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Reddit AMA Recap - Overwolf on Buying Curseforge from Twitch
23/06/2020 a las 12:25
The CEO and Co-Founder of Overwolf is hosting an AMA on /r/IAmA to discuss the Overwolf client, including the transition of mods from the Twitch Client to Overwolf.
Edit: The AMA has wrapped up.
This comes after
Twitch sells CurseForge to Overwolf
which means that addon management will be leaving the Twitch Client.
Twitch Sells Curgeforge to Overwolf
WoW vs WoW Classic Bug
Hey folks - any plans to address the problems that Twitch was having with WoW classic vs WoW retail wherein it was confusing the two versions and installing the wrong versions in the wrong places?
Yep, that's on our list
Downloading Through Curseforge
Will we still be able to download addon files directly from curseforge without dealing with any separate app at all?
When can we expect the curseforge app to be released??
You clearly have a deep interest in WoW. What's your experience with Minecraft though? Do you have thoughts on how you're going to handle this transition for the Minecraft community, and what they should expect from you?
Actually, we find the Minecraft mod space super interesting :)
Regarding the transition - our first objective is to release a CurseForge app on Overwolf, that will maintain the full functionality of the Twitch client, and will make the transition from the Twitch client a breeze. As we do this, we plan to gather as much feedback as we can from the community, to gain a better understanding of the pains mod authors and user experience. We believe listening to the community is what should help us achieve our real goal - transform the mods space for the benefit of mod users and authors alike.
How will signing into curseforge after the transfer work? Cause currently you don't actually sign into curseforge, you sign into your twitch account and then it redirects you to your curseforge account, which means the curseforge account doesn't actually have a password or email to use.
We're working with Twitch to put together an account transfer process, in which we'll ask for your consent. You have several options here (like to opt-in for account transfer, opt-out etc.) We'll share more details next week, but here is the high-level review:
To clarify will several options include continuing to login via Twitch, such as can be done with Gamepedia still under Fandom?
These are 2 separate questions:
1) Consent - since the CurseForge as switching ownership, Twitch will hand over the existing CurseForge accounts to Overwolf. If you don't want this to happen, you can opt out: Your account data will not be shared with Overwolf, which means that you won’t be able to access your account on the CurseForge website and app after the transition. If you opt out, a secure copy of your data stays with Twitch for a period of time, then will be deleted.
2) Login - after the transition, users who DID provide consent will be able to log in to their CurseForge account (website / app). The CurseForge account will no longer be apart of your Twitch account. However, we plan to support log-in to the CurseForge account using various SSO services, like Google sign-in, and Twitch sign-in.
Will installing mods be the same as always?
Yes, the new app will function the same as it used to, but we're also open to feedback and would love to hear about feature requests, improvements and ideas from the community
Is there a beta planned, either open or closed? So that people can help test features, stability and/or better preparation to help migrate people from Twitch (mainly a concern for Minecraft), and for me as a co-dev of a large pack
We are still in the early stages of development and are focused on collecting feedback and requested features. Once we approach release we may have more information to share about this. You can sign up to our CurseForge newsletter
For the website, do you plan on improving its functionality? Currently its pretty with 0 back end and is a nightmare to navigate. There isn't even an actual back button to get back to the search results, its a joke. I saw the road map and know some things were listed on there, but more looking for a priority ranking of client/site/3rd party etc. over the coming future
Regarding the website:
Long run perspective - YES! We think of the website as an important pillar of the service, and should definitely get a lot of attention (UX&Design, frontend and backend features).
Short term perspective (next 4 months) - we have the enormous task in front of us, of releasing a modern-looking, fully functional CurseForge app, that will serve as a worthy home for the CurseForge community on Overwolf. This will be our main focus for the coming 4-5 months.
Client & Performance
As a WoW player, I mostly just want to update addons, then shut everything down so nothing runs in the background. Can I still do that?Can I run curseforged without actually running overwolf? Or do I have to launch curseforged from within overwolf.
You don't need to go and launch Overwolf, you can just launch the app from it's desktop icon or windows (Overwolf will be loaded in the background, since it is the engine for the app, kind of like how Steam launches when you launch PUBG) . We've created a video to demonstrate the user experience we've thought about:
. We'd love to get your feedback about this
Your app is very bloated and ran very very badly on my computer. What reassurance do you have to give wow players to use your service instead of just manually install or use another third party client?
In 2013 Overwolf did a pivot to build a framework. When did you last try it out? This is an example of the UX at the moment:
The assurance I can give is that we're a team of 70 gamers that care a ton about performance and quality. We've iterated on performance for years. Also, we are now developing a feature for creators on Overwolf, that monitors their CPU and GPU consumption, and gives them alerts if they cross thresholds. Curating apps created by 3rd party developers is hard, but we test every app before it's released. TL;DR - we're gamers, we understand and we care a lot about quality. BTW - last weekend I did my first chicken dinner on PUBG solo, recorded with an Overwolf app called Fuze:
You can't play PUBG with resource hogs.
Are you planning on introducing Linux support for the new client? The lack of Linux support for the twitch client was very painful to deal with.
Yes, we're planning to support MacOS in 4 months and Linux support will be developed after
The last time I used overwolf was for the hearthstone overlay, and it was so laggy I couldn't even use it. It seems you have done a lot to be open about data collection and I will give you a try again to see how your performance had improved, hopefully it is not so terribly laggy anymore
HearthArena was unfortunately a very good idea that was executed with many flaws. The 3rd party developer that created it is working on improving it. More details here:
You need to launch your client with MacOS support out of box, you can't replace twitch client with one that leaves some users behind. This is no good at all.
Clarifying - The expected launch date of both PC and Mac apps is in 4 months, Linux will be developed after
Is there an option to disabling the auto launch feature if we don't use it for any of those other games?
yes, we enforce that every 3rd party app with auto launch will have an option to disable it. You can to it in the Overwolf settings too
Are you ever going to address the ludicrous amounts of malware and spamware your atrocious client downloads?
We take extreme measures to prevent malware, spamware, bad advertisers, popups etc. , and the report from 2 days ago (pop up ad, not malware or anything like that) is the first one we've seen in years. Check me on that if you like. Despite the fact it was on a weekend, we fixed it in 2 hours, and apparently it was a bad advertiser from AppNexus, which we've blocked
From posts and FAQs, it seems like creators with more quality content maybe getting a higher split of the money, is this an indication of a partnership program?
Twitch currently have their author rewards program
. We plan to start as-is, and then iterate on it over time.
What will happen to mods written by authors that do not opt-in to transfer?
Twitch will reach out with specific details next week
Will addon authors with more than 1k downloads keep their Curseforge premium? (Which enabled the update all functionality in the past), or are you going to have update all enabled for everyone. I'd be fine with either :)
Interesting question. CurseForge Premium is a big topic for us as we think it would make sense to re-introduce. Still not quite set about the offering and benefits for mod authors though. Continuing with this, what are your thoughts about the CurseForge Premium? Does it makes sense to re-introduce?
What will happen to the support tickets that were sent in before the change?
For the next 4 months, everything should stay the same, so Twitch will still provide support for those
You mention that you plan on increasing revenue by 50% by 2022, can you elaborate more on that? The community has been saying that CurseForge is a money sink for years now, so I'm wondering what the plans are. Do you have any plans on making the author experience better? An example being more / open apis and docs.
Author - yes, this is a key focus
How do you see the subscription system working ? Something like patreon with rewards when you subscribe, and an API to check the entitlement, or just a system where you have to pay $X per month to get access to the mod ?
The basic mod subscription will support a no-ad experience across the mod manager client at first, but looking forward, we want to add extra functionality. Feel free to drop us suggestions
! Our vision though, will be to allow the modders to make the choice on how to monetize their mod.
To sum this up, I'm hoping if you could provide some additional insight into your position on that topic and maybe clear up any misunderstandings from the article if it was misinterpreted as applying to Minecraft as well.
Thanks for your question! Our HL plan is to develop subscription for extra features (similarly to how CurseFroge worked in the past), and have an in-app ad unit as you can see in this screenshot:
. Then authors will get 70% of that and of the ad revenue from the CF website. The split is the tricky part - we'll start with how Twitch does it today and hopefully improve over time. We'll also add donations and tips for creators, but we're not planning to do paid mods. I hope this answers your question
You've mentioned adding a subscription service where ~70% goes to the authors. How will you get users to subscribe to this? Im finding that you guys are much more open and transparent compared to twitch. Will you continue to keep this up and keep the community in the loop for what is being developed, or planned?
We plan to keep on being transparent, everything will be here:
About subs, we're thinking on QoL features that are not mandatory to operate the client. Kind of like what Curse had in the past.
One question you didn't answer is the payment types. What ways for redeeming are you considering? Do you want to just keep what's there, or add more, or replace them all?
We'll work with Xsolla and paypal
Open-Sourcing & Public API
Any plans to open source part of the stack?
See the question about reviewing malicious apps above. Since the framework can be used to create cheats, we can't open source Overwolf. The apps themselves can be open sourced, and some are, e.g.:
. We work directly with game developers to make sure they are happy with what creators do, so we have that responsibility for curation (this is Riot Games talking about us:
So, any plans to open source the CurseForge client then?
That's a really good question. I don't know how it will impact mod curation, monetization splits between creators or security. This is a TBD, I really can't say ATM
Do you plan to introduce a public API for third-party clients and developers to use?
It's too early to say. The plan right now is to ensure a smooth transition and to keep current functionalities in place.
Are you going to continue proving repository hosting or handing it off to a better GitHub integration? I think many people would prefer the latter. What about the WoW Addon Packager, open source maybe?
As a start, it's important for us to preserve functionality and keep things as they are, however, we're keeping an open mind and providing solutions to help authors is of great importance to us, so we'll dive in and explore all options
Are you planning on adding more CurseForge site staff so things like the drug mods and low effort mod pages AREN'T published? Since one is promoting substance abuse and the other is more of a standard thing that use to be enforced but for the last year has fallen on it's face by approving nearly anything? I am of course referring to the guidelines found here: https://authors.curseforge.com/knowledge-base/projects/106-changes-required-and-rejected-files
Thanks, wasn't aware of it actually.
As a strategy, Overwolf always preferred quality over quantity in terms of content distributed. It's a balance between getting as much content to the platform without too much policing and drawing the line in the sand. In this specific case, it does sounds like inappropriate but it also depends on the ToS of the game in question.
Once we'll assume live-ops we'll have a better assessment of whether we should add more staff or not for moderation
Are you guys going to work with TeamSpeak or their new Client? Thanks
I am not sure, this is for TeamSpeak to decide
Do you plan to support Fabric mods for Minecraft in your new launcher?
This is actually a popular request, to be honest. We can't confirm at the moment as we're still going over the code but we'll definitely look into it as it seems to be important for the community.
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