
I wouldn't spend any money on retro's anyway haha.
For Sulake it matters very little if the users use both the retro and the real Habbo. This is just how they will calculate the loss of damages as it is the more appropriate way.
If anyone has any Habbo retros and doesn't immediately shut them down because they will get more users due to this big one shutting are idiots. Short term gain, long term loss for retro owners.
Oh, right didn't think about adverts, makes sense. For me insurance is when you take something like ''just in case'' and then give it back. S: Guess not in this case.Profit from potential adverts etc. Basically they are claiming for loss of earnings and breach of copyright. They must have presented a strong case to a Judge to have him/her agree to freeze his assets/hand them over. It's done so the defendant can't make himself bankrupt before/during the case as this would mean that he would have nothing to give to Sulake if they win - which means they lose heavily overall (legal costs which they won't be able to recover which are expensive!). So the car - and possibly house if they come after it - will be used as insurance.
Exactly, (check what I replied to the post ^). And then I don't see why people use retros instead of Habbo if they are going to buy credits anyway.
If by some miracle Sulake lose, yes then they will give it back. Until then, it will be used as insurance for legal costs.Oh, right didn't think about adverts, makes sense. For me insurance is when you take something like ''just in case'' and then give it back. S: Guess not in this case.
Exactly, (check what I replied to the post ^). And then I don't see why people use retros instead of Habbo if they are going to buy credits anyway.
Sulake won't lose and nor should they.
Quite different examples. As you said, Minecraft was being pirated during the alpha stages. Habbo wasn't pirated in the alpha stages but a few years into its life cycle. So there are different time frames in the Mojang and Sulake examples - also, Mojang wasn't a big company back when Minecraft was in Alpha, so they didn't have that mentality and still do not have it. Sulake was similar, but they adopted a big company mentality when they shied away from being community driven to profit drivenThe two also operate very differently, with Minecraft being a sandbox type game and Habbo is a social network with role-playing abilities.
Minecraft lay all the buildable assets on the table for their customers to use, while Habbo release furniture as and when they want to - Mojang also like people pirating and modding the game, as they see it as "development" and they often add features from these mods .I believe Pistons came from a mod originally. Plus, the people who pirate are not necessarily seen as a problem as they've made a considerable amount of money from people who either bought into the Alpha and Beta, or from the full game that it's not considered an issue. Not forgetting there are few location and language problems facing Mojang - Sulake have to adapt services to different countries through different servers, when Mojang just has the one system.
Habbo simply do not want to learn from retro servers, which are considerably harmful to their business model. They do not like community based ideas or give credit where credit is due, while Mojang is a successful company because they're open to new ideas and are customer focused and open to discussions. It's been increasingly noticeable for some time now that Habbo have lost their touch when it comes to being community driven. They're quite an anti-social company for a company that has a social based businessThey way each are financed is different too - Minecraft get a one off "over the counter" payment from customers, while Habbo rely on people buying in-game currency to buy furniture and other features. Secondary funding comes in the form of merchandising for both businesses, but primarily funding comes from a one-off payment as with Minecraft and in-store currency with Habbo. Habbo also have advertising, but that's slumped since they became a paedo haven. This works to Mojang's advantage as they make the funds immediately and are free to develop, Habbo can't do anything similar as the funds have to come from smaller payments from customers when they feel like it as the game is free to play right from the start.
Lessons could be learnt from retros, although the damage has already been done that it wouldn't be a surprised if Habbo ever recovers properly. Their downsizing plans were atrocious with mergers, that it doesn't seem that surprising people used Otaku because there was some stability
tl;dr - Habbo didn't have many problems when it was new with pirating as there wasn't anything to pirate. Minecraft had a downloadable client open to abuse. Both operate differently. Where one succeeds in learning from community projects, the other fails because it only seeks to punish than to learn and solve problems.
LEFT
FOM & FOW
If you need me, feel free to PM me here for contact details.
Not only have poor interaction on part of the staff members and shunting themselves from the community harmed Habbo, but also the decision to install things such as wired and especially the marketplace.Quite different examples. As you said, Minecraft was being pirated during the alpha stages. Habbo wasn't pirated in the alpha stages but a few years into its life cycle. So there are different time frames in the Mojang and Sulake examples - also, Mojang wasn't a big company back when Minecraft was in Alpha, so they didn't have that mentality and still do not have it. Sulake was similar, but they adopted a big company mentality when they shied away from being community driven to profit drivenThe two also operate very differently, with Minecraft being a sandbox type game and Habbo is a social network with role-playing abilities.
Minecraft lay all the buildable assets on the table for their customers to use, while Habbo release furniture as and when they want to - Mojang also like people pirating and modding the game, as they see it as "development" and they often add features from these mods .I believe Pistons came from a mod originally. Plus, the people who pirate are not necessarily seen as a problem as they've made a considerable amount of money from people who either bought into the Alpha and Beta, or from the full game that it's not considered an issue. Not forgetting there are few location and language problems facing Mojang - Sulake have to adapt services to different countries through different servers, when Mojang just has the one system.
Habbo simply do not want to learn from retro servers, which are considerably harmful to their business model. They do not like community based ideas or give credit where credit is due, while Mojang is a successful company because they're open to new ideas and are customer focused and open to discussions. It's been increasingly noticeable for some time now that Habbo have lost their touch when it comes to being community driven. They're quite an anti-social company for a company that has a social based businessThey way each are financed is different too - Minecraft get a one off "over the counter" payment from customers, while Habbo rely on people buying in-game currency to buy furniture and other features. Secondary funding comes in the form of merchandising for both businesses, but primarily funding comes from a one-off payment as with Minecraft and in-store currency with Habbo. Habbo also have advertising, but that's slumped since they became a paedo haven. This works to Mojang's advantage as they make the funds immediately and are free to develop, Habbo can't do anything similar as the funds have to come from smaller payments from customers when they feel like it as the game is free to play right from the start.
Lessons could be learnt from retros, although the damage has already been done that it wouldn't be a surprised if Habbo ever recovers properly. Their downsizing plans were atrocious with mergers, that it doesn't seem that surprising people used Otaku because there was some stability
tl;dr - Habbo didn't have many problems when it was new with pirating as there wasn't anything to pirate. Minecraft had a downloadable client open to abuse. Both operate differently. Where one succeeds in learning from community projects, the other fails because it only seeks to punish than to learn and solve problems.
Pre-marketplace, when you needed a furni for a room, you had to search for ages to find it, increasing the amount of time you spend on Habbo. Now, you go on marketplace and it will most likely be there - saving you potentially hours.
Wired has also automated games and killed off games such as ff, bingo, races. It's mainly mazes and wired related games - many of which do not require a host. A game can now run without a host, so why should the owner sit there and spend time?
Habbo had a bad few years where they lost their roots and like you said, adopted a big company behaviour. I find it shocking that Habbo still fails to realise the importance of good customer service. They outsourced etc and downgraded the quality of their customer service, also shunting their customers. Good customer service is vital for the existence of any business in the long run. Fail at customer service and you will fail at business.
I loved playing Habbo and hopefully the new CEO will make dramatic changes and invest in customer service and proper hotel managers etc again. If not, then he too will fail like others.
This guy didn't own a retro and make money from it, he sold the stuff needed to make retros to other people. E.g: Pay £20, get basic retro package. Pay £30, get retro and website etc.But how do you win so much owning a retro? Like it was said, most people that use retros do it also because of the free coins they give. They won't purchase coins.. I understand they are probably taking profit from Sulake, but I can't see how they can get profit from having a retro..
Not really as insurance, or will they give it back..?
Want to hide these adverts? Register an account for free!