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The Unreal Marketplace Improvement and Feedback Thread

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  • replied
    thanks! couldn't find this link via google search

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  • replied
    Originally posted by protegedev View Post
    I like to be able to access the marketplace without unreal, when I'm traveling or without the UE4, I cannot go into the store.
    https://www.unrealengine.com/marketplace

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  • replied
    You should be able to access it via the web browser. The menu at the top of the page can take you there.

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  • replied
    I like to be able to access the marketplace without unreal, when I'm traveling or without the UE4, I cannot go into the store.

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  • replied
    I also noticed just now that the realistic landscape pack (you know, the one who's high price tag started the whole landscape asset war on the forums) has dropped in price from $150 to $50. I think this is a great move in the right direction for this asset pack, but nothing was mentioned about it being on sale on the marketplace. Even if its not a sale but a new permanent price, why not advertise it? Seems like you might losing potential buyers.

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  • replied
    When a pack is updated, can you post update notes in the launcher - directly in the asset? I see an update but hesitate to download it because I don't know what has changed and how it will affect my game. This matters a lot considering how heavily some bought packages are edited after being purchased, but will be an absolute requirement once you start accepting C++ plugins on the marketplace. If we don't have clear update notes associated with each update, then clicking the update and add to project button would be similar to asking to be kicked in the nuts.

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  • replied
    1. I like the blog post. It's like a commercial for the new packs.
    2. I usually find out about new releases from the blog post.
    3. I don't use Twitter, but I'm not opposed to the idea.

    I agree with some of the others who want more releases per week. Release as many as you guys can process.

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  • replied
    Originally posted by crumbaker
    To be honest, No to all your questions(except#2, the answer is the launcher or forums) we just want more quicker releases, all the time and effort you're putting into that I think would be wasted. All the information we want would be on the sellers marketplace page, and further questions in a forum post. I say let people vote on things they buy, if something continuously gets low votes take it down. Love ue4's engine, and think it's far better than Unity, except the marketplace.

    I agree with you. I think between a seller putting stuff on the marketplace and being able to buy it should never be more than 1 week. If Epic want's to do some QA during this week they may do, but if they don't find time for this, then they just shouldn't. Every pack on the marketplace should have a detailed video to show the quality of the content.
    And Sellers should be able to upload updates immediately to the marketplace without any Epic staff doing anything.

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  • replied
    Originally posted by Jon Jones View Post
    [*]When I make the big blog post writeups about each release that week, is this actually interesting or helpful to anyone?
    Not really. Not at such an early stage in the development of the marketplace.

    Originally posted by Jon Jones View Post
    [*]What's the first place you actually find out about new releases? Is it the blog post, the forum, or do you just log into the Marketplace and see the 'NEW' labeled items?
    Ongoing threads started from the Content Creators themselves + 'New' labeled items.

    Originally posted by Jon Jones View Post
    [*]Would a Marketplace Twitter account be interesting?
    Not now, maybe later when the cupboard isn't so bare.

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  • replied
    The folder layout for content to be added to a project VERY much needs to be rehashed!

    Instead of:
    Content\{ProjectName}\{Type; ie: Textures}\filename.ext

    it needs to follow a more sane level of naming.. such as:
    Content\{Type}\{ProjectName}\filename.ext

    This way I don't have to keep spending time moving assets around to keep everything tidy in the project hierarchy.

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  • replied
    Hi! My suggestion is visible content version number on the content marketplace window/subpage, what do you think? I don't want to wonder which version of file it exactly is, if the update has already been implemented or not.
    Regards

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  • replied
    I disagree with the metrics suggestion. That can have the potential to limit creativity of the developer. As long as it adheres to the 10cm grid it should be fine.

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  • replied
    Originally posted by Jon Jones View Post
    Awesome feedback, everybody. Thanks! I'll start pushing for more content to be released, then. We've started an internal discussion about how much we can realistically process and release and how often, and find the best way to do it.

    Since Epic's a fan of transparency, I'll lay out the two biggest reasons that we've been cautious about how much content we release:
    1. Guaranteeing we're spending enough time on internal QA and not rushing things for the sake of a release that looks bigger,
    2. Publishing a release is actually a very manual and time-consuming process right now. We're still working on this, but there is a *LOT* to it, and we've been trying to make the process better and easier to predict.


    Fortunately, since we QA things before they make it to the public Trello, we have a LOT more time to test and fix problems and plan releases. I'll talk to the team and find out what we can safely and responsibly handle, and update here when I know more.

    Since this feedback has been great, I have some other questions for you guys and girls:
    1. When I make the big blog post writeups about each release that week, is this actually interesting or helpful to anyone?
    2. What's the first place you actually find out about new releases? Is it the blog post, the forum, or do you just log into the Marketplace and see the 'NEW' labeled items?
    3. Would a Marketplace Twitter account be interesting?


    I'd love to hear what you think! This is good stuff and it really helps us, so please, keep it coming.


    Thumbs up for a Marketplace Twitter account.

    So far I just login to these forums and find out about the updates.

    Also, someone else mentioned on here a problem with metrics for environment kits.
    Maybe have a checklist of things to adhere to when creating these kits? Suggestions, so to speak.
    For example, stair heights, door heights and widths, hallway widths, cover heights etc. Crytek had a good write up on this:

    http://docs.cryengine.com/display/SD...ment+Reference

    ^Something like that might make it easier for animators and environment artists to adhere to a more standard way of creating content.

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  • replied
    Originally posted by Jon Jones View Post
    1. When I make the big blog post writeups about each release that week, is this actually interesting or helpful to anyone?
    2. What's the first place you actually find out about new releases? Is it the blog post, the forum, or do you just log into the Marketplace and see the 'NEW' labeled items?
    3. Would a Marketplace Twitter account be interesting?
    1: I do like the blog posts. Maybe you don't need to go into so much depth? If you keep your current format with a weekly release (which I think should be more often if possible) then the depth is good, but if you are doing a recap I would have a much smaller blurb about the item. Let the pictures and videos sell the content, not your words and opinions on the asset.
    2: I am at unrealengine.com religiously, so I see the blog post, but also the NEW tags really bring attention in the launcher. I suggest you put the little '1' notification that you have for the library/unreal tournament to include the Marketplace as well. This makes users check and will be the best way to bring attention to new items.
    3: Meh.

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  • replied
    I usually hear what's newly available either through email (blog) or via the launcher.

    It doesn't much matter about what's released though, its more about what's available and what isn't. Plus of course the quality of the products. Mainly the issue is that content producers need a bit more of a firm hand on things like working at the correct scale, having good documentation and the like. The easiest way to get me to purchase more stuff, is to make sure the stuff I do purchase actually works (reasonably) easily. So if I have to mess around with something to get it to work, then its less likely I'll take a chance next time.

    Its stuff like having modular building sets, where the parts are built to a scale where the "default" character feels out of scale that would put me off (as happened with one pack at least). Stuff like collisions not allowing characters to get through doorways and the like.

    I guess its really a programmer point of view in that sense. I want the art to "just work" when I drop it in. So I want that standardization so that I don't get two packs with complete different scales. Things like weapons and characters should always work together. But things like characters and doorways are another pain point in a lot of circumstances.

    Its the kind of thing where its not a HARD fix, but it would require an artist I don't have available to do it. (OK, so I do it myself anyway, but I'd rather not waste that time).

    So the more you can do to ensure consistency and high quality, the better I think the overall marketplace will be viewed. Once people know they are going to get that high quality "ready-to-use" content every time they buy something, I think the confidence will be there to rely on the marketplace a little more.

    So yeah, its good to get new marketplace releases, but I think the manner of release right now is fine (although I prefer just release it as its approved) and I'd concern myself more with ensuring consistency and interoperability.

    Leave a comment:

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