Development Cycle Archive
Thread: I'm out of my cave!
Sorry it is that simple. It is just like digging ditches. Their is a small difference in that you have more of a learning curve than just digging a whole. Once you learn how to dig, or the code base, then you start being productive. That learning curve could be 6 months to a year. There is a second thing which is a must, and that is no turn around on your best employees. That means you need to pay them better than what the other guy would pay them. If they are not that talented, then you need to let them go or not give them huge insentives to make them stay. Running a high class business is very easy and straight forward. Running a business centered completely around the bottemline is also straight forward. Most businesses run somewhere inbetween those two methods, we don't seem to have much high class methology going on with this project though, hence all the bugs after a full year.
Janson wrote:
Sewoo wrote:
Thanks for the response.
Here is the meat of the nut for many, many people:
It doesnt seem as though you have enough programers writing code. The discontent is that we are not waiting for enhancements to the game - we are waiting for working systems.
There are many things that are flat out broken and need attention. Asking customers to continue to pay for a game, where many aspects don't work as intended/don't work at all is really, really frustrating.
I don't mean to sound cruel, but I don't care what the problems are. I am paying for a service that I have certain expectations for. Fix the game - now. If that means you have to hire 35 more programers, then do so.
The problem is that hiring more programmers straight up does not help the problem at all :/ This is a sad thing cuz if it would help, it could easily fix things. The problem is that SWG has a special engine and codebase that takes time to learn. There also needs to be a purposeful plan set up for the programmers and a lead programmer or senior programmer managing the implementation and tasks done by the specific programers, while making sure the code will fit together in the whole grand scheme of the game design and implementation. It is more complicated then just throwing more programmers at the problem.
(Master Bounty Hunter & Rambeling Gambler. Just give me a blaster and a chance cube and I'll win everytime)
Meplorium wrote:
Sorry it is that simple. It is just like digging ditches. Their is a small difference in that you have more of a learning curve than just digging a whole. Once you learn how to dig, or the code base, then you start being productive. That learning curve could be 6 months to a year. There is a second thing which is a must, and that is no turn around on your best employees. That means you need to pay them better than what the other guy would pay them. If they are not that talented, then you need to let them go or not give them huge insentives to make them stay. Running a high class business is very easy and straight forward. Running a business centered completely around the bottemline is also straight forward. Most businesses run somewhere inbetween those two methods, we don't seem to have much high class methology going on with this project though, hence all the bugs after a full year.
Janson wrote:
Sewoo wrote:
Thanks for the response.
Here is the meat of the nut for many, many people:
It doesnt seem as though you have enough programers writing code. The discontent is that we are not waiting for enhancements to the game - we are waiting for working systems.
There are many things that are flat out broken and need attention. Asking customers to continue to pay for a game, where many aspects don't work as intended/don't work at all is really, really frustrating.
I don't mean to sound cruel, but I don't care what the problems are. I am paying for a service that I have certain expectations for. Fix the game - now. If that means you have to hire 35 more programers, then do so.
The problem is that hiring more programmers straight up does not help the problem at all :/ This is a sad thing cuz if it would help, it could easily fix things. The problem is that SWG has a special engine and codebase that takes time to learn. There also needs to be a purposeful plan set up for the programmers and a lead programmer or senior programmer managing the implementation and tasks done by the specific programers, while making sure the code will fit together in the whole grand scheme of the game design and implementation. It is more complicated then just throwing more programmers at the problem.
BaalZamon wrote:
Haden, now that you've had the opportunity to view everything related to your comments and the repurcussions of said comments why did you not address your artful dodge to the magazines about the combat balance? We have threads documenting each and every time a developer promised the combat balance. What was the date on them? At least as far back as October. In Dec/Jan we were told it would only be a couple months. I'm sorry but couple months does not equal a year afterwards. The devs had a plan, and the plan kept getting bigger until THEY made it all encompassing. WE didn't do anything but ask why things were broken, or why the devs broke them on purpose until the CB. If you truely want to resolve everything that came from your interview, please address this.
P.S. Kurt does have a responsibility to the community he was the assistant manager for, and the same community he was promoted to manager for. Silence was what the community got. On the 23rd he told us you would address us that week. It wasn't until Sunday that we even got out of him that he had a few conversations with you regarding the issue. Silence is not a way to address the community.
P.P.S. Darn. I was in that camp.
I just have to say that there has never been a concrete date for any upcoming revamp. The only thing close to a date would be "soon".
But by now, we should all know that "soon" could mean, next month, 6 months, or a year. Everytime they talked about the Revamp TH would put alot of disclaimers about how nothing is concrete, and no dates are planned. That's just the way online development is.
-red
Heh, just echoing Indy and pointing to your post
fishbrains wrote:
WesBelden wrote:
Thanks for posting Shug, appreciate it.
I'll back Indy up though and point you to a thread on the Smuggler forum. You don't have to read it all, just know that it's quotes of various posts dating back to the 26th of August 2003 of Devs posting saying Smuggler needs fixing, some 'love', or should be expecting a revamp. It starts off witha quote of what you said in the interview with IGN.
I think the smuggler community really just wants to feel like it can trust the guys with the red names. At least for the older members of the community (and anyone who reads up on their community history) I don't think that's going to happen until Smuggler finally getsits long over due revamp.
Thanks for your time.
GJ Wes, you got to it before I could
Shug_Ninx wrote:
Then, I could have ended with: "And, just to show that there are always two sides to every issue, we almost always have community members who do take the time to post to the forums in open support of our direction."
Absolutely. The negative stuff usually tends to snowball a lot faster than any of the positive posts. There are still some of us who are understanding and don't try to readsinister things into everything the Devs say. Development takes time and is not an easy thing to do.
We do appreciate all the hard work you guys do! Keep it up. ![]()
For all of those who wish to one star me because I'm being positive without even giving it a second thought, just look at the recent HAM revamp discussions, CM changes and other good changes coming our way.