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1)First of all congratulations for deciding to begin this startup. How and when did was Ub3rganes founded?
Thank you. Ub3rgames was planned to exist in one form or
another for many years and we were just waiting for the good time. We’ve
decided to go through with it last summer in May when we saw the petition about
Darkfall’s revival. We’ve always thought that Darkfall had a lot of untaped
potential so seeing that there was at least some attention for it still, we
looked at how much it would cost and worked on a business plan. When we saw it
could be sustainable for us to relaunch the game, we sprung into action.
2)How many developers are working for Ub3rgames at the moment and what positions do you plan covering in the future?
For now we are 10 developers, with a few full time and the
rest at various levels of time commitments.We are mostly programmers with some
business/marketing staff, so when we’ll have the budget, we’ll expand to
incorporate some artistic and content creation personel. Until then it wouldn’t
make financial sense.
3)Do you plan to hire some ex-Aventurine employees or you are just cautious about some of them?
For now, all positions available are taken, and when we’ll
be able to grow, we’ll hire people that are here in France and with whom we can
From working I nthe past on opensource projects or with outsourcing, we value proximity a lot, especially at such a crucial time of a company.
4)In your opinion, what where the reasons that Darkfall Online didn't attract adequate subscribers?
The original Darkfall was a diamond in the rough.
It had a lot of great ideas but also some big flaws that pushed players away. The main ones being the big power gap and the perception of grind, the lack of consequences for negative actions and generally not enough activities outside of PvP.
5)One of Darkfall's biggest problem was grinding. What are your plans to reduce it? Smaller map? Crafting with less items? Any other ideas?
We agree, and a lot of our changes will be based around
reducing the grind.
Our first step will be reducing the power gap by implementing diminishing returns on stats and skills. We will also have a soft specialization system where players can chose to focus on only a small part of their character and not have to level everything.
We call it the title system.
Finally, we’ll implement spawn scaling. The more players are
engaged in the fight against a specific spawn, the harder it will become, but
also the more rewards it will give. This will not be the only skill up
modifier, more dangerous and harder spawns will also give more xp
Our overall goal for us it to let players decide what they want to raise themselves, and have more fun while doing so.
6)About the subscription mode, what is the price you are aiming to?
We are aiming for an initial price of 10€ per month. Once most of our features fixing the game are implemented, we will then increase the price to industry standards.
"Play-to-pay model is a very good concept and we’ll implement it. Having players be able to exchange subscription time for in game value is a great way to cut off most of the issues with gold sellers".
7)Do you consider adding trial (at least 24h trial in real-time or total time) to the game, thus attracting more players?
Later down the line, yes. But at first we want to fix the game more before letting players that don’t already know the game try it. You can only have one first impression and we want it to be good.
That said, we will have a public stress test period which will be free for all in order to test the game. So it will give an opportunity to play for those that want to see the game before our changes.