Skip to main content

Topic: Ub3rgames dont ruin your greatest strength (Read 796 times) previous topic - next topic

Ub3rgames dont ruin your greatest strength
Your guys communication and being 'here' has been your greatest strength and its what has sustained you so well thus far, but lately you guys seem to have become distant and far less responsive, not to mention less believable.

Morad asked a question about fishing, which is obviously broken/bugged and you just blow it off.
People said duras on armor look wonky and arent right, but you claim it supposed to be that way when its obviously broken/bugged
You keep claiming you are going to launch in 2017 when everyone knows that cant be true.
You say your next patch should be QA this week but not a peep from you guys.

In general the quantity and especially the quality of your communication has declined recently and I really think you need to realize that has been your greatest strength and a good part of the reason people have supported you through this indev, don;t ruin it as you approach the time it will be most important to you heading into the end of indev and into launch.

As a rule all launches have issues, but how well people accept them has a lot to do with how much they trust the company and the game, so I highly recommend you take this into consideration and not deplete your goodwill before the game even launches.

  • nubnax
  • [*][*][*][*][*]
Re: Ub3rgames dont ruin your greatest strength
Reply #1
as has been said multiple times, they always get more quiet when they are working hard on a new patch. silence pretty much means the patch isn't that far off.
Bala Eregi
SG of Bewahrer der Welten
SG of The Tausian Dominion

Re: Ub3rgames dont ruin your greatest strength
Reply #2
Message heard, we'll catch up with the forums more frequently.

Please do remember that most of the answer time is taken from the devs' free time, and some time, we do not have any.
To explain: one intelligible and cohesive reply to threads requires 30 to 60 minutes of combined time from the team.
Look at this rather simple/non technical reply. We started only a 2 minutes after you posted and it took us 50 minutes to reply.
And it takes more when we have to discuss the topic internally first. We're only humans.

We took that time quite often because we feel it is essential to have a successful InDev and get proper feedback, but it isn't sustainable.
Whether we like it or not, we will have to lower open communication after launch, if only to cut down on incomprehension from a wider, less invested audience. In many ways, it is an InDev luxury: unrestricted and unfiltered access to devs.

With that said it is true that we have had to focus on development lately due to heavier QA related workload.
It will happen now and then that we have to keep our heads down for a while but it shouldn't be as often as recently.
You have no idea how many critical systems have been implemented lately. We couldn't afford wasting time with avoidable bugs.

To expand on that point:
One of our largest failing is in conveying how large and work intensive the last few patches have been. Each and every one of our patches have been larger than the previous in terms of accomplishment per week.
Velocity has only gone up, and we are at a loss as to how to explain that to non-developers, beyond repeating that frequency does not equal velocity.
The current tasks are just too large to chunk up in smaller patches, and it is better to do it today rather than post launch.

This will pay off though, and the best past example is 3.8.
It was reviled on release, and generated a lot of frustration during its development, with over a month of no patch and locking issues for players.
Today, most players would agree the game is so much more responsive and enjoyable thanks to it.

We're doing core work that can only be done now, however we need to offer the persistence an MMO is supposed to have sooner rather than later.

The reason we're still confident about a 2017 release is because the tasks we are doing now have been priced in terms of development time a long while ago.
They were our "6 to 9 months" initial estimate for InDev and we've often pushed them back/reprioritized bonus features to follow up on feedback.

Now that we've mostly stopped the feature creep, and with our increased knowledge of the code base, we appear to be on track with that pricing. The only unknown that worries us is the technical implementation of local banking which could have negative impacts on performances, but should it work out well we do not see any hold up.

We do not give a hard date yet simply because that hurdle isn't passed, but we've always been transparent about our state of mind.
Maybe we're wrong and it is going to be hell, but we consider that at least the InDev population does not need filtering from our end.
And right now, on the development front, we're surprisingly happy with our progress.

There are a lot more things to touch upon, but we wanted to give a quick reply to let you guys know we are still there, just toiling away at our keyboards.
The Darkfall: New Dawn Dev Team.

Re: Ub3rgames dont ruin your greatest strength
Reply #3
I really dont see how you can truly believe you will launch in the next 8 weeks, but we shall see.

Re: Ub3rgames dont ruin your greatest strength
Reply #4
Sometimes i think, that Mycke is Patric the Star...

Re: Ub3rgames dont ruin your greatest strength
Reply #5
There was nothing wrong with Mycke this time...
IGN: "Eilis Traee"
However, you have to take into account why we are introducing local banking.
In New Dawn, its main purpose is to be a convenience feature.
"Things just got worse."

Re: Ub3rgames dont ruin your greatest strength
Reply #6
Message heard, we'll catch up with the forums more frequently.

Please do remember that most of the answer time is taken from the devs' free time, and some time, we do not have any.
To explain: one intelligible and cohesive reply to threads requires 30 to 60 minutes of combined time from the team.
Look at this rather simple/non technical reply. We started only a 2 minutes after you posted and it took us 50 minutes to reply.
And it takes more when we have to discuss the topic internally first. We're only humans.

We took that time quite often because we feel it is essential to have a successful InDev and get proper feedback, but it isn't sustainable.
Whether we like it or not, we will have to lower open communication after launch, if only to cut down on incomprehension from a wider, less invested audience. In many ways, it is an InDev luxury: unrestricted and unfiltered access to devs.

With that said it is true that we have had to focus on development lately due to heavier QA related workload.
It will happen now and then that we have to keep our heads down for a while but it shouldn't be as often as recently.
You have no idea how many critical systems have been implemented lately. We couldn't afford wasting time with avoidable bugs.

To expand on that point:
One of our largest failing is in conveying how large and work intensive the last few patches have been. Each and every one of our patches have been larger than the previous in terms of accomplishment per week.
Velocity has only gone up, and we are at a loss as to how to explain that to non-developers, beyond repeating that frequency does not equal velocity.
The current tasks are just too large to chunk up in smaller patches, and it is better to do it today rather than post launch.

This will pay off though, and the best past example is 3.8.
It was reviled on release, and generated a lot of frustration during its development, with over a month of no patch and locking issues for players.
Today, most players would agree the game is so much more responsive and enjoyable thanks to it.

We're doing core work that can only be done now, however we need to offer the persistence an MMO is supposed to have sooner rather than later.

The reason we're still confident about a 2017 release is because the tasks we are doing now have been priced in terms of development time a long while ago.
They were our "6 to 9 months" initial estimate for InDev and we've often pushed them back/reprioritized bonus features to follow up on feedback.

Now that we've mostly stopped the feature creep, and with our increased knowledge of the code base, we appear to be on track with that pricing. The only unknown that worries us is the technical implementation of local banking which could have negative impacts on performances, but should it work out well we do not see any hold up.

We do not give a hard date yet simply because that hurdle isn't passed, but we've always been transparent about our state of mind.
Maybe we're wrong and it is going to be hell, but we consider that at least the InDev population does not need filtering from our end.
And right now, on the development front, we're surprisingly happy with our progress.

There are a lot more things to touch upon, but we wanted to give a quick reply to let you guys know we are still there, just toiling away at our keyboards.

Most of us would VASTLY prefer you Developers to continue working on a patch that we can actually play sooner rather than answering every question on the forums or trying to convince the few naysayers/doomsayers. Taking an hour to answer a question MAYBE a couple people even care about would be much better spent on a feature/game improvement that hundreds or even thousands can appreciate in the near future

People need to stop expecting so much 1 on 1 access to the developers. Ya it makes that individual feel "special", but the Devs primary job right now is to get the game ready for launch NOT debate or theorycraft with a select few (mostly concern trolls)

  • Last Edit: November 03, 2017, 04:51:20 am by Battle Smurf

Re: Ub3rgames dont ruin your greatest strength
Reply #7
Message heard, we'll catch up with the forums more frequently.

Please do remember that most of the answer time is taken from the devs' free time, and some time, we do not have any.
To explain: one intelligible and cohesive reply to threads requires 30 to 60 minutes of combined time from the team.
Look at this rather simple/non technical reply. We started only a 2 minutes after you posted and it took us 50 minutes to reply.
And it takes more when we have to discuss the topic internally first. We're only humans.

We took that time quite often because we feel it is essential to have a successful InDev and get proper feedback, but it isn't sustainable.
Whether we like it or not, we will have to lower open communication after launch, if only to cut down on incomprehension from a wider, less invested audience. In many ways, it is an InDev luxury: unrestricted and unfiltered access to devs.

With that said it is true that we have had to focus on development lately due to heavier QA related workload.
It will happen now and then that we have to keep our heads down for a while but it shouldn't be as often as recently.
You have no idea how many critical systems have been implemented lately. We couldn't afford wasting time with avoidable bugs.

To expand on that point:
One of our largest failing is in conveying how large and work intensive the last few patches have been. Each and every one of our patches have been larger than the previous in terms of accomplishment per week.
Velocity has only gone up, and we are at a loss as to how to explain that to non-developers, beyond repeating that frequency does not equal velocity.
The current tasks are just too large to chunk up in smaller patches, and it is better to do it today rather than post launch.

This will pay off though, and the best past example is 3.8.
It was reviled on release, and generated a lot of frustration during its development, with over a month of no patch and locking issues for players.
Today, most players would agree the game is so much more responsive and enjoyable thanks to it.

We're doing core work that can only be done now, however we need to offer the persistence an MMO is supposed to have sooner rather than later.

The reason we're still confident about a 2017 release is because the tasks we are doing now have been priced in terms of development time a long while ago.
They were our "6 to 9 months" initial estimate for InDev and we've often pushed them back/reprioritized bonus features to follow up on feedback.

Now that we've mostly stopped the feature creep, and with our increased knowledge of the code base, we appear to be on track with that pricing. The only unknown that worries us is the technical implementation of local banking which could have negative impacts on performances, but should it work out well we do not see any hold up.

We do not give a hard date yet simply because that hurdle isn't passed, but we've always been transparent about our state of mind.
Maybe we're wrong and it is going to be hell, but we consider that at least the InDev population does not need filtering from our end.
And right now, on the development front, we're surprisingly happy with our progress.

There are a lot more things to touch upon, but we wanted to give a quick reply to let you guys know we are still there, just toiling away at our keyboards.

Most of us would VASTLY prefer you Developers to continue working on a patch that we can actually play sooner rather than answering every question on the forums or trying to convince the few naysayers/doomsayers. Taking an hour to answer a question MAYBE a couple people even care about would be much better spent on a feature/game improvement that hundreds or even thousands can appreciate in the near future

People need to stop expecting so much 1 on 1 access to the developers. Ya it makes that individual feel "special", but the Devs primary job right now is to get the game ready for launch NOT debate or theorycraft with a select few (mostly concern trolls)



Its more complicated than that, like for example armor dura is bugged and breaks real fast and last they said when people first noticed it that it was as a intended, but its obviously bugged and they should tell everyone so and that its being fixed.

Instead they are ignoring the issue and letting people find out the hard way without even acknowledging it.

Same with Morads thread on fishing, instead of acknowledging their is an issue and thanking him for pointing it out, they are just leaving it there as is even though there is obviously something wrong. These kinds of things chip away at peoples confidence and I think they have built up too much good will to let it start slipping away now and thus the reason for my thread.

Re: Ub3rgames dont ruin your greatest strength
Reply #8
The reason we're still confident about a 2017 release is because the tasks we are doing now have been priced in terms of development time a long while ago.
Good. Another confirmation of 2017 release. I hope you will keep your word on that.

Re: Ub3rgames dont ruin your greatest strength
Reply #9
Mycke.

 ::)

  • Orti
  • [*][*]
Re: Ub3rgames dont ruin your greatest strength
Reply #10
The reason we're still confident about a 2017 release is because the tasks we are doing now have been priced in terms of development time a long while ago.
Good. Another confirmation of 2017 release. I hope you will keep your word on that.

If you read further its pending the local banking hurdle which could turn out to be a motherfucker and push the date back.

Re: Ub3rgames dont ruin your greatest strength
Reply #11
As we said, it all depends on local banking from now on.
Until then there are no hard dates or confirmations of any kind, just us discussing our current state openly with the community.
If and only if local banking goes smoothly and doesn't cause performance issues, then we're confident in the remaining time.
We have no intention to launch if it causes problems, but getting that information is our current focus.

For durability, there is some tweaking needed, but there aren't any bugs we could confirm.
For example, there is still a lack of coherence of durability values for leggings and helmets in some cases. They don't always follow the 1-2-4 out of 14 rule other attributes follow.
We've overall reduced durability losses quite a bit already, with "ranged" sets having a duration of 1 to 2 hours of PvE.
The issue is when melee is involved, and we plan on looking into having melee sources do less durability damage than ranged damage sources.

For fishing, if it is the thread we remember, other players have confirmed that fishing is also part of the distance based system, even quoting patch notes.
In short, some fishes are set to be rarer than others and secure ponds will be a lot less good than remote ones.
The Darkfall: New Dawn Dev Team.

Re: Ub3rgames dont ruin your greatest strength
Reply #12
As we said, it all depends on local banking from now on.
Until then there are no hard dates or confirmations of any kind, just us discussing our current state openly with the community.
If and only if local banking goes smoothly and doesn't cause performance issues, then we're confident in the remaining time.
We have no intention to launch if it causes problems, but getting that information is our current focus.

For durability, there is some tweaking needed, but there aren't any bugs we could confirm.
For example, there is still a lack of coherence of durability values for leggings and helmets in some cases. They don't always follow the 1-2-4 out of 14 rule other attributes follow.
We've overall reduced durability losses quite a bit already, with "ranged" sets having a duration of 1 to 2 hours of PvE.
The issue is when melee is involved, and we plan on looking into having melee sources do less durability damage than ranged damage sources.

For fishing, if it is the thread we remember, other players have confirmed that fishing is also part of the distance based system, even quoting patch notes.
In short, some fishes are set to be rarer than others and secure ponds will be a lot less good than remote ones.

How can there not be a bug in dura, I made a fresh set I had 106.4 wis (sushi) I have 100 mastery and 75+ trueforge and a brand new set of thick leather barely last an hour and the mats to make it take an hour at least to farm?

If its not bugged then you guys are nuts....

(Edit: We were fighting  sarlids a fairly low tier mob but they do a lot of infliction, the flaw in the system might be how inflictions effect dura loss and maybe its counting all the ticks causing dura to crumble way to fast vs such mobs)
  • Last Edit: November 03, 2017, 06:09:26 pm by Mycke

Re: Ub3rgames dont ruin your greatest strength
Reply #13
@Mycke yes, every DoT tick counts as a separate damage entity when counting durability loss :(
Wyverex Erisian, SG of Scrubs


Still a member of SaltyBitches™ Club

Re: Ub3rgames dont ruin your greatest strength
Reply #14
@Mycke yes, every DoT tick counts as a separate damage entity when counting durability loss :(

Well there is the problem then because too many low tier mobs do infliction for it to work this way, at launch before people even have much true forge or wisdom armor is going to last 15 minutes.