Update Dev Update - 16.04.2015

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My guesses for The Big Announcement...


1. PowerPlay is an in-station minigame, where you fire cargo canisters at pigs in order to sell your goods (DLC).

2. PowerPlay is a galactic game show that you can watch on that small middle screen on your chair (DLC).

3. PowerPlay is a Steam Achievement, which you earn by mining coltan for 48 hours non-stop (requires a Lakon Type 9 and tranquillizers). *




* Achievment unlocks "Drone Controller".
 
by skeptical you must mean 'sane' and of course they hope it goes away, like the shield exploit, the log exploit, the cheats and griefing, people have a short attention span (they think) and it will all be forgotten, like so many other things that have been raised to no avail. I still remember though.

Whewwwww, boy. Some of you... If you'd taken any time at all, Michael directly replied to that saying they haven't said anything because nothing has changed - they're looking into it and it'll take a few weeks to sort out. Shame you don't remember that reply, since you seem to be freakin' Pepperidge Farm over there.

I won't dignify the rest of what you said with a response.



As for the Powerplay announcement, I think Tinman's post sums it up for me =)
 
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Well, with the last 2 dev updates I am kind of disappointing. I remember that FD informed as a couple of months ago that we will get dev updates weekly, with tweaks and improvements. In the last 2 dev updates we got only promises of what we will get in powerplay update. Well, I still have a little patience left, let's see what "the big announcement" of the powerplay will be like.
 
Well, with the last 2 dev updates I am kind of disappointing. I remember that FD informed as a couple of months ago that we will get dev updates weekly, with tweaks and improvements. In the last 2 dev updates we got only promises of what we will get in powerplay update. Well, I still have a little patience left, let's see what "the big announcement" of the powerplay will be like.

To be fair I guess they've been super busy with xbox and mac ports, as well as working on the big PowerPlay stuff so, much as I like the dev updates full of "low hanging fruit" I appreciate that sometimes it's necessary to go quiet for a bit while you work on the big stuff.
 
Well, with the last 2 dev updates I am kind of disappointing. I remember that FD informed as a couple of months ago that we will get dev updates weekly, with tweaks and improvements. In the last 2 dev updates we got only promises of what we will get in powerplay update. Well, I still have a little patience left, let's see what "the big announcement" of the powerplay will be like.

Ehm...what Michael said in the first Dev Update was this:

As promised in an earlier post we want to provide more visibility on what we have planned for Elite: Dangerous over the coming months. We have some exciting times ahead and while I can’t reveal everything that’s coming we will provide regular updates regarding what we’re working on and what’s coming up.

They never promised that we would get tweaks and improvements implemented in the game on a weekly basis (if that is what you mean). They only said that they would "provide regular updates regarding what we’re working on and what’s coming up."

Which is exactly what they have done.
 
Ehm...what Michael said in the first Dev Update was this:



They never promised that we would get tweaks and improvements implemented in the game on a weekly basis (if that is what you mean). They only said that they would "provide regular updates regarding what we’re working on and what’s coming up."

Which is exactly what they have done.


According to Dev update 9th jan:

Our first commitment is supporting the game with regular updates. This won’t just be the fixes and tweaking we’ve provided since release but will also add new features and content. Examples of this are Wings and associated multiplayer features, as well as the additional ships mentioned in recent newsletters. We’re proud of the fantastic game that we released before Christmas but intend to keep growing and developing it. To make this happen we’re expanding the team working on the game so that we can maintain a regular schedule of updates as well as working on paid expansions.

Till a month ago, we were getting tweaks and improvements every week. That is a fact, you can't deny it! FD decided to launch ED in Xbox and Mac, I don't have a problem with that. Where I have the problem is that the game is full of bugs and unfinished stuff, and FD just concentrated their efforts in the money making process..........

A few examples:

Orca, nice ship, USELESS though in terms of gameplay, since it doesn't do what it is supposed to do. Did they release it to say they have x number of ships playable? yes. Proof is the minimum number of commanders that have Orca as primary ship.
Federal Dropship...same
Anaconda docking bay. You read it in description, well, still it doesn't have one. Is it so difficult to remove the info about the docking bay till there is actually one to outfit?
Community goals: some times they work, some times they don't. Recent example? The release in galnet news of Synteini Imperial slaves discount. I did post a bug report in the appropriate thread, but noone in FD did care to answer or apologize that the discount didn't work. What they did is just to remove the related Galnet news.
Assasination missions. Still bugged.
Combat logging....it has been there from early start, but still, they are working on it.

To say things straight, 1.2 should have been 1.0. The problem was the commitment in release date, and thus the so empty content in the beginning of the official release of the game.

Don't get me wrong, I do love the game, what I don't appreciate though is the concentration of FD to earn even more money (like they didn't get enough simply with release of game and recent release on steam) with putting their HR efforts on Xbox and MAC release instead of fixing so many stuff that need to be addressed.

I do know that the 1.3 update will fix a lot of stuff, and fill in the missing content. Can't really wait!
 
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It helps to understand a little bit about the complexity of software management, especially where multiple components have to be kept in-sync. In this case the big problem is keeping the PC and Mac clients in sync with the server and each other without providing a moving target for the Mac port guys. In general, even without these extra constraints, the software development lifecycle isn't straightforward. Think of it like this: ED is split into multiple parts:


  • The server. The interface to the server will generally remain consistent, though APIs will necessarily change.
  • The engine. Frontier will have a team working on the game engine, providing interfaces for the game logic developers to hook into. The majority of the differences between the Mac and PC ports will be here.
  • The game logic. This should be stuff that's client-agnostic, e.g. AI, HUD layout, stellar forge, etc.
  • Art / audio assets. The game logic hooks into these, interfacing with the engine to display them.


A bug fix may require changes to all of these parts.

A software project usually consists of a 'trunk' (the main development stream) and a number of 'branches'. When a branch is made, a snapshot of the project is taken, and work done on that branch is then relative to the snapshot. Branches can be branched, so you can presumably see where the terminology comes from.

In Frontier's case, the trunk will effectively be the next intended release. Bugfixes and features are generally done on branches, usually tested in isolation on that branch, then those changes merged back into the trunk. Sounds simple, but it rarely is. The trunk will be ever-moving. Whenever someone merges to trunk, those merged changes may also affect files that you've touched on your branch. When this happens you have what's known as a 'conflict'. Merge tools generally can't decide what's the best course of action to resolve a conflict, so will push the decision back to the programmer. When you have a large, dispersed team like Frontier, this problem is exacerbated. So, software development with multiple streams is hard. You can keep on top of the branch/trunk paradigm for normal development if it's managed well (and that appears to be the case with Frontier). So why do we get decreasing bugfixes over time?

The answer to this is that when Frontier do a release, *this becomes a branch*. They take a snapshot of the trunk at the point of the release, and from that point on development continues. When a bug is found in the release, they will generally either fix it based on the trunk or on the release branch. This change must also then be merged into the other stream (e.g. if done based on trunk, it needs to be merged into release, or vice versa). As time goes on, the release branch and the trunk diverge more and more to the point where a bugfix may require multiple implementations -- one for the release branch and one for trunk. Frontier have to take the decision whether it's worth doing the same work twice -- they'll do this if it's a game-breaker -- or to do the bugfix once relative to trunk and not do it on the release branch. As time goes on and the divergence increases, the effort required to maintain the release branch increases to the point whereby it would be detrimental to development of the game to maintain it.

Some bugs take longer than others to isolate and/or fix. Some will require significant refactoring of the software. I'm an experienced software developer, and Frontier never fail to amaze me when a major release comes out. The amount of work that they get done, and the overall quality of that work, is incredible. I'm prepared to have my socks blown off once again when 1.3 is released. :)
 
Hmm, I'll actually need an interdictor module once this goes live. Time to start re-planning my loadout for bounty hunting...
 
According to Dev update 9th jan:

Our first commitment is supporting the game with regular updates. This won’t just be the fixes and tweaking we’ve provided since release but will also add new features and content. Examples of this are Wings and associated multiplayer features, as well as the additional ships mentioned in recent newsletters. We’re proud of the fantastic game that we released before Christmas but intend to keep growing and developing it. To make this happen we’re expanding the team working on the game so that we can maintain a regular schedule of updates as well as working on paid expansions.

Till a month ago, we were getting tweaks and improvements every week. That is a fact, you can't deny it! FD decided to launch ED in Xbox and Mac, I don't have a problem with that. Where I have the problem is that the game is full of bugs and unfinished stuff, and FD just concentrated their efforts in the money making process..........

A few examples:

Orca, nice ship, USELESS though in terms of gameplay, since it doesn't do what it is supposed to do. Did they release it to say they have x number of ships playable? yes. Proof is the minimum number of commanders that have Orca as primary ship.
Federal Dropship...same
Anaconda docking bay. You read it in description, well, still it doesn't have one. Is it so difficult to remove the info about the docking bay till there is actually one to outfit?
Community goals: some times they work, some times they don't. Recent example? The release in galnet news of Synteini Imperial slaves discount. I did post a bug report in the appropriate thread, but noone in FD did care to answer or apologize that the discount didn't work. What they did is just to remove the related Galnet news.
Assasination missions. Still bugged.
Combat logging....it has been there from early start, but still, they are working on it.

To say things straight, 1.2 should have been 1.0. The problem was the commitment in release date, and thus the so empty content in the beginning of the official release of the game.

Don't get me wrong, I do love the game, what I don't appreciate though is the concentration of FD to earn even more money (like they didn't get enough simply with release of game and recent release on steam) with putting their HR efforts on Xbox and MAC release instead of fixing so many stuff that need to be addressed.

I do know that the 1.3 update will fix a lot of stuff, and fill in the missing content. Can't really wait!

Xyphic explained it well above.

This is nothing new and we saw the same thing all through Alpha/Beta last year. Just after a major release there where plenty of fixes added, but as the main trunk and the branch diverged the number of smaller patches dropped off. When 1.3 comes we will see the same thing. The first beta week there will be several patches, maybe even daily. For a while we will then get weekly, but as time progresses the will become less and less frequent since doing them at that point is a waste of Dev time due to 1.4 approaching.

This pattern has very little to do with the Mac and Xbox builds since they are being worked on by a separate team and since we have seen it over and over again during development of the game last year (before any ports were being worked on).

We did get a server update today though which is easier since it doesn't touch the trunk/branches in the same way.
 
To say things straight, 1.2 should have been 1.0. The problem was the commitment in release date, and thus the so empty content in the beginning of the official release of the game.

Unfortunately, that's true of a lot of software these days. As the complexity grows, so does the difficulty in getting things perfect for launch.

I'm not sure they could have released a 1.0 release with all the current content, without having the months of live data and feedback and bug reports that comes from a Live release. Yes, the beta would have helped hugely, but the numbers and issues scale up with additional users, and different play-patterns and imbalances between craft / factions begin to emerge when you go Live.
 
due to 1.4 approaching.

Wait what, do i already have 1.3 ? ^^

But yes everything has been like discribed since the beginning, a lack of minor patches usually means a big one is around the corner.
Minor patches always happen in quick succesion after a major one, up to a point.
Also every big updates have always arrived between 1 and 2 months away of each other, never more than 63 days so far(Beta1 to B2), this one takes its time but we're only at about 42 days after 1.2 today.

371162DevPhases.png

From Alpha(A) 1 to 1.2, through Premium Beta(PB), Standard Beta(B)and Gamma(G).
A4 & PB1 are mostly the same thing, that's why A4 was so short.

Yeah i know... but keeping records at least helps remembering that things arent that bad after all.
 
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What will be the roles of the diamondback and imperial courier?

If only we knew ^^

Though the diamondback is/should be another lakon, which are usually cargo ships, though the Asp Explorer is a lakon too and is quite polyvalent.
 
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Gilmour

Banned
Whewwwww, boy. Some of you... If you'd taken any time at all, Michael directly replied to that saying they haven't said anything because nothing has changed - they're looking into it and it'll take a few weeks to sort out. Shame you don't remember that reply, since you seem to be freakin' Pepperidge Farm over there.

I won't dignify the rest of what you said with a response.



As for the Powerplay announcement, I think Tinman's post sums it up for me =)
My statement has it's own dignity and needs not you reply to dignify it.

- - - Updated - - -

Xyphic explained it well above.

This is nothing new and we saw the same thing all through Alpha/Beta last year. Just after a major release there where plenty of fixes added, but as the main trunk and the branch diverged the number of smaller patches dropped off. When 1.3 comes we will see the same thing. The first beta week there will be several patches, maybe even daily. For a while we will then get weekly, but as time progresses the will become less and less frequent since doing them at that point is a waste of Dev time due to 1.4 approaching.

This pattern has very little to do with the Mac and Xbox builds since they are being worked on by a separate team and since we have seen it over and over again during development of the game last year (before any ports were being worked on).

We did get a server update today though which is easier since it doesn't touch the trunk/branches in the same way.
So it will never be debugged or have the exploitables removed. Too bad.
 
  • The server. The interface to the server will generally remain consistent, though APIs will necessarily change.

When you're talking about the cost of development, just talking about the 'server' for ED conceals massive complexity that consumes resources too. It's like talking about "that bit under the water" of an iceberg.
 
Wait what, do i already have 1.3 ? ^^

But yes everything has been like discribed since the beginning, a lack of minor patches usually means a big one is around the corner.
Minor patches always happen in quick succesion after a major one, up to a point.
Also every big updates have always arrived between 1 and 2 months away of each other, never more than 63 days so far(Beta1 to B2), this one takes its time but we're only at about 42 days after 1.2 today.

http://img15.hostingpics.net/pics/371162DevPhases.png
From Alpha(A) 1 to 1.2, through Premium Beta(PB), Standard Beta(B)and Gamma(G).
A4 & PB1 are mostly the same thing, that's why A4 was so short.

Yeah i know... but keeping records at least helps remembering that things arent that bad after all.

Wasn't beta 3 only for 2 days?
It seems all a blur now, but I think thats when the AI controlled Pythons and Orcas were introduced.
 
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