Elanghel posted on Aug 10, 2014 4:38:47 PM - Report post
Not sure if it has been asked, but I just got curious on what makes a game more expensive or cheaper in credits. Is it because of difficult to build the trainer or because certain companies like to update the game more (requesting extra work) or is it due to demand?
I noticed Ultra Street Fighter IV, Assassin's Creed V and Batman Arkham Knight requires 5-8.000 points, while others such as Tomb Raider Reboot 2 a whooping 30k D:
Is it ok for us to know the ratings for the points?
SPEC OPS
Jaks posted on Aug 10, 2014 8:49:06 PM - Report post
Only info I believe that's been posted when asked before is the description on the Requests page under Request a Trainer.
Mainly:
Each game will have a credit goal assigned based on game popularity, difficulty in training and history of updates from the game developer.
Keep your Fighting clean and your Sex dirty.
ELITE
Elanghel posted on Aug 10, 2014 8:56:22 PM - Report post
Haha, then its all the three reasons I mentioned there. I wonder if we would get to know details though.
AUTHOR
Neo7 posted on Aug 10, 2014 10:14:56 PM - Report post
What more is there to elaborate than that? Deciphering game code difficulty is a variable that ranges from trivial to impossible. Updates cause the game code to change memory values when they get compiled causing staff to often recreate a new trainer from scratch as an "update" (there is no "base template" to work off of, you go to the absolute start for updating trainers). The more updates a company pushes, the more difficult it is to maintain.
With agile development cycles becoming more popular with game developers, the more of a headache Caliber and 0x90 will have with games.