлении от предполагаемых на тот момент вариантах названий. От произведения с названием The Piligrims of Earts ожидаешь чего-то Хайнлайноцентричного, даже если под пилигримам имелись ввиду те самые сбежавшие из Англии пуритане.
Fair enough.
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It's not bad but it's more fitting for a No Man's Sky type game where you hop from planet to planet. What do you think about Born Beneath No Sun? It didn't score very high on our forums but we're looking at the results across the board, including the Codex:
http://www.rpgcodex.net/forums/index.php?threads/the-great-renaming-poll-2.123764/
Colony Ship is the winner so far. It's plain and uninspiring but it tells you what the game is about in very clear terms. Such plain and uninspiring titles often worked very well and even made iconic brands (not that making brands is our goal here), like Aliens, for example, or Platoon.
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В 05.09.2018 в 18:46, welliz сказал:Звучит, как стопроцентный плагиат на Хайнлайна.
The only thing in common is the format (X of Y) as pilgrims and orphans hit very different notes. Ours drew parallel with Mayflower's pilgrims, the puritans who left the old world to practice their own brand of crazy in the new world. They aren't orphans of the old world, they are professional assholes.
http://slatestarcodex.com/2016/04/27/book-review-albions-seed/
ЦитатаMuch like eg Unitarians today, the Puritans were a religious group that drew disproportionately from the most educated and education-obsessed parts of the English populace. Literacy among immigrants to Massachusetts was twice as high as the English average, and in an age when the vast majority of Europeans were farmers most immigrants to Massachusetts were skilled craftsmen or scholars. And the Puritan “homeland” of East Anglia was a an unusually intellectual place, with strong influences from Dutch and Continental trade; historian Havelock Ellis finds that it “accounts for a much larger proportion of literary, scientific, and intellectual achievement than any other part of England.”
Furthermore, only the best Puritans were allowed to go to Massachusetts; Fischer writes that “it may have been the only English colony that required some of its immigrants to submit letters of recommendation” and that “those who did not fit in were banished to other colonies and sent back to England”. Puritan “headhunters” went back to England to recruit “godly men” and “honest men” who “must not be of the poorer sort”.
INTERESTING PURITAN FACTS:
1. Sir Harry Vane, who was “briefly governor of Massachusetts at the age of 24”, “was so rigorous in his Puritanism that he believed only the thrice-born to be truly saved”.
2. The great seal of the Massachusetts Bay Company “featured an Indian with arms beckoning, and five English words flowing from his mouth: ‘Come over and help us'”
3. Northern New Jersey was settled by Puritans who named their town after the “New Ark Of The Covenant” – modern Newark.
4. Massachusetts clergy were very powerful; Fischer records the story of a traveller asking a man “Are you the parson who serves here?” only to be corrected “I am, sir, the parson who rules here.”
5. The Puritans tried to import African slaves, but they all died of the cold.
6. In 1639, Massachusetts declared a “Day Of Humiliation” to condemn “novelties, oppression, atheism, excesse, superfluity, idleness, contempt of authority, and trouble in other parts to be remembered”
7. The average family size in Waltham, Massachusetts in the 1730s was 9.7 children.
8. Everyone was compelled by law to live in families. Town officials would search the town for single people and, if found, order them to join a family; if they refused, they were sent to jail.
9. 98% of adult Puritan men were married, compared to only 73% of adult Englishmen in general. Women were under special pressure to marry, and a Puritan proverb said that “women dying maids lead apes in Hell”.
10. 90% of Puritan names were taken from the Bible. Some Puritans took pride in their learning by giving their children obscure Biblical names they would expect nobody else to have heard of, like Mahershalalhasbaz. Others chose random Biblical terms that might not have technically been intended as names; “the son of Bostonian Samuel Pond was named Mene Mene Tekel Upharsin Pond”. Still others chose Biblical words completely at random and named their children things like Maybe or Notwithstanding.
11. Puritan parents traditionally would send children away to be raised with other families, and raise those families’ children in turn, in the hopes that the lack of familiarity would make the child behave better.
12. In 1692, 25% of women over age 45 in Essex County were accused of witchcraft.
13. Massachusetts passed the first law mandating universal public education, which was called The Old Deluder Law in honor of its preamble, which began “It being one chief project of that old deluder, Satan, to keep men from the knowledge of the scriptures…”
14. Massachusetts cuisine was based around “meat and vegetables submerged in plain water and boiled relentlessly without seasonings of any kind”.
15. Along with the famous scarlet A for adultery, Puritans could be forced to wear a B for blasphemy, C for counterfeiting, D for drunkenness, and so on.
16. Wasting time in Massachusetts was literally a criminal offense, listed in the law code, and several people were in fact prosecuted for it.
17. This wasn’t even the nadir of weird hard-to-enforce Massachusetts laws. Another law just said “If any man shall exceed the bounds of moderation, we shall punish him severely”.However, the name got a very mixed reaction, as way many people associate the word pilgrims with travelers to Mecca or as someone said, "I still don't really care for Pilgrims. At least to someone of my generation, they are basically childish because your first, and last, engagement with them is in the context of school pageants and shit from ages 5 to 8. They are like the Easter Bunny or something."
We'll still consider it but I doubt we'll go with it.
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1 час назад, Allard сказал:Hey, nothing wrong with knowing your strenghts and limitations. Quite a useful skill to have, actually.
Pretty much. The biggest mistake we can do is aim for too many features, so I'd rather add them slowly. In Dungeon Rats we added a Charisma-driven party system with XP split between the party members. In The New World we're adding a stealth system and grenades modifying the battlefield's conditions rather than doing direct damage. In the 'Inquisition game' we'll add a magic system and add more complexity to the dialogue system.
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I liked Elex a lot (and sandbox games in general, from Daggerfall (one of my all time favorites) and Gothic 2 to Jeff Vogel's Avernum games, but for some reason I've never thought of making one. Thus, I don't really think of what features to 'borrow' there. Plus I look at everything through the prism of what we can actually do (since we're a small team - not a lot). For example, I'd love to have destructible environments from Silent Storm, but we can't and so I don't think too much about it. Loved that engine though. What a marvel. Fantastic animations, the best I've ever seen.
Anyway, overall, I'm fairly conservative. Rather than looking for cool, new features I want to focus on 3 things and do them as best as we can, hopefully improving with every game:
- tactical TB combat
- good dialogues (writing, branches, less restrictive checks - we don't want to let you do anything you want but we don't want it to feel like guesswork either)
- interesting quests with multiple solutions and consequences
My ambitions go no further.
PS. One game that did make me think that it would be cool to make something like this was Battle Brothers. Brilliant concept, great foundation to build on.
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It's a good idea, but animations aren't my area of expertise, so I'll leave the decision to Ivan. In general, yes, it would be nice to have different animations for different skill levels corresponding to beginner, skilled, expert.
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Well, not exactly on the demo but on the combat system, armor models and animations, the starting town, etc. When the combat system and all the assets are done, we'll package it into a combat demo and release to get some feedback.
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В 31.05.2018 в 17:45, Jean-Claude сказал:Впечатляет! Но хотелось бы увидеть геймплейную демку, диалоговую систему...
We're aiming to release a combat demo by the end of the year. Full demo - 6 months after. The dialogue system will be the same as in AoD.
PS. Some female animations:
Before anyone asks, many characters have datajacks so shaved sides are fairly common:
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В 25.05.2018 в 09:40, GR3k сказал:Только недавно думал что нет новостей по игре и тут на тебе.
Анимация нравится - это прогресс по сравнению с AoD. Только меня что-то смущают эффекты на левых примерах анимации - такое ощущение что при выстреле у пистолета дуло разрывает. Странно выглядит.
We post monthly updates but most of them are about the gameworld. Like the Monks:
http://www.irontowerstudio.com/forum/index.php/topic,7551.0.html
The animations are still work in progress. We posted them to show what to expect. The "nano-gun" effect is temporary. The animations have already been updated to reduce the recoil (old vs new, side by side for comparison):
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It was sold in stores and overall was very well received by the hardcore crowd:
http://www.rpgcodex.net/content.php?id=95
Even GameSpot and IGN praised it and gave it 8/10, calling it a turn-based tactical treasure:
https://www.gamespot.com/reviews/silent-storm-review/1900-6087043/
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В 10.06.2017 в 13:06, JimDiGreez сказал:Думаю, Авеллон, да неправильно за него думать, но вполне возможно, ему бы самому было бы интересно поработать.
My point is that we can't hire him to work full time. All we can do is what other small studios are doing - hire him to write a couple of characters or quests, which is nothing but a marketing gimmick. Basically you pay him for the right to use his name and claim that Avellone worked on your game.
ЦитатаВ целом согласен, но порой, во время обсуждения появляется что-то новое, что в один разум могло не прийти.
We do discuss everything but via email, which, in my opinion, is a much better way (it's turn-based!) as it gives you time to think and consider your response. If I come up with a "bright idea", I don't call up a meeting to announce the change of direction. First I ask the person directly affected (like the animator, for example) whether or not it's doable. If it is, I submit my proposal to the rest of the team. If they like it, great. If they don't, we discuss their concerns, trying to address them. If we can't, then the idea is discarded.
В 10.06.2017 в 10:40, Tayon сказал:То есть, близко к системе, которой сейчас пользуются Обсидиан, но с индивидуализацией диапазонов для каждого оружия?
And attack types. For example, aimed attack: head will set the graze range to 5 (i.e. very low) but increase the critical range by 10. If you have a scoped rifle, it will give you a bonus to your "aimed THC" (but not any other THC) and a further bonus to your critical range. Alternatively, a "one-handed" SMG will have a very high graze range, which will go even higher if you switch to Long Burst, making it nearly impossible to miss at close range.
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В 09.06.2017 в 18:30, Albatross сказал:Где-то на уровне Fallout и Arcanum, видимо.
Our design goals:
http://www.irontowerstudio.com/forum/index.php/topic,7120.0.html
From another update:
As I’ve mentioned earlier, the CSG is a party-based game and the party dynamics will be one of the areas we’ll focus on. There will be 12 potential companions (max party size is 4) filling different roles: psychotic paranoia, racial superiority, religious intolerance (works best when mixed with homicidal tendencies), political idealism, and other delightful personality quirks. In other words, the party members won’t be loyal and obedient slaves but will have their own beliefs, agendas, and personality traits (or in some cases, programming).
To give you an idea, here is a quick overview of the top four gunmen who might be persuaded to join you (keep in mind that men of violence are rarely well adjusted individuals):
The Gunfighter – an unstable and somewhat paranoid (which is why he’s still alive) gun for hire. He doesn’t care which side he’s fighting for as long as he gets paid. He doesn’t have much patience for diplomacy or long winded conversations, and if he gets a bad feeling he goes for his guns. Being paranoid, he gets bad feelings a lot, so unless you like shooting your way in and out, consider getting someone else. Holding out on him might give him the wrong ideas about the partnership. Other than that he’s a great guy to be around.
The Preacher – a man of God dedicated to saving sinners’ immortal souls but showing a callous disregard for their mortal bodies. He’ll join you if you join the Church of the Elect to make sure you deliver what you promised and keep you from having second thoughts. He won’t act against the Church’s interests and won’t tolerate your lack of faith, should you ever display it (he would find it very disturbing). Once he’s in your party, you either do what he says or you kill him, which will displease the Church greatly. You might think it’s a bit harsh but religious fanatics rarely make great traveling companions and joining the Church is more than a cosmetic choice.
The Colonel – a former officer of the Protectors of the Mission, makes the best damn fried chicken on the ship. He failed the Mission one time too many and had to switch sides in order to avoid honorable death by firing squad of his peers. The Protectors want him dead more than ever and tried to kill him several times, so he’s well motivated to help you, should you side with the Brotherhood. Then again, he’s equally well motivated to fuck you over if it ends the “misunderstanding” with the Protectors and restores him to his rank and privileges afforded by it.
The Wastelander – a rather antisocial mutant who makes a living exploring the damaged areas of the ship and stripping them of anything valuable. Sort of the ‘mountain man’ of the ship. He had a falling out with the Covenant, so now he bears a special hatred for all religious folks, including the Church. Religion is the only topic that can get him all worked up, so don’t take him places where someone might ask if you have a moment to talk about our Lord and Savior. He will leave you if you join a faction, but if you’re a “burn it to the ground” kinda guy, the Wastelander is your man.
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Most likely. I'm happy with it but we have 4-6 weeks until release and the build is updated on a daily basis with new tweaks and improvements. If Oscar and Mazin decide to tweak the interface again, I won't stop them.
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We toned it down- 7
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Никто не знает, Iron Tower штат не расширяли? Если нет, то ждать что-то от Винса и Ко бесполезно, ребят. Время от анонса до релиза будет исчисляться десятилетиями. Вот если побольше людей набрали, тогда можно и поверить, что мы что-то получим в ближайшую пятилетку.
The game is almost done. It's fully playable from start to finish and all the content is in. It will be released in Oct or Nov at the latest.
Edit: on the subject of development and different aspects.
First, you need an engine, but that's not even half the battle. It seems like something until you have it and realize that it's nothing. You need the systems (character, combat, inventory, crafting, alchemy, dialogue, journal, pathfinding, AI, etc) - that's years of work, and the main assets (animations, items, icons). You have the systems and the assets - you can put together a combat game with light storytelling, which is what we did.
To make a game like AoD you need tons of quests with multiple solutions, parallel, interwoven questlines, plus hundreds of thousands words, enough for 3 books, to go with it. It took us a year and a half to put together a town (quests, scripting, and testing taking at least 70%). In comparison, making a combat game is a relatively easy affair. It took us 5 months to put together the arena demo. It took us 10 months to put together this dungeon crawler.
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Да, я тоже в этом очень сомневаюсь. Оглядываясь на AoD, можно с уверенностью утверждать, что Iron Tower сделает гораздо больше, чем обещает. :D
Thanks for the vote of confidence. I hope that AoD shows that we don't have a habit of promising more than we can deliver. In general though, I think it's fairly easy to script the above mentioned interactions as it's not a new feature, but a feature that's always been done half way.
The way I see it, all attempts to breathe some life into party members always fell short because the party is one of the main RPG conventions, a toy that must never ever be taken away from the player. The party members can say what they want when you talk to then, they can even participate in conversations with other NPCs, but when you're "questing", you lead and they follow without question, ready to back you up no matter what. You make all decisions, they stay silent and indifferent. Even if they say something like "did we really have to burn down that orphanage?", you say something and they happily move on. On rare occasions a party member can leave the party, but it never really affects you as you just tell another tool to take his place. That's what we want to change.
I'm talking about combining what we did in AoD (tons of choices at every step) with the party members having opinions and agendas that interfere with your ability to do as you please. In other words, the consequences will be instant and reloading to avoid the negative outcome will force you to make a different non-cosmetic choice (that might have lasting consequences).
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Absorbing the alien essence changes you and gives you a different 'perspective'. Regardless of what you once were, you are no longer human, which is a very significant change. Keep in mind that while the ritual is described from your perspective, the ending text is "written" by your priests two hundred years later, who aren't very reliable narrators as they weren't there to witness what actually happened. You don't know how everyone reacted to you when you returned to the cities, looking like a freak. Etc.По мне так одна из самых неприятных недоработок это
что при становлении богом гг, независимо от отыгрыша, становится отбитым тираном. Можно, конечно, оправдать это сущностью внутри гг, если бы игра не давала прямо понять, что эта сущность полностью гг об колено ломается.
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In a shocking twist of events we moved from "it's just, like, my opinion, man" to "my opinion is an objective fact and as such is beyond contestation". Well played.Либо, наконец, набраться мужества, взглянуть им в лицо и признать их объективность.
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Colony Ship может стать последней игрой студии Iron Tower
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There's coverage and there's coverage. For example, for EA launch we hired a small marketing agency and they sent out a bunch of nice press-releases and contacted every YTer in their database. Three months later they did a targeted push for the gaming media. The results were poor - a few sites reposted the press-release which did nothing (no sales spike or wishlist spike), but no major previews or impressions. We emailed them too, of course, everyone who covered AoD. Didn't get a single reply.
Most YT videos do very little (or nothing at all). Splattercat's videos work well and always generate a spike rivalling summer sale events. Mortismal's videos don't have the same effect. No spike from Warlockracy either despite 258k views. Not sure why. Maybe different audience. We contacted a lot of YTers ourselves including Sseth and Mando. They didn't say no but didn't say yes either, so a weak maybe down the road.