

Online Game Developing Is Difficult
#1
Posted 20 March 2013 - 10:21 AM
As someone who's dabbled in online game development, I can tell you the toughest thing is game balance. It's brutal. Games like this have SO many interdependent aspects that you can never really change one little thing and not impact 100 others, often in ways you'd never anticipate.
Part of it goes to the fact that we as gamers (and human beings) will always find the cheese... if something works, overloading it will make it work better! Or if a tactic is successful, everybody's doing it within a week. That kind of thing changes game-flow in a way you might never anticipate as a dev. Testing? Sure, you do that. At least to a reasonable degree. But making a change and running it by a few dozen people over a few weeks is NOTHING compared to what thousands of competitive monkeys hammering away can do in the span of a few days.
And game devs WANT to make good games. They have to make a living, and so there will always be questions about why some things cost x amount and some cost y, but that's the price of delivering a product... it isn't a charity. Online game devs have a passion for their work, and for their game universes (generally; especially in ones like this that are enthusiast-coded) so you really have to take that into account when formulating a flaming rant on why they should "quit for the sake of the game". That kind of stuff is demoralizing and not particularly helpful.
And even game devs aren't imperfect. Sometimes, things just don't go as planned and they might have to back-pedal, or god-forbid, change their minds (*cough* coolant). That happens. This isn't a courtroom. As a publisher, they have the right to change their minds and take the game in a different direction, if they wish. "But they will lose me as a customer!" some might wail. That happens every day. KFC brought in the artery-clogging Double-Down but that doesn't mean you have to eat it. If you want to stop going to KFC, that's your decision, nobody will condemn you for it, but krikey, stay frosty, will ya? No need to villify.
I know that sort of thing comes from a very small subset of subscribers, but for the love of Mike, take a few minutes before you post and think about trying to CONVINCE and PERSUADE people... not bash them about the heads. Are your arguments logical? Are they coherent? Are they laced with sarcasm? How will that be taken? Will you end up with a flamewar/trollfest when you wanted to change someone's mind? I'll guarantee that regardless of what you think, game devs (and other gamers!) will take your opinions, even if you disagree on some point, with a lot more seriousness.
So cut the devs a bit of slack. Be patient. If you don't like aspects of the game, post calmly about it. If you HATE aspects of the game and are unwilling to be convinced otherwise, other games will be happy to take your money. There are no "points" to be scored by flame-threads. I know there is a lot of emotional investment in the franchise by so many BT fans, but we've got to be happy that someone is at least giving us a useable, entertaining product in the BT universe.
#2
Posted 20 March 2013 - 10:23 AM
o7
#3
Posted 20 March 2013 - 10:24 AM
#4
Posted 20 March 2013 - 10:25 AM
LRMs already were OP and have been for a long time... the fact that the somebody over at PGI was insane enough to o.k. a missile buff when they were already stinky good has me wanting to cut somebodies throat, not cut the devs some slack.
#5
Posted 20 March 2013 - 10:27 AM
My boss said something to me about it.
#6
Posted 20 March 2013 - 10:30 AM
Pygar, on 20 March 2013 - 10:25 AM, said:
LRMs already were OP and have been for a long time... the fact that the somebody over at PGI was insane enough to o.k. a missile buff when they were already stinky good has me wanting to cut somebodies throat, not cut the devs some slack.
Dude, you seriously have no idea what you are talking about.
They obviously didn't BUFF missiles... The fixed a bug, and fixing that had an unintended consequence of making missiles far stronger.
If anything, they made an error in not testing this change. But they obviously didn't intentionally create LRM-ageddon.
#7
Posted 20 March 2013 - 10:31 AM
3rdworld, on 20 March 2013 - 10:27 AM, said:
My boss said something to me about it.
Edited by Olivia Maybach, 20 March 2013 - 10:31 AM.
#8
Posted 20 March 2013 - 10:31 AM
Olivia Maybach, on 20 March 2013 - 10:31 AM, said:
No but I normally get my money back.
or free diner as it were.
Edited by 3rdworld, 20 March 2013 - 10:32 AM.
#9
Posted 20 March 2013 - 10:34 AM
3rdworld, on 20 March 2013 - 10:31 AM, said:
If you couldn't connect to the service for a day or two of your premium time, then maybe I might ask for something in return. This... isn't that.
To reiterate: Balance is a bit**. THE.
Edited by Olivia Maybach, 20 March 2013 - 10:37 AM.
#10
Posted 20 March 2013 - 10:35 AM
3rdworld, on 20 March 2013 - 10:31 AM, said:
No but I normally get my money back.
or free diner as it were.
Actually in most restaurants they either make you a new steak or throw in a gratuitious free dessert.
In the case of MWO, instead of waiting for that new steak, you wait for that new content update/patch.
#11
Posted 20 March 2013 - 10:35 AM
Long ago, in the 1980s and early 90s, the majority of would be forum-warriors found themselves without broadband access to free-for-all forums.
Now, it's a lot easier to initiate verbal boxing matches and virtual soapbox battles, thanks to every single game company having game forums for their stuff.
Technology changes, humanity will always stay the same (trolltastically classy)
#13
Posted 20 March 2013 - 10:37 AM
Olivia Maybach, on 20 March 2013 - 10:34 AM, said:
<legendary founder
I am also invested monetarily, with a product I cannot return, just like your steak. I can however tell the waiter to take it back and make me a new one.
Or complain to garth about something being broken, hoping he takes it to the chefs (devs) to get it fixed.
Looks like your metaphor didn't work out so well eh?
#14
Posted 20 March 2013 - 10:39 AM
Quote
Watch out guys he's dabbled
In grade school I dabbled in chemistry by mixing vinegar and baking soda. Clearly this gives me the authority to discuss the racemical synthesization of organic compounds during abiogenesis.
No but really I've also dabbled in online game development. PGI is fresh and new and most of their mistakes can be explained by this. But it's also frustrating for people like me who see a lot of promise in the game and are heartbroken when it stumbles.
Edited by zverofaust, 20 March 2013 - 10:40 AM.
#17
Posted 20 March 2013 - 10:41 AM
Nicholas Carlyle, on 20 March 2013 - 10:37 AM, said:
Communicating is not hard.
Less than 24 hours after the patch they acknowledge a issue, say they are looking into it and provide their path to remediation.
That is a acceptable level of communication.
#18
Posted 20 March 2013 - 10:41 AM
3rdworld, on 20 March 2013 - 10:39 AM, said:
That charges money for a lot of the new content.
That is like serving me a free overly salted meal and making me pay for water.
What exactly do they charge money for that you can't acquire by free? Hero Mech's? The MC coolant flush? Colors?
How much and in what ways does this affect your gameplay?
edit:typo
Edited by Darius Deadeye, 20 March 2013 - 10:42 AM.
#19
Posted 20 March 2013 - 10:42 AM
Foust, on 20 March 2013 - 10:41 AM, said:
Less than 24 hours after the patch they acknowledge a issue, say they are looking into it and provide their path to remediation.
That is a acceptable level of communication.
1 out of 50 tries is not an acceptable level of communication.
If they keep this trend up, I'll start changing my point of view.
#20
Posted 20 March 2013 - 10:42 AM
OK, well maybe money is the most valuable thing.... user feedback is high on that list.
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