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Release Schedule?

Nothing has been finalized yet. The current thinking for the Bestiary is $10-15, while the Advanced Player's Guide will be $10-20 (as Dartnet predicted). This ultimately depends on exactly how much time is spent writing the data files versus how many units we anticipate selling - there's a lot of work involved in adding all this material. The Advanced Player's Guide is more uncertain than the Bestiary, since we don't yet know how much material is involved and have no way to gauge how much work will be entailed.

I am willing to pay for both updates at the price ranges you indicate. The product is fun/useful and your customer service is excellent.

Faster, please. :) (to copy Instapundit)
 
I'm in for both (if it helps you predict purchases and set a lower price, even better!)

Seriously, maybe you should do a poll to help you with that sales guesstimate so that you can set prices appropriately.
 
Or even do pre orders then if you get enough pre orders maybe we can get it at a cheaper price or if you pre order its at a cheaper price
(cause i know i will pre order both)
 
I'm good for both the Bestiary and the Advanced Player's Guide. The quoted prices seem very reasonable to me. I just don't have the time to do the work myself.
 
Or even do pre orders then if you get enough pre orders maybe we can get it at a cheaper price or if you pre order its at a cheaper price
(cause i know i will pre order both)

We view pre-orders as something that we're not in a position to do successfully right now. Pre-orders represent a potential customer relations issue that we don't want to risk right now. Even though we've been around for 16 years, we're still a tiny company. When you accept pre-orders, you establish an expectation by the customer that you'll deliver what's been paid for within a "reasonable" timeframe.

Here's where it gets difficult, though. Everyone has a different definition of "reasonable", and there are customers out there who will widely and publicly decry someone of "ripping them off" if the company doesn't satisfy their definition of "reasonable". This creates a great deal of pressure on the company to promise concrete dates and release something *on* that date, even if the release is premature (i.e. buggy or incomplete). I'm sure you've all seen many examples of this with computer games and other software.

Because we're tiny and we strive for high quality in what we release, our release dates are targets we're pushing for, but they are not concrete. External factors can (and often do) arise that derail progress temporarily or we could run into technical issues (or simply unexpected bugs) that take longer to solve properly. Either way, it's a definite reality that we could miss a release date, which is why we try not to quote dates when we can avoid it.

Our goal is to keep customers happy and spreading the word about our products. The best way to do that is to produce a high quality product and avoid establishing expectations that we can't deliver on. Consequently, we don't believe pre-orders to be prudent right now. While we'd love to do them in principle, they just don't make good sense for us at the moment.

Hope this explanation makes sense....
 
We view pre-orders as something that we're not in a position to do successfully right now. Pre-orders represent a potential customer relations issue that we don't want to risk right now. Even though we've been around for 16 years, we're still a tiny company. When you accept pre-orders, you establish an expectation by the customer that you'll deliver what's been paid for within a "reasonable" timeframe.

Here's where it gets difficult, though. Everyone has a different definition of "reasonable", and there are customers out there who will widely and publicly decry someone of "ripping them off" if the company doesn't satisfy their definition of "reasonable". This creates a great deal of pressure on the company to promise concrete dates and release something *on* that date, even if the release is premature (i.e. buggy or incomplete). I'm sure you've all seen many examples of this with computer games and other software.

Because we're tiny and we strive for high quality in what we release, our release dates are targets we're pushing for, but they are not concrete. External factors can (and often do) arise that derail progress temporarily or we could run into technical issues (or simply unexpected bugs) that take longer to solve properly. Either way, it's a definite reality that we could miss a release date, which is why we try not to quote dates when we can avoid it.

Our goal is to keep customers happy and spreading the word about our products. The best way to do that is to produce a high quality product and avoid establishing expectations that we can't deliver on. Consequently, we don't believe pre-orders to be prudent right now. While we'd love to do them in principle, they just don't make good sense for us at the moment.

Hope this explanation makes sense....

Hi, Rob. Yep, that makes sense to me... but that could be because I'm in the high tech, client-facing, deliver-or-die sphere. Under-promise and over-deliver is the safest way to do business. :D FWIW - thank you for explaining your business rationale. It's great to see candor in a field where most companies opt for the "we can't do it and we can't tell you why" answer.

At the risk of getting you to commit to a date... how is HL 3.6 coming? Still on track for release at some point this week?
 
We view pre-orders as something that we're not in a position to do successfully right now. Pre-orders represent a potential customer relations issue that we don't want to risk right now. Even though we've been around for 16 years, we're still a tiny company. When you accept pre-orders, you establish an expectation by the customer that you'll deliver what's been paid for within a "reasonable" timeframe.

Here's where it gets difficult, though. Everyone has a different definition of "reasonable", and there are customers out there who will widely and publicly decry someone of "ripping them off" if the company doesn't satisfy their definition of "reasonable". This creates a great deal of pressure on the company to promise concrete dates and release something *on* that date, even if the release is premature (i.e. buggy or incomplete). I'm sure you've all seen many examples of this with computer games and other software.

Because we're tiny and we strive for high quality in what we release, our release dates are targets we're pushing for, but they are not concrete. External factors can (and often do) arise that derail progress temporarily or we could run into technical issues (or simply unexpected bugs) that take longer to solve properly. Either way, it's a definite reality that we could miss a release date, which is why we try not to quote dates when we can avoid it.

Our goal is to keep customers happy and spreading the word about our products. The best way to do that is to produce a high quality product and avoid establishing expectations that we can't deliver on. Consequently, we don't believe pre-orders to be prudent right now. While we'd love to do them in principle, they just don't make good sense for us at the moment.

Hope this explanation makes sense....

It dose there are other of companies that do character creators that only produce new stuff when they get so many pre-orders and that leads to having to put money down and then waiting for sometimes years for a data file. I like your way better.
 
Yeah that makes sense I was just trying to let you know how many sales you have so you can price accordingly
 
Hiya folks, new user here, just wondering if there was any update to the release of the Advanced Players Guide Playtest Classes (Are we getting them this week, basically..if not that's fine of course, just checking). I started stat-ing in Alchemist but I was making slow progress and I figured if it's coming in the near future I'd let you folks do what you do best... great product by the way
 
The problem with getting V3.6 out the door right now is that we're two weeks out from a major tradeshow and we've got all the prep work for that show needing to get done. Since we slipped V3.6 into this week, we've got lots of things that can't be deferred that must be done (for the show) and the remaining V3.6 work is being juggled in as best we can. Colen's down to working on the last big thing on his plate for V3.6 and it's mostly finished. I've got a couple days of work left, plus about a day's worth of data file work that needs to get done. So I'm the gating factor right now and I'm pushing to get it all finished by end of Saturday. <fingers crossed>

When we release V3.6, lots of stuff will be released at the same time, including the Call of Cthulhu game system and the playtest classes for Pathfinder. I believe 5 of the classes are complete right now, plus a detailed tutorial on how to add complex classes of your own. If the 6th class (Summoner) isn't finished in time for the V3.6 release, we'll include it next week in a follow-on update.
 
We're code complete as of a few minutes ago (Sunday evening). Now we're testing everything to make sure we didn't mess anything up. Assuming we don't find any nasty bugs during testing, we ought to have V3.6 out on Monday. <fingers crossed>

Thanks for your patience!! :-)
 
Sorry you had to sacrifice your weekend, Rob. But THANK YOU to you and your team for cranking on this even though you have a trade-show coming up. It is much appreciated. By way of thanks, I'll be buying sight-unseen whatever updates you guys offer for Pathfinder HL - so put me down in the 'buy' column for the Bestiary, APG, etc. I like your products and respect your work ethic.
 
sorry you had to sacrifice your weekend, rob. But thank you to you and your team for cranking on this even though you have a trade-show coming up. It is much appreciated. By way of thanks, i'll be buying sight-unseen whatever updates you guys offer for pathfinder hl - so put me down in the 'buy' column for the bestiary, apg, etc. I like your products and respect your work ethic.


ditto!
 
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