Your 'shoot from the hip' approach pick up an awful lot of collateral damage too though.
Kill em all let the far god sort em out.
Your 'shoot from the hip' approach pick up an awful lot of collateral damage too though.
Great link - not for the feint hearted - I hadn't seen it before so thanks.
i'd say that's a faint hearted attitude, software development never was. and in this world you can go after fame if you want, and get it, and not like it, though call. reap what you sow.
i for once would have no objection and feel no loss if about 3/4 of current game developers get back to horse training. because they can't bear 'the heat of that 0.1%'. it's just pathetic, good riddance.
Yeah those snowflakes obviously don't know that them and their families putting up with unending internet crazytalk from furious keyboard chewing obsessives is the most vital qualification for making video games.
Dang. The sycophantry is strong in this thread.
Yes, I'm sure the OP is enjoying his free Anaconda complete with Hutton Orbital paint pack.
he will when he comes down from his epiphany.![]()
afaik furious keyboarding never harmed anybody. they also get fame and money in the same pack, right? so now they found out it's not all wine and roses and are considering a change in life and activity? because a few furious tweets? cool. stop the press, we have a victim! problem of the year!
Right. Being positive requires bribes.I love mine. Hold on, the postman just rang the door...
Oh, wow! An officially licensed Hutton Orbital Mug! It's got a picture of Braben giving a thumbs up on it!
Who knew being positive had such perks.![]()
Right. Being positive requires bribes.
How the hell do you know? There are some KS backers that have invested hundreds of £'s in the game.
Customers have a right to complain whether you, FDev or anyone else likes it or not.
just how difficult it is to actually make a game.
So I think some gamers could learn to be a bit more respectful towards the developers,
Right. Being positive requires bribes.
true. yet you cite just technical details. which is actually the trivial part. it gets really funny when you have to organize tens or hundreds of drones doing that, in a race whose finish line is already set by your owners (after all they put up the money for this investment) and with deadlines you will, invariably, be not able to meet. games meet big entertainment industry.
and yes, user fallout and rage is something the entertainment industry, more than any other, definitely has to cope with. but of course whining is free.
that's so obvious it says nothing. everybody could learn to be a bit more respectful to anybody else.
(anecdote: i consider frontier's post-delivery service utterly disrespectful to me as a customer. they will hae a hard time seeing another cent from me. no matter how much sugar will may spill, they are far behind respect. my standards my differ, sure.)
and maybe the creator could be a bit more selective with the target audience. i mean, if you want to appeal to the very last moroon ready to give up cash, then be positive you will be having some moroons on board. deal with it.
I think the biggest problem with gamers (not that I'm pointing the finger at anyone here) is they don't understand just how difficult it is to actually make a game. Even something as simple as a Pac-Man clone done in Game Make Studio using the beginner friendly Drag and Drop system can take months, if not even longer. So, you've got this game and you play it and think "Hmmm... It needs something extra", so you decide that it needs to be isometric. So you make the changes and you run it, and... It's got a syntax error... Okay, you fix it and you run it again... This time it works but the ghosts are passing through the maze walls... You fix that and find out that it's now not displaying the score! But that was working fine previously, so fixing the last bug must've introduced another bug... And on it goes... Bug after bug. You fix one and another appears...
Now this is just an example of working with a small game done in some very basic games development software using a system designed for beginners. Now imagine, if you can, trying to do all of this with something that's got loads more lines of code all written in a programming language like C... It's not easy. I've been programming since 1982 and I'd not attempt anything of the size that Elite Dangerous must be.
It really isn't as simple as thinking of something and adding it to the game to get the correct result... There's adding it, testing it, debugging it, testing it again, fixing more bugs that cropped up from the fix, testing it again... and so on. And some times the bugs don't show up until the game is out in the open, because you were too busy making sure that something new you've added worked right, so you didn't think, and your testers didn't think either, to check it.
So I think some gamers could learn to be a bit more respectful towards the developers, especially when those gamers have never made a game and don't know how difficult and frustrating it can be. Especially when you're trying hard to make sure stuff works and you're getting abuse thrown at you from people who don't even understand anything about what you actually do.