Thank You FDev

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.
 
Besides, i doubt there are many employees who read the forums, they got Community Managers, Moderators and Voluntary Moderators for that, those are responsible for all communication management on the forums, they report to the next instance.


And after all, what's much worse than hearing complaints and negativity combined, is when nobody cares at all.
That's what hurts much more. So instead of honeydewing FDev, go and honeydew the Indie devs instead.
Frontier can put up big advertisement budgets and that's pretty much all there is to business.
I make music and a lot of other creative stuff, if i don't advertise the hell out of it, nobody will even notice. That's how the world works.


EDIT: Also the TMTK is down for a week now almost, no info, no notice, nothing, it's just not working for anyone.
Should i thank them for it? For not even taking the slightest effort to inform us with even just one little sentence?
There are bugs we reported over and over, to no avail. Again, should i go on my knees for that?
Any Indie dev acting like that would get the beating of their lifes for it. Not FDev, it just lands on deaf ears.
 
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So I finally downloaded the April update (plus patch), and here's what I'm thankful for:
  • AI Improvements - I haven't tested combat or piracy yet, but I'm very impressed with AI around stations after the update. Stations now feel more like a proper "airport". This is assuming no bugs, which I haven't noticed yet.
  • The Two Extra Size-1 Slots - Again, only played with this on one ship, my exploration Dolphin, but it allowed me to free up a size 3 slot by moving the DSS, and add a SC Assist module. I kinda wish all ships got two extra size-1 slots (I hate using size 3 and above for size 1 modules), but every little bit helps with the module bloat.
  • The SC Assist - I'll be using this a lot as an explorer. I like taking stand up breaks during long gaming sessions, so using the assist to fly to far-off planets and moons that I wish to map will give me this opportunity while also feeling connected to the game. I may have some suggestions / complaints regarding implementation as I use it more, we'll see.
  • Other Things - I haven't tried the trading tools or some of the other improvements, but I liked what I saw in the videos.
Unfortunately the PS4 version still has many bugs, things like the broken menu system, dropped framerate when opening side panels, Dolphin headlights shining through the hull and illuminating the interior, etc. And of course shadows are still utter rubbish on PS4 Slim (but not in my other games). I'm always baffled when one update says it fixes 2000 bugs and the next says it fixes 800 bugs, yet when I go to test for all the specific bugs that "bug" me (and others), they are all still there. I'd love to see the actual list of these 2800 bugs fixed since December....
 
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.
 
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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.

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!
 
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!

They seem to mostly just ignore it completely, which makes the keyboard chewers even madder of course. If its anything like every job I've ever had there's probably a nutter board where they pin the funniest ones for everyone to enjoy.

Except Doctor Derek Smart who absolutely thrives on it, they really really lose their marbles about him.

edit : I almost forgot to add he's a Doctor.
 
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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.
 
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just how difficult it is to actually make a game.

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.

So I think some gamers could learn to be a bit more respectful towards the developers,

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.
 
Right. Being positive requires bribes.

He was just pretending.
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.

The more informed happier gamers tend to find out what they are buying before they do so, no reason for any salt there. Its the jump in then regret it crowd and the magic pony theorycrafters who tend towards years of griping.
 
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.

Cry me a river!
Devs that change fundamental functionality of something after the fact and with total disdain for their customer base deserve everything they get.
 
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