Best Of
Re: Economic Node Player Temperament Speculation
Was clear for me.George_Black wrote: »They'll be nice people doing illegal things which you will never know as a stranger.George_Black wrote: »Cant wait for the religious node
I eddited my post to clarify
I was answering that thread in advance
Otr
1
Re: Is no one else disappointed that "Persistent Alpha" AKA 24/7 Alpha 2 access isn't until May 2025?
UE4 and UE5 comes with lots of tools and assets that help make it seem quick and easy to build an MMORPG.Man I thought at the rate they were going it would be out by 2025. So im pretty confused as to how this happened. I mean, they were knocking out systems once a month for such a long time so Im confused on how there are still many systems left that just arent gonna be available until next year.
Disappointed? Yes. Do I think they can still make the game? Yes. Its just taking longer, and I feel like one reason is they keep hiring more people. maybe thats just a hot take, but that speed up after the lag I remember Steven talking about when hiring people doesnt seem to have happened and might even be the cause for this all.
Especially to a first time game dev.
I understand that and I have tried messing around in UE5 myself a bit. I just dont feel like the teams are melding into the studio as cleanly as steven hopes. That makes more sense than them slacking off and why they misjudged the time needed for alpha to be ready. At least in my mind.
What proof do you have for this?
Oh you caught me. I was just making up my feelings and thoughts on how it might be that way. Sorry sir I wont post my thoughts and feelings without proof again. whatever that means.
ok let me reword, what is making you FEEL "teams are not melding into the studio as cleanly as steven hopes"
What is your reasoning.
My reasoning as someone who got into my own little game project a few years ago, is that when new people join a project they bring ideas, differences in strengths, personalities, etc. These are all wrenches that get tossed into the machine, and I can only assume this happens on a larger scale the more people you introduce. I'm not saying this is a bad thing, but there is definitely a loading on period for new hires to get into the grove and perform at a point where they are not slowing down the process for the whole.
So it feels like they are making progress, but its being bogged down lately and clearly not the speed they had in mind when they announced Q3 Alpha. This is what I feel is the heart of the problem, not necessarily a money or skill issue. The only skill issue here is their communication with us. ( I say that in a very light manner, because frankly its better than most games do anyway.)
Ya for any job there is a training period that is how it works. More so on new people getting use to the pipeline, their work flows and getting their bench mark. All things I'm aware of since I work in the entertainment industry as a artist..
Personally i don't feel they need to communicate every single detail, if they have a plan for alpha 2 they will show it when they are ready and have fully made it (which they did)
This idea people have they need to communicate every single detail of their development makes no sense and sounds like a huge way to waste a lot of time. This confusion some people people have saying transparency is them telling you all details about their development, is just used for they can post rage bait.
Mag7spy
1
Re: Stat Calculations
@Sunboy I think that the game becoming a math problem is inevitable at the highest levels. I would argue that the game becoming a little bit more of a math problem allows people without python or coding experience to compete with these people more. When you click your character screen or hover over a spell there are already numbers attached. I am just saying give us a book in the bottom right that explains our stats even more in detail. Whether or not you use that is up to you and how competitive you want to be. The competitive people will just gap you that much more if they have this information and you don't. It feels like you guys are choosing to be blind because you think most everyone else is blind. However, if there is one thing I have discovered in MMO's it's that information is POWER. Releasing the information gives less power to the people who are capable of discovering and withholding it from the rest of us. In turn you choosing to be blind is just putting you at a disadvantage until someone decides to release the information and by then you are already disadvantaged.
Ebonborn
2
Re: Is no one else disappointed that "Persistent Alpha" AKA 24/7 Alpha 2 access isn't until May 2025?
There is no slacking is going on.I understand that and I have tried messing around in UE5 myself a bit. I just dont feel like the teams are melding into the studio as cleanly as steven hopes. That makes more sense than them slacking off and why they misjudged the time needed for alpha to be ready. At least in my mind.
It's just the tools and assets that come with UE4 and UE5 are pretty amazing.
And the world building -especially with UE5- is beautiful right out of the box.
It's common these days for me to see a UE5 announcement trailer and think, "That's a world I want to live in and explore!"
I realized a couple years ago that pretty much any UE5 environment is going to be beautiful. The NPCs will look great. Doesn't necessarily mean the gameplay will be great.
And it also doesn't mean that dev teams will be able to complete their games successfully in 5 years or less.
(Especially if you have ambitious gamplay designs.)
to clarify i did not saying they were slacking. I said it makes more sense that the added people to the project not falling into sync as well as steven hoped makes more sense to me than them slacking off.
The real reason is just that software development is extremely difficult and unforeseen problems arise that cause delays. It doesn't matter if your team is "in sync" perfectly or if they're the most intelligent and experienced developers in the world.
Re: Stat Calculations
I’m curious on their side of things what the negatives would be for giving a lot of the information on stats.
Its the same argument as not showing us health bars, they want to keep immersion as much as possible, and so any "system" should be hidden from the gameplay itself.
In essence, if the ability says "Boosts crit by 200", immersion would imply pushing that button FEELS good. Theory crafters would dilute the immersion by then quantifying numerically just how good that button actually feels.
Bigger numbers put the feels good chemicals in my brain ya know, which is what makes the number investigation worthwhile to me, but a waste of time to many others because they are happy to just push the button.
And as to Xeeg's comment, it will take many no lifers. Without use of a third party app, we are limited to personal log only. Which means to test out a job like Bard, which is support and buffs allies or debuffs enemies, we have to test bard skills on many allies and then ask them to send the log over to us, since our personal log wont show the effect of our bard skill on the ally, and how that buff interacts with other buffs. And then we have to deconvolve that players own stats from the buff to figure out just how much boost the buff actually did.
Taerrik
1
Re: Stat Calculations
I’m curious on their side of things what the negatives would be for giving a lot of the information on stats.
Probably concerned about min/maxers pressuring people to take certain builds because they can mathematically prove that they are better or something. Or its the people who aren't good at math and just want to play the game feel that they are at a disadvantage if other players can figure these things out but they cant.
So they could prefer that a few really grinder no lifers test it instead and then pass on 2nd hand info to the community through websites and youtube videos rather than the majority of the players being able to do it.
Xeeg
1
Re: Stat Calculations
Im fine with let’s tell 10-20% of opacity. Giving 100% of the detailed formulas is risking to have the exact same builds over and over.
So I don’t think devs should reveal everything.
Different builds shine in different places. I would not expect to find a one build performs top everywhere.
It’s clear that builds are situational we agree on that. But it doesn’t change anything to me statement.
Myosotys
1
Re: Stat Calculations
Im on the immersion side here. Give enough but not to much.
If i need all that info to beat raids its no longer a game, its a math problem.
If i need all that info to beat raids its no longer a game, its a math problem.
Sunboy
2
Re: Stat Calculations
If the calculations are opaque, it's not just a question of complicated math. Even if the maths is complicated, there will always be guides to tell you what to do.
It's also because the devs themselves don't arrive at the expected results.
So leaving a margin of opacity gives devs the means to correct inconsistencies and bugs before players discover the problems and exploit them.
Devs should also be allowed to make unofficial updates and do their job as devs. Anyone who wants to know the game's code should join Intrepid.
It's also because the devs themselves don't arrive at the expected results.
So leaving a margin of opacity gives devs the means to correct inconsistencies and bugs before players discover the problems and exploit them.
Devs should also be allowed to make unofficial updates and do their job as devs. Anyone who wants to know the game's code should join Intrepid.
Myosotys
2
Re: Stat Calculations
Take it from me - min/maxers are not using that information without checking it.
I've yet to see a single game where the provided information on how stats and such work is 100% accurate. What min/maxers do is check that what they are saying is what is actually happening.
Also, they only way there won't be a meta supplied by min/maxers is if all builds are basically equally viable.
Noaani
2