

Devs Still Bad Resource Management? (Anger Thread)
#1
Posted 29 September 2014 - 09:37 PM
100% resources were used to make pheonix mechs (delaying everything else)
100% resources were used to make UI 2.0 (delaying everything else)
100% resources were used to make clan wave 1 (delaying everything else)
100% resources were used for making CW1
and now
100% resources are being used to make CW 2
next
100% resources will be used to make clan wave 2 (ignoring everything else)
probably after this
100% resources to make IS response pack (delaying everything else)
all of this 100% resources utilization for a single component means we wont see maps coming out at a quicker rate, balancing, new game modes (ya i know dropship is coming)
for once put 100% resources into making maps, pump out 3 or 4 maps and then work on other things.
how hard is it do divide work properly and let different depts produce what they are capable to produce????
#2
Posted 29 September 2014 - 09:40 PM
HellJumper, on 29 September 2014 - 09:37 PM, said:
100% resources were used to make pheonix mechs (delaying everything else)
100% resources were used to make UI 2.0 (delaying everything else)
100% resources were used to make clan wave 1 (delaying everything else)
100% resources were used for making CW1
and now
100% resources are being used to make CW 2
next
100% resources will be used to make clan wave 2 (ignoring everything else)
probably after this
100% resources to make IS response pack (delaying everything else)
all of this 100% resources utilization for a single component means we wont see maps coming out at a quicker rate, balancing, new game modes (ya i know dropship is coming)
for once put 100% resources into making maps, pump out 3 or 4 maps and then work on other things.
how hard is it do divide work properly and let different depts produce what they are capable to produce????
I know your upset but if it makes you any happier I would like to say that they need to do a 64-Bit client but they don't! Why? I have been hearing this is part of performance issues with some computers because it says the recommended requirements is 4 gigabyte ram when you can only use 3 on a 32 bit apparently whats up with that?
#3
Posted 29 September 2014 - 09:56 PM
anyhoo
You have no idea exactly who is doing what at PGI
You can assume that everybody is currently working on wave 2 right now and absolutely nothing else, CW be damned, you can assume they haven't even started working on CW
You know absolutely nothing about the resource management or inner workings of PGI
So sit there and continue to rage
Edited by Destructicus, 29 September 2014 - 09:59 PM.
#4
Posted 29 September 2014 - 09:58 PM
Also, man, you totally said "for once put 100% resources into making maps, pump out 3 or 4 maps and then work on other things.
how hard is it do divide work properly and let different depts produce what they are capable to produce????"
So, uh, which is it you want exactly? 100% into something (QUICK, GET THE NETWORK MANAGERS IN ON THIS MAP MAKING!!!!!!!11111one) or People to do their actual jobs?
#5
Posted 29 September 2014 - 10:07 PM
No, management is just fine
#6
Posted 29 September 2014 - 11:37 PM
HellJumper, on 29 September 2014 - 09:37 PM, said:
100% resources will be used to make clan wave 2 (ignoring everything else)
I think clan wave 1 was resource intensive due to clan weapon specs, server side support for clan weapons, clan tech code and other aspects of clan mechs needing to be developed.
Clan wave 2 will be mainly art and aesthetics intensive. They'll need 3d models for mechs & artwork. It won't be as resource intensive as first wave was now that the overhead is done with and out of the way.
It shouldn't hinder development on CW.
#7
Posted 30 September 2014 - 12:12 AM
HellJumper, on 29 September 2014 - 09:37 PM, said:
PGI is still looking for peeps to hire. With your obvious indepth knowledge of the business 101, resource management and stuff, you seem to be the ideal person the help get the company going.
Or not.
#8
Posted 30 September 2014 - 12:27 AM
HellJumper, on 29 September 2014 - 09:37 PM, said:
100% resources were used to make pheonix mechs (delaying everything else)
100% resources were used to make UI 2.0 (delaying everything else)
100% resources were used to make clan wave 1 (delaying everything else)
100% resources were used for making CW1
and now
100% resources are being used to make CW 2
next
100% resources will be used to make clan wave 2 (ignoring everything else)
probably after this
100% resources to make IS response pack (delaying everything else)
all of this 100% resources utilization for a single component means we wont see maps coming out at a quicker rate, balancing, new game modes (ya i know dropship is coming)
for once put 100% resources into making maps, pump out 3 or 4 maps and then work on other things.
how hard is it do divide work properly and let different depts produce what they are capable to produce????
how do you do thing at the game studio you run?
#9
Posted 30 September 2014 - 12:29 AM
Whatzituyah, on 29 September 2014 - 09:40 PM, said:
I know your upset but if it makes you any happier I would like to say that they need to do a 64-Bit client but they don't! Why? I have been hearing this is part of performance issues with some computers because it says the recommended requirements is 4 gigabyte ram when you can only use 3 on a 32 bit apparently whats up with that?
cant say..as 23 bit dont support 4 gig as you already said
Destructicus, on 29 September 2014 - 09:56 PM, said:
anyhoo
You have no idea exactly who is doing what at PGI
You can assume that everybody is currently working on wave 2 right now and absolutely nothing else, CW be damned, you can assume they haven't even started working on CW
You know absolutely nothing about the resource management or inner workings of PGI
So sit there and continue to rage
true..no one knows whats going on at PGI..but every time they start mentioning "100% resources" well..that starts to ring bells...if i remember correctly during wave 1, they had people from other depts working on wave 1 as well which slowed down production of other things. i will sit and continue my rage and keep playing
Cavale, on 29 September 2014 - 09:58 PM, said:
Also, man, you totally said "for once put 100% resources into making maps, pump out 3 or 4 maps and then work on other things.
how hard is it do divide work properly and let different depts produce what they are capable to produce????"
So, uh, which is it you want exactly? 100% into something (QUICK, GET THE NETWORK MANAGERS IN ON THIS MAP MAKING!!!!!!!11111one) or People to do their actual jobs?
you do realize that theyhad announced all these things months ago?? you do realize that one of the 2 maps is already here and the second one is somewhere...you do realize that the new game mode (dropship i.e) is still in design.initial pahses... you do realize that the new game mode cannot be implemented (as they say) on most of thhe current maps due to there small sizes...
you do realize that shifting all of the man power(resources) to a single thing will effect development of other stuff.
orcrist86, on 29 September 2014 - 10:07 PM, said:
No, management is just fine
err you do know that most of those things will not force a company to put in 100% resources..
I Zeratul I, on 29 September 2014 - 11:37 PM, said:
I think clan wave 1 was resource intensive due to clan weapon specs, server side support for clan weapons, clan tech code and other aspects of clan mechs needing to be developed.
Clan wave 2 will be mainly art and aesthetics intensive. They'll need 3d models for mechs & artwork. It won't be as resource intensive as first wave was now that the overhead is done with and out of the way.
It shouldn't hinder development on CW.
hope so..
Thorn Hallis, on 30 September 2014 - 12:12 AM, said:
PGI is still looking for peeps to hire. With your obvious indepth knowledge of the business 101, resource management and stuff, you seem to be the ideal person the help get the company going. besides i got better things to do..rage on MWO forums...
Or not.
if they offer me..sure why not...unless you want it?? oh wait...but you dont have any "obvious indepth knowledge of the business 101, resource management and stuff"
Kilo 40, on 30 September 2014 - 12:27 AM, said:
how do you do thing at the game studio you run?
and where did i said i am running a "game studio"???
Edited by HellJumper, 30 September 2014 - 12:31 AM.
#12
Posted 30 September 2014 - 12:38 AM
HellJumper, on 30 September 2014 - 12:35 AM, said:
and you do?? let see it..and how great it is?
He's simply pointing out you don't run a game studio, and hence are only looking at this from the outside perspective of a player that wants his new toys as quickly as possible, rather than from a developer who has to take a lot more into account.
#13
Posted 30 September 2014 - 12:40 AM
#14
Posted 30 September 2014 - 12:51 AM
AUSwarrior24, on 30 September 2014 - 12:38 AM, said:
He's simply pointing out you don't run a game studio, and hence are only looking at this from the outside perspective of a player that wants his new toys as quickly as possible, rather than from a developer who has to take a lot more into account.
sure i get it..then perhaps if he runs one himself he can clear it up for me so i can avoid future topics like these. if not than i have no clue why would he say this...
SgtMagor, on 30 September 2014 - 12:40 AM, said:
true and completely agree..my concerns comes up when they start mentioning things like "100% resources" "100% focused" on X thing. this is where my concern is as it gives me the clue that they are focusing on only one thing and ignoring others..
#15
Posted 03 October 2014 - 08:09 AM
Whatzituyah, on 29 September 2014 - 09:40 PM, said:
I know your upset but if it makes you any happier I would like to say that they need to do a 64-Bit client but they don't! Why? I have been hearing this is part of performance issues with some computers because it says the recommended requirements is 4 gigabyte ram when you can only use 3 on a 32 bit apparently whats up with that?
you are getting confused with 64 bit programs and 64 bit operating system. 32 bit operating systems are only able to address 3.7ish GB of RAM, 64 bit increases that (a metric crapload, wont hit the limit on that for a loooooooooong time). Generally, 32 bit software runs fine in a 64 bit environment, and there are no max RAM issues with it.
Edited by Widowmaker1981, 03 October 2014 - 08:09 AM.
#16
Posted 03 October 2014 - 08:24 AM
Widowmaker1981, on 03 October 2014 - 08:09 AM, said:
you are getting confused with 64 bit programs and 64 bit operating system. 32 bit operating systems are only able to address 3.7ish GB of RAM, 64 bit increases that (a metric crapload, wont hit the limit on that for a loooooooooong time). Generally, 32 bit software runs fine in a 64 bit environment, and there are no max RAM issues with it.
On windows 7 home premium (what you probably have if you have 7) the limit is 16GB. Hard coded I assume.
Also 32 bit software still has the 3.Something GB cap as it can't address higher. Regardless of OS.
#17
Posted 03 October 2014 - 08:49 AM
Whatzituyah, on 29 September 2014 - 09:40 PM, said:
I know your upset but if it makes you any happier I would like to say that they need to do a 64-Bit client but they don't! Why? I have been hearing this is part of performance issues with some computers because it says the recommended requirements is 4 gigabyte ram when you can only use 3 on a 32 bit apparently whats up with that?
32 bit supports addressing 4Gb of RAM. However, the memory of your video card overlaps the same address space .. starting from the top down. So if you have a 1Gb video card ... you have roughly 3Gb of system RAM accessible to the operating system for general use and roughly 1Gb of VRAM that is mapped on top of the upper Gb. (There are other things that use up the memory too).
http://www.zdnet.com...-confusion/3124
Also, keep in mind that per-process limits are different. Although the MWO client may only use 2 or 3Gb memory maxium as a 32 bit process ... the operating system requires memory as well ... as does any other process running at the same time as MWO. So recommending more memory may have more to do with satisfying total system requirements than the MWO client by itself.
A 64 bit OS should also make all 4Gb accessible for process use even if the process is 32 bit since it can map the VRAM far outside the 32 bit address space and just remap it for the 32 bit process use. (Since the OS is operating in 64 bit ... it has to remap all the memory references anyway).
On the topic of the OP ... "100%" is a marketing comment. PGI has software engineers, ui engineers, system engineers, artists, designers and administrative staff. They all do different things. When the artists are working on mechs for wave 2 of clans they may not be doing maps ... but they don't have the skills for UI development, code development or server development. The problem is not the "100%" ... the problem is that PGI is a small company. ... it has a little over 50 employess altogether ... maybe a dozen at most are engineers ... maybe 20 artists in different roles ... there is only so much that they can do at one time and the bottom line is that they need to make money. Mechs are a source of revenue, maps aren't. So when prioritizing art work, maps might get squeezed in when they can. The bottom line is .. given the relatively small team ... they need a strong feature focus to get updates out to their users in a timely fashion.
Edited by Mawai, 03 October 2014 - 08:59 AM.
#18
Posted 03 October 2014 - 09:29 AM
#19
Posted 03 October 2014 - 09:51 AM
HellJumper, on 29 September 2014 - 09:37 PM, said:
Pretty damn hard actually. Software management is one of the most complicated hard to do right things in the world. Even large well known companies like Microsoft or Apple barely manage to get by with a 3 rating (which is like getting a C- in Software engineering).
Aside from that I think you are misunderstanding a bit of their terminology as well, when they 100% is focusing on CW. That can mean 20% of that is maps FOR CW, 20% is Mechs for CW, 30% is game mechanics for CW, 20% is matchmaker changes for CW, 5% is UI changes for CW, and 5% on network optimization for CW. CW is just a vague label that consists of a bunch of things they want to release all at once. It isn't just one specific narrow thing, like you seem to think it is. All it is is a "stretch" goal.
#20
Posted 03 October 2014 - 09:57 AM
Lets look at how a Mech would be developed, roughly:
Art models mech, Art textures Mech, Coding tacks on hit boxes, Coding makes Mech function as an entity within game engine, Animators animate Mech, Coding tacks on hard points within engine, Art makes weapon mounts look pretty, Internal Testing play-tests Mechs for functionality, Coding adds Quirks, Internal Testing play-tests for balance among chassis, Internal Testing play-test for Quirk balance.
Any issues along the way there, and the Mech is sent to be fixed in the relevant department(s). And this is probably not even a full list of what you have to do to make a single Mech chassis. Taking in to account different variants, and you may have to go through this process at least 3 times over! Even with an uber-efficient team, this would take at least 2 weeks with internal testing. Per chassis.
Don't even get me started on making maps of all things in a 3D modelling program. That's just a giant pain in the arse, even without having to texture it, de-bug it, and play-test it. Game modes are equally tricky, as you have to ensure that each map is balanced for the mode, which requires little work but HUGE amounts of play-testing to work out.
Point here is HellJumper, game designing is actually rather hard, and takes a fairly large amount of work for the smallest things.
Edited by Alek Ituin, 03 October 2014 - 09:58 AM.
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