Ranger Archive
Thread: Update from Fan Fest
Cango wrote:
No, it's just you. Programmers for games arent always in the best of working conditions. I dont mean that they are up to their ankles in filth, in 104 degree heat with no A/C, whiel a slave driver beats them. What I mean is staying up for well over 24 hours at a time doing as much as they can under stressfull deadlines. A quick /* is easy to do and hard to miss, especially since it wouldn't show up as an error in debugging.
Vupos wrote:
"such shotty codding affects your costumers in such an immense way."
Hehe - I myself hate it when my costumers have to deal with shotty codding too. I mean, I always tell those darned cod-fishers that they don't need to shoot the fish, but somehow my costume designers always end up finding little lead pellets in their dinner.
*bonks self* - this gets my vote for the most inarticulate troll of the day!
Iseult
Master Ranger / Mediocre Carbiner
Bloodfin
I noticed you posted earlier in the day on Saturday.. Did you get to attend the ranger/scout forum later in the day, or is the info you posted from that?
I saw the original schedule, and it said rangers/scouts were at 4pm on Saturday... but maybe they changed the time? If the 4pm saturday forum still happened, did you get to sit in on it and ask questions?
DaveG wrote:
They're a multimillion dollar set up, when you're at that level you have quality auditing measures in place so you don't make such "noobish" mess ups like this.
One of the more positive things I've heard about FanFest this year over last year, is mainly theoptimism and maturity level ofthis crowdas compared tolast year. I have a feeling that the people who were hopelessly enamored with the old combat system left, paving the way for new idea's andnew blood. There were a few heated moments, but far far fewer than last year.A lot of the programmers and designers haven't had two day weekends in over 6 months. And not only were they six days a week, but they were 12 hours per day. They are giving a large chunk of their lives to the game, and I have a lot of respect for that.
Rancorrider4 wrote:
whoooaaa nelly. We have and always will continue to support our Smuggler brethern. I think that was slightly misstated as I think it was meant more as it will be done sooner parted out than as a whole "profession revamp".
SickSix wrote:
Um, W T F??????? i will quit. if they slow down rifleman more, and snare breaks on damage, Ranger/Rifleman will be utterly usesless. And Rifleman will be useless all together.
Uh, just wanted to ask where this "overal favourable response" came from? Is it just me or is there alot of Jedi favoritism going on?
Flat out, riflemen outdamage every other profession right now. And I understand that they want to be the long range damage dealers, but they already have other significant bonuses that are not going away. The max range of 65 meters, where carbineers mostly only get 55 and pistoleers get 35 is staying.
Overall favorable response came from the loudest portion of the Galaxies Community, Jedi. As it's trackable by players now, on a low population server like Sunrunner, there are over 300 Jedi on the terminals. That doesn't include the ones actually doing a good job ofhiding. And that definately doesn't include the huge portion of players that would like to play Jedi that post on the Jedi forum. Sure it's not canon, but they made a decision in this instance to go with what's cool, and what would be fun to play, instead of what's required by the timeline. I don't necessarily agree with this, but I totally understand why they did it.
Cango wrote:
A quick /* is easy to do and hard to miss, especially since it wouldn't show up as an error in debugging.
I agree, especially in a system with as much as Galaxies has.
Overall, FanFest was a very positive experience, even better than last year. Now that the CU is out of the way we will start seeing other systems updated to match, but they have enough people now to do the same number of upgrades as pre-JTL and still be able to fix bugs and make new content happen. I'm excited again, not just to start seeing the professions get some attention, but to also see where we're going from here.
SickSix wrote:Um, W T F??????? i will quit. if they slow down rifleman more, and snare breaks on damage, Ranger/Rifleman will be utterly usesless. And Rifleman will be useless all together.
Uh, just wanted to ask where this "overal favourable response" came from? Is it just me or is there alot of Jedi favoritism going on?
Flat out, riflemen outdamage every other profession right now. And I understand that they want to be the long range damage dealers, but they already have other significant bonuses that are not going away. The max range of 65 meters, where carbineers mostly nly get 55 and pistoleers get 35 is staying.
The range comes from the rifle not from the profession if I'm right and Rifleman were supposed to be the damage dealers in the chart that explained the roles of every profession after the CU. If they are to be the damage dealers then they should deal the most damage or have I missed something? And while they deal the most damage the range of 65m is reduced very quickly because every mob comes charging after the rifleman. If a rifleman is slowed down more than what are his chances to survive if he can shot one time and then has to flee or if he is lucky enought not to have picked ranger to use some of the root/snares that work the way they were designed and are not bugged like the p-dart (which will be fixed so we cant survive depending on it). I'm afraid that because of an unbalance in PvP the chances to use ranger/rifleman in PvE will be reduced.
But I guess I have to take it for the team or whatever it is. I play a ranger, ok I know I'm in a broken profession but it's kind a hard to have your second profession become in danger to be much useless too.
You know what's funny, I bought the total experience box so I don't have to demolish my char just to play in an "effective" way. Now I have another account and can build a combat char and leave my ranger like she is, even if she will be for pure RP purposes
.
So SOE made more money by NOT fixing Ranger.
OK, so now you all can call me stupid ![]()
Message Edited by Nastzguehl on 06-05-2005 10:33 PM
Temujin23 wrote:
Vupos wrote:
Cango wrote:
DaveG wrote:
elemental damagedallas mentioned that they were going through the code and found an entire section regarding elemental damage commented out. they fixed it and elemental damage should be working soon.
Is it me, or is this a really grossly incompetant mistake, even more so that they feel so comfortable admitting it that they don't think it reflects badly on them?They're a multimillion dollar set up, when you're at that level you have quality auditing measures in place so you don't make such "noobish" mess ups like this.Even I don't make this sort of mistake and I'm not even a very experienced programmer!
No, it's just you. Programmers for games arent always in the best of working conditions. I dont mean that they are up to their ankles in filth, in 104 degree heat with no A/C, whiel a slave driver beats them. What I mean is staying up for well over 24 hours at a time doing as much as they can under stressfull deadlines. A quick /* is easy to do and hard to miss, especially since it wouldn't show up as an error in debugging.
I don't care what type of conditions there are, that type of shotty programming is not going to fly in any other company the size of SOE, especially where such shotty codding affects your costumers in such an immense way.
Based on rumors I've heard around naritus... Cagno's knowledge of debuggery is not to be questioned.al-djinn'i
Master Ranger
...What rumours would these be?
Also, dude, its not shoddy coding. It's Bill the programmer hasnt slept in 40 hours, and hit /* to do a comment and misread a line or something, and ended up putting his code there.
I thinkthe esitmate of how many hours per week they spent coding is way over estimated. Given how long they had to write the combat revamp, then seeing what they actually came up with, I think if they were spending that long in the office, then they must have been staring into space a lot of the time! Gee, I wonder if they were getting paid by the hour?
SeanBlader wrote:
One of the more positive things I've heard about FanFest this year over last year, is mainly theoptimism and maturity level ofthis crowdas compared tolast year. I have a feeling that the people who were hopelessly enamored with the old combat system left, paving the way for new idea's andnew blood. There were a few heated moments, but far far fewer than last year.A lot of the programmers and designers haven't had two day weekends in over 6 months. And not only were they six days a week, but they were 12 hours per day. They are giving a large chunk of their lives to the game, and I have a lot of respect for that.
DaveG wrote:
I think the esitmate of how many hours per week they spent coding is way over estimated. Given how long they had to write the combat revamp, then seeing what they actually came up with, I think if they were spending that long in the office, then they must have been staring into space a lot of the time! Gee, I wonder if they were getting paid by the hour?
SeanBlader wrote:One of the more positive things I've heard about FanFest this year over last year, is mainly the optimism and maturity level of this crowd as compared to last year. I have a feeling that the people who were hopelessly enamored with the old combat system left, paving the way for new idea's and new blood. There were a few heated moments, but far far fewer than last year. A lot of the programmers and designers haven't had two day weekends in over 6 months. And not only were they six days a week, but they were 12 hours per day. They are giving a large chunk of their lives to the game, and I have a lot of respect for that.
Question: have you ever coded professionally? And I'm not talking about some 200 line VB program that you whip up in a weekend - I'm talking about a major software project involving at least five developers, a support and testing staff, and *shudder* management. And thousands of lines of code, if not over a million? And running up hard against a deadline that you can't push back?
Just because I'm curious - DaveG what's the longest program you've written? What language was it written in? And how many other people were involved in the project?
Iseult
Master Ranger / Mediocre Carbiner
Bloodfin
Vupos wrote:
Cango wrote:
DaveG wrote:
elemental damagedallas mentioned that they were going through the code and found an entire section regarding elemental damage commented out. they fixed it and elemental damage should be working soon.
Is it me, or is this a really grossly incompetant mistake, even more so that they feel so comfortable admitting it that they don't think it reflects badly on them?They're a multimillion dollar set up, when you're at that level you have quality auditing measures in place so you don't make such "noobish" mess ups like this.Even I don't make this sort of mistake and I'm not even a very experienced programmer!
No, it's just you. Programmers for games arent always in the best of working conditions. I dont mean that they are up to their ankles in filth, in 104 degree heat with no A/C, whiel a slave driver beats them. What I mean is staying up for well over 24 hours at a time doing as much as they can under stressfull deadlines. A quick /* is easy to do and hard to miss, especially since it wouldn't show up as an error in debugging.
I don't care what type of conditions there are, that type of shotty programming is not going to fly in any other company the size of SOE, especially where such shotty codding affects your costumers in such an immense way.
Are you going to warmly embrace all the bugs that implementing the elemental damage will likely bring with it?