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PuFu

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About PuFu

  • Rank
    poly bully

core_pfieldgroups_3

  • Occupation
    professional poly bully

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    ic_pufu
  • Biography
    yarr
  • Steam url id
    http://steamcommunity.com/id/rhspufu/

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    Male

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  1. PuFu

    P3D and PBO Files, how to open?

    the ip holder should provide you with the raw files instead
  2. PuFu

    Pistol Proxy Weights

    not possible
  3. PuFu

    RHS Escalation (AFRF and USAF)

    ideally we'd want to remake the M16s/M4s from scratch, future proofing the asset and making stuff with modularity in mind this time around. but until that happens, nope
  4. PuFu

    RHS Escalation (AFRF and USAF)

    we have no intention to make structures for lifers, nope
  5. PuFu

    RHS Escalation (AFRF and USAF)

    awesome shots, but please (and don't take it the wrong way) do not post pictures in this thread that contains stuff from other mods, because this leads to confusion.
  6. PuFu

    RHS Escalation (AFRF and USAF)

    The Red Hammer Studios team is happy to announce the first release of RHS: Terracore - our new standalone mod for terrain developers. Features more than 70 new objects: -Eastern Bloc (Soviet) architecture -Fully enterable modular buildings -Urban props like walls, fences, playground objects -Made with love for the community! Roadmap: We are working hard on extending this mod. Our current plans for future releases include: -Railroad objects pack for 1520 mm gauge railways (aka Russian gauge) -More Eastern Bloc buildings -South-East Asian (RHSPKL) themed objects -And much more! Subscribe! https://steamcommunity.com/sharedfiles/filedetails/?id=2288691268
  7. you didn't build the car (as in actually modeled it), you use someone's else's model. you won't find help here for this sort of stuff.
  8. can you post a link towards that mod? not sure what you mean tbh
  9. PuFu

    RHS Escalation (AFRF and USAF)

    you could try the scar-h, that works btw
  10. https://feedback.bistudio.com/project/view/1/
  11. as long as you do not redistribute any of the vanilla content, that should be fine
  12. Sorry to hear about this. There are less and less people who have been around for as long as you have in the modding community. In any case, if you ever want to restart the work and go the SAF way, you'll always have support under the RHS roof.
  13. It depends on a number of factors a. number of sales b. price set (negotiated with BI - the % is non-negotiable though) c. number of invested people that would share the profit somehow d. time spent on stuff that might have little importance, but can increase workhours in a major way So, GM, just like CSLA have been working in the background a bit before they applied for cDLC. So there was a start, there was some work already done. It is definitely a higher risk involved, especially when you start from scratch, especially if you not have a good core-team So while 100k @20€ retail price (35% = 7€ / cDLC going towards the developer = 700k before taxes) could be ok-ish for a team of 2 (GM case), might not even come close for a team of 40 people, especially since one cannot really push the retail price up indefinitely towards a full game release. Again, this is the best case scenario, but it isn't the realistic scenario considering a lot of the products sold are done under steam %sales Let's assume there's the same 40 people that are going to equally share the profit (not really gonna happen equally anyways) for a DLC that has a retail price of 35€ (upper range if you ask me) that sold for 100k (so about 30k a person before taxes that can vary between 20% to 50% depending on country, annual income etc) for something that they have worked on for the past 2-3 years. Is that worth it? Not really sure, it depends on a number of personal factors really. For most EU countries and US, especially for 3d artists and coders that can get some similar jobs, even freelance, is not really worth the time, considering there is no way to get the normal (average) rates, most likely half, if lucky. Sure, if you are doing something else and this is a side gig of sorts (although you are expected to put weekly time in, will need to crunch, to respect deadlines etc, unlike modding side-gig by comparisson), or you aren't working (student etc), being unemployed or some stay-at -home dad or alike, sure, it's an extra that would otherwise be non-existent. You definitely can save some time and get away with a few things, like purchasing/licensing some of the content from 3rd party stores and get a jumpstart (although at times that can end up being more time consuming), but at the end of the day not everything can be sort of circumvented. But all of the above, both the terms of the cDLC deal with BI (price related, not % related), the number of people required/involved, the time spent and the risk involved for a game that is over 7 years old (while it does have a pretty stable monthly playerbase, it also has a lot less active annual base/purchases than 5 years ago = potential customers), together with the fact that most of the stuff is already available in one form or another for free in mods, has to be taken into account before embarking into this journey. Is it possible, surely is, but as i said in a previous post, 100k sales is optimistic, anything above 150k i think it is fantasy (my personal 2 cents based on all the information i have at this time).
  14. you might wanna re-read what art of war DLC was about. In theory it is suppose to be a collaboration (via some sort of contest) between players and developers. Unfortunately, yet expected, there were very few people submitted 3d models for this contest, and none were up to BI standards, so they choose to do their very own. it's an exception, not a rule, it is also partly for a good cause. Stop comparing apples with pies BI is a business, part of the DLCs content is already implemented in the base game, just not everything Unlike other games, most modders here create their own content, rather than just add some new textures to the vanilla content. I don't see how content being in the main game could incentivize more sales, but whatever. Good grief, hyperbole much? If you think things can be changed this late in the development of this game who is on a backburner, without a dedicated development team, then you obviously have no idea about how game development works... i also love when people express their own believes in such a way that feels their doing the humanity a favor for even typing these ideas. You can definitely make suggestions, but realistically it might happen for a future title, not this one. If you think it should happen for this one, then it's called bitching indeed. Actually, (and i have been there myself), when trying to figure out if making a pitch for a made from scratch cDLC is worth the investment (unlike GM and CSLA that have been in the works for years, and most/part of the content existed in some way or form), you will focus on the active player base, not the entire number of game sales, because a lot of these are players who moved on, or bought the game at a high discount and don't actually use that. This is valid for any product out there, not just ArmA3. And as i said, 7 years after it's official release, the number of players that are involved around here is much much smaller than the total number of game sales. you might wanna grow a thicker skin, you seem to get things personal when people are disagreeing with you. It is subjective to the amount of time spent on it, especially if done from scratch. Again as i said, it's also related to an actual number of expected sales in relation to a number of possible customers, and these possible customers are NOT, by any stretch of the imagination, everyone that owns A3, no matter how much you wanna use that number. The few tweaks you are talking about are not gonna happen for Arma3, which is something you are, for whatever reasons, unable to grasp. i am not gonna argue that you're math is wrong, but will say it is 100% useless. you won't, because along this entire thread, you were unable to move an inch from your own view. BI has no reason not to be happy, they get 30% cut of whatever sales cDLCs make without doing the main legwork. the 2 cDLCs made so far have been in development for quite a bit of time, best case scenario they would have released the content as mods, worst case they wouldn't have seen the light of day. so the cDLC was an incentive of sorts. They get some income out of it, more than the nil income any other mod release does. It's left to be seen if the cDLCs that are gonna be made up from scratch, with a lot more people in the dev team, and with a higher expectancy of monetary returns, are gonna be happy with the resulted sales versus their prognosed sales. really? are you one of the creators in this community? or are you speaking for others just because? again, there is nothing to figure out, because the current system, as explained before, is NOT gonna change
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