Niko Snow, on 02 April 2013 - 11:11 PM, said:
At this point we are already delivering a patch note standard more complete than the market standard equivalents. Extra patch notes take extra time which increases with the number of people entering changes. Extra time which we cannot yet sacrifice in this stage of development. Patch Notes will slowly feel more complete as the game becomes more so too, don't worry.
ok First time posting here, but I saw this one and had to call BS, no offense Niko but it is.. The patch notes you gave on tuesday are a joke compared to equivalent industry standards. You are making a MMO, your equivilients would be games akin to and including: Planetside, Planetside 2, Eve:online, World of Borecrat, Everquest 2, Dark Age of camelot, Etc etc etc.
If you claim you giving the same level of patch notes as they are.. I strongly suggest you go and read through their patch notes again.
As for 'more notes = more time to compile the notes' ........ no, at least not if your using a proper bug trucking and SVN style tracker.. Every commit made by a developer should contain the notes for the work he or she has done, eg if I spend 2 hours working on modifying a direct x shader and submit it then when i submit it i should be writing 'Modifications to heatshimmer.xxx and upgrades to effects.cpp to allow it.. At time of build it should NOT be hard to see which set of additions have been added into the current build cycle and take 30 minutes to 'sanatize' them for the general public's use.
You want to know why people think you don't fix bugs? Because reading your patch notes it looks like you've done nothing at all, that is why.. Here's a few hints:
Seperate out the patch notes into 'Core Game Play changes', Server Side Changes, Client Side Changes.
what's that mean?
Core Game Play Changes - things that effect BOTH server and client so here would be things like ok we added in the highlander, we've added in new modules etc etc .
Server Side Changes - things that effect the server: Ok guys we've adjusted damage on x,y,z they are not x,y,z ontop of this we nailed the following bugs effecting the server side of game play should solve some of those lag issues: List of fixes.
Client Side Changes - We've done a bunch of client side fixes and changes this round, on top of giving you the new night vision and thermal vision modes, we've had to adjust the shaders a little, we're hoping this will fix up the texture poping and osme of the lag issues people are experiancing.. To top that out we've started to do some modification to the following areas in the hope of squishing your annoying hud issues: <list of fixes>
Your list is like oh i guess we should tell em we did something right? ok we'll let em know we added some junk and we did some mods to their night vision but we won't go into any detail on any fixes we've done, any changes that might effect them at all.. because no they might actually want that.. because they expect it from other games like Guild Wars 2 or Planetside 2.. or the like.. no instead we'll just sit here and claim were a small studio who can't afford the 30 minutes it would take to do that.
Also I'll agree with the so called 'Core' gamers but then gievn i've been playing Battletech since i was 4 I'm likely a 'hard core' fan of the series..
3rd Person = no.
last patch = bad.. honestly guys if something breaks stuff that bad.. roll it back and work on it for another 2 weeks.
oh it's beta = Actually i've no problem with it being a Beta, I do have a problem with you using that excuse while CHARGING people money for products within said beta.
IF it is a beta stop charging me real $$$ for product, set it up like Sony or NC Soft or the like did which was their equiv of MC was 'Free' durring beta and any one could use it... and then when the game goes LIVE, wipe every account and make every one start paying and on a level playing field.
Until the term 'beta' is a little bit of a joke.