Why do you no longer offer the API
making it more difficult for tool developers?
Well, that isnt exactly correct.
Of course we still offer the API.
That was a technical problem we had at the beginning of the month.
The keys have an expiry time, and so they expired
exactly as they should do on 1st July.
Its a simple security setting to ensure
the keys arent permanently valid.
Sadly, that was a weekend and so we werent able
to react quickly enough and extend
Nevertheless I think it only took a matter of hours.
The keys have been extended now
I believe until at least November.
Weve also put systems in place
to ensure that there are fewer problems
next time around.
We have a tool to administer these keys.
But we have no intentions of dropping support for the API keys.
And we certainly dont want to make life difficult for the tool developers.
On the contrary, if the developers come to us and say:
Hey, for this site I really wish it were possible
to have more influence on OGame.
then they should tell us and well see if we can lend them a hand
and implement things in the game
to make it easier for them to access the data
or perhaps change the view of OGame
if they need that.
But yeah, the opposite is the case.
Were still very much actively using these things.
So everythings fine?
Itd be a pity otherwise.
But theres more in this regard.
For this newsletter, we intend to introduce
one of the tool developers
show how he develops his tool
and how it can be used.
Overall wed like to give these tools
a little more attention.
Wed also love to have more
tool developers contact us and say:
Hey, thats awesome.
Ive got a great idea for OGame
to give the players, I dunno, an easier-to-use fleet dispatch page.
Or: I need information X
then I can display some awesome stats to the players.
Whenever tool devs get in touch with us
were always open to them
and happy to give out more API keys.
So there you have it get in touch!
This is your guy.
Okay, next up I have another longer question
and its coming right at you, Flo.
The question is
Ah! Another one from Lord Kazzarro:
In the last video you talked about
Being able to buy individual components
doesnt sound like a good idea.
Will this be a premium feature and
will every ship have to be upgraded individually?
That sounds like far too much work.
Absolutely. Dont panic!
That will be a non-premium feature.
But we want to keep the option open to us to say:
Okay, upgrading ships takes
X units of time per component.
Then theres some kind of upgrade booster
which you can buy.
Or perhaps its linked to the officers.
Either way, allowing players to purchase a time advantage.
It shouldnt allow you to buy your way to the #1 spot in the rankings.
But if you say:
I dont have that much time
and I cant be so active in the game.
Then you still have options.
But as I say, thats still up in the air
and nothing has been finalised.
I assume anyway that it will be on the PTS first
so players can test it out and give us their feedback.
And then well certainly make
changes of one form or another.
But that will all take some time.
Ill go directly into the next question
from The Nantais.
Im sorry if I pronounced it wrong
you can correct me in the comments.
So the question is:
Are there any plans to optimise server latency
during big fights?
With the last updates we already improved a lot.
The battle system itself.
And we dont receive much feedback
with issues in big battles.
So whenever we have someone
in the community reporting that
we will always forward it to the developers
to check if something really happened
or if its maybe an internet connection
or anything like that.
But as I said:
We have the forums and we have Facebook
we have a lot of tools that they can use
like places where they can report stuff
and we will always check it.
I can add something on this topic.
Right before this video meeting
there was a ticket spawning on my desk
about loading time issues.
On PTS and on QA servers this is normal
and sometimes on live servers its up to 3 times higher.
So we are listening to the voice of the players
there is an issue
and we try to find out, what it is.
If its related to the code or to server settings
or hardware malfunction or something like that.
Now I have a more general question from Dr_Jackal
and Im going to give this one to you, Ren:
What are the current priorities and milestones
for the games future development?
Currently the main focus is of course
to keep the current players we have
and to motivate them further.
On the other hand weve also seen that
we can win back older players
with small things.
And that is naturally a fine thing.
Especially people who say:
God, I played that game for years
but stopped because it was always the same old thing.
Now theres something new.
I think Ill check it out.
That was really nice for us
in the community in particular
to see these old faces again (or at least read their names).
And they were able to share a somewhat more seasoned perspective
on the updates and features.
But there were still lots of little tweaks
we could make.
They soon found their way back into
the new community and shared their stories.
And we can see that both are important.
Both giving older players something to get excited about:
Hey, come back and check this out!
But also winning new players for the game.
Players who are new to the game
might also bring new impetus
and fresh tactics, for example.
Were working with those things in mind.
We used to announce the milestones on our roadmap
but these days we only do that
when were certain about them.
And that makes absolute sense.
For one thing, it takes the pressure off the developers
and it makes sure the community isnt disappointed, saying:
Wait a minute, its Friday today
and theres nothing there!
And in the worst case scenario
which sadly happened in the past
a version gets released on Friday
which is broken somehow.
The community is angry
the programmers are working overtime
and basically the long-awaited update is a failure.
Thats why we always leave ourselves enough time
and youll just have to have a bit of patience.
One important thing of course is that the players
give us their feedback with each version
making use of the great options open to them
on the test servers or Origin.
Sometimes we hear some frustration:
They never listen to us anyway.
But thats not the case. We always forward feedback
and take it to heart.
Some things are easily adjusted, others arent.
But it is really important to report things.
If in doubt, go into detail when explaining it.
That deep tactical view which some of the players have
we might no longer have in our minds.
That means we need the players to have a little patience
and tell us directly:
This is how it is.
No need to be blunt about it.
Just say directly:
I dont like that in this version because X and Y.
Or I have problems with such and such.
And whats really important to me personally
even if one person has reported something
please dont sit back and say:
Well, someone else has written it now
so I wont bother saying anything.
Because it can easily happen
that the information gets lost
because we think it only affects one player
whos using an ancient browser
from 1992 or whatever.
So please: send feedback, send lots.
Its really important.
Were not the only ones who benefit
but also you, the players.
Yes, so just head along to the forums
Ill give the next question to you, Flo.
Another one from Scorer, this time:
Could you give us some insights
into how decisions get made?
How long does it generally take
until a new idea is implemented in the game?
Yeah, thats a difficult question.
It totally depends on what
is being changed or added.
If its something small then we can
generally manage it within a few days to a week.
For larger things it can take weeks
or even months just for the planning phase.
We talked about that earlier with the features.
I spent all of last week writing up user stories
and use cases.
That gives us an idea about how
the changes will affect the game
and what kind of things we need to watch out for.
In particular considering these different personae.
For example, which user groups might exist
or which have we identified?
Based on that we can then say:
Person 1 or group 1 plays OGame like this
person 2 is maybe an impatient player
a long-time player.
Player 2 wouldnt bother reading
pop-ups or infoboxes
because he thinks he knows everything already.
Hes got a fixed way of playing.
Things like that need to be considered
so that new features or changes to the game behaviour
can be communicated.
It really depends though on
what were implementing or changing.
So, that was Part 2 of the
second Q&A video.
I hope we could answer all of your questions.
At this point Id just like to say thank you again
for all the questions you posted
in the OGame forums.
If you have any more questions
or new ones now youve seen this video
then simply post them in the OGame forums
or write them in the comments.
Well collect them and
as soon as we have enough
well be making another Q&A video for you.
Until next time see you!