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darkops
Junior Member
 
Join Date: Mar 2017
Posts: 12

Old August 12th, 2018, 06:15 PM
Thank you for taking the time to provide more detailed explanations. As well, I appreciate the consolidation of this discussion to one thread. I have some comments/questions/critique. Know that I do so with the upmost respect in the event that the phrasing does not read that way.

2. While I understand the need to innovate and add new features. Many of those features aren't things I would use. I use HLC for PC generation, sometimes GMing. While I recognize that having shared starship HUDs or similair group features could be useful. Most of my games have a hybrid of play styles (some use paper/pen, some use a free community excel sheet, some use hero lab, etc.). Even now, trying to open up someone else's HLC file when they have different packages throws off errors in HLC. I just feel like these communal features are better/easier to track ad hoc on a group-by-group basis. Alternatively, some of this functionality is already offered via products like roll20/fantasy grounds.

3. So would you be willing to build in a defined fixed rate as part of consumer's contracts for switching to HLO? Perhaps establish a 5 year rate with a set maximum you are allowed to increase the rate at the end of the 5 years on a per annum basis (e.g., $20.00 per year for 5 years with the right to increase the annual rate by 5% every year there after as the market requires?). Would a similair agreement be put into place for content prices?

5. You've made a decision to increase your overheads against the forecast of new user base that you will obtain. Its a bit of a slippery slope. It would be one thing to offer a product in two platforms. But at this point you aren't doing that. You are only offering new products in the new platform, which leaves your existing base in an awkward position (many of whom have asked for you to continue supporting your existing platform for this new content). Many of us might be more understanding if we knew what the increase in market was (e.g., 25,000 users to 50,000 users in 3 years) that drove you to this descision. Have you 'thrown' the baby out of the bathwater to appease 10% of the base who want to use an android phone or are you actually going to make a much better/more sustainable business from this decision? Have you guys developed off ramps for your 'road map' if you discover the change is not as popular as your forecast?

6. This approach would work better if you hadn't moved to a server heavy platform for providing services. The suggestion is implying that if your company was doing poorly financially that the fan base would be willing to support you by accepting increase content cost. However, if the subscription fee is only to pay for the addition of your servers and you aren't making money off of that change (except some risk based margin for server maintenance that might not get used) then you have only increased customer cost as any other business upsets will still require content cost increases to pay for your companies increased costs. This hasn't saved anyone money or made a positive impact on budget conscious customers who would just wait slightly longer to afford the more expensive content package.

It sounds more like you are making profit off of the subscription in addition to the increase in overhead due to your platform switch. That means that you have made a business decision that precludes the suggested solution being equitable. That would be all acceptable if new content was being released in both HCL and HLO platforms, but that isn't true. As it stands if your existing customer base wants to use your product for the 2e playtest or Starfinder, they HAVE to move to this new business model even if it doesn't provide any feature addition that they would use. This is a big complaint of HLC users. That those bells and whistles, the server cost, etc. is being treated as a catch all reason for why you need a subscription fee. That doesn't feel completely honest. It is like saying that the new Android phone generation/model has now made the phone 20% louder. It is indeed an improvement. But is it a improvement that warrants purchasing a new phone and did we really need that upgrade? Or is this improvement a means to pushing a new product cycle?

7. So one of your presuppositions is "internet is or will be ubiquitous' for all your user base. It indeed makes it difficult to discuss the validity of this presupposition if you are not willing to state that it is wrong or that it is wrong for a non-negligible portion of your customer base. Clearly, from your forums, my small sample size of hero lab users, and my own anecdotal experience this presupposition is not fundamentally or necessarily true. This presupposition, I expect, will be the largest reason for any loss of customers going forward unless you commit to maintaining both platforms (timelines, milestones, etc.)

8. I applaud you designing proactively to minimize bandwidth in the future to help with 'bad' internet connections. That is good design and something you should do for all of your products. That being said, it doesn't address the presupposition in item 7. and fails to address the main concern. Performance at one convention is not ubiquitous with experiences at other conventions (or at homes/gaming areas) that take place internationally at sites with a varying degree of integrated telecommunication services. A online only model can't address this issue and your presupposition in 7. states that it is a issue that does not exist.

9. That is good to hear you say. However, that critique is purely a risk based hypothetical. Whereas steps can be taken to ensure subscription or content prices are not increased, consumers can't assess whether a private company will fail in the near or long term. The critique still stands that the customer base would not readily be able to recover content/service because everything is server side. One would expect there would be a lot of warning prior to a failed private business. But anyone who has investigated buying a custom wood gaming table knows the story of how quickly Geek Chic went out of business. This critique is based on the hidden unknown risk to customers buying into a long term subscription based product.

10. Let me be the first to say that 95% of what I want from HLC is a PC generator/character sheet for use in live play (spells, conditions, etc. included). If GM aids like campaign encounters can be added then that will be welcomed too. But if all you can achieve is a port that gives me the same reliable, stable, quick, and efficient PC generator then I accept that ANY other features (shared space ships, GM trackers for parties, etc.) can only be offered online! Perfect. That is the dual platform support that I want. Strip those 'bells and whistles' that I won't ever use and give me the HLC features for those new RPG rulesets. We understand that you have a small company and have put focus on HLO. I also recognize that you have not definitively stated that HLC is dead or will never have support. But you need to recognize that if the generation of new content (new rulesets, not adaption of existing content into pre-existing rule sets) is solely focused on a different platform, then you have somewhat abandoned the old platform. As HLC waits in limbo for you to decide if we are worth getting the new RPG rulesets it will still 'feel' like you have abandoned HLC. Perhaps even just increasing company communication can help. I only found out that the 2e playtest was on HLO by reading strange 2e posts in the forums. I didn't realize you were even supporting 2e until after you had thrown something out there. Again, it makes HLC feel somewhat abandoned.

11. Again it is good to hear you say this. But instead of more features, I want to use your existing product (HLC) to explore these new rule sets. My players and I haven't picked up Starfinder largely because it isn't being supported by you in HLC. That is a powerful sentiment. Your product is so integrated with our use of RPGs that we would rather be left in the dust (or move to other supported systems, like 5e) than play the new systems we actually want to play. My warning to you is that this likely won't last forever. If someone enters the market place with a comparable product, I think a lot of frustrated HLC users will move. Although, likely not feasible, I would much rather that your company had expanded your team to fully support both platforms than move 80-90% of your support to the new platform with no clear roadmap as to how the old platform would receive these new/exciting rule-sets.

12. So while a snapshot is nice. I think a lot of headaches or complaints could be removed if the snapshot was also minimally editable. That would mean allowing a 'lite' version of your server to be run client side as an offline application. But if I was in a no/bad service area I could at least modify bonuses via things like spells or conditions. Until then, the loss of connectivity won't be solved by a 'snap shot' because it basically means I am stuck in paper and pencil mode during active play. That means the average user needs to really understand their character and the mechanics behind them and the 'crutch/aid' that your program is providing is immediately nullified. Please keep moving forward with your solution, but if the snap shot can't achieve some of the stated goals above, it won't be fit for purpose for the strongest critiques of HLO. Some might even be willing to pay a little bit more to have that lite server app so we have assurances of uninterrupted offline play (although some might describe that as extortion).

Again, I thank you for taking the time to have this discussion. I really appreciate having this much voice as a customer and think it reflects very highly on your company. It is part of the reason that I want to remain a loyal/committed customer to your company (even though we currently disagree on HLO).
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