Confirmed: Space Corridors (TM)
well, if cointerfeit exceeds that which it is counterfeiting, is it by definition a counterfeit?
Hundred of devs are creating the new era by doing power points, kickoffs, user stories, concepts, reviews, lessons learned or team buildings. There's no time to creating content but it will be amazing on paper.This doesn't explain why FDEV can't do it anyway... There's a guy that made 3 new SRV's concept in his free time while FDEV could only develop 1 in 5 years of development.
Maybe because they were working on others while at work and didn't particularly want to work on ED in their spare time.This doesn't explain why FDEV can't do it anyway... There's a guy that made 3 new SRV's concept in his free time while FDEV could only develop 1 in 5 years of development.
Hundred of devs are creating the new era by doing power points, kickoffs, user stories, concepts, reviews, lessons learned or team buildings. There's no time to creating content but it will be amazing on paper.
True... they worked on the new player experience and ARXMaybe because they were working on others while at work and didn't particularly want to work on ED in their spare time.
Concepts are easy.This doesn't explain why FDEV can't do it anyway... There's a guy that made 3 new SRV's concept in his free time while FDEV could only develop 1 in 5 years of development.
Concepts are easy.
Execution is more complex.
This whole line of conversation reminds me of the big mess when Diablo III was originally announced and a bunch of internet spuds declared that they made it better by desaturating everything and making it darker. These backseat designers circulated a lot of screenshots they had changed to "improve", until Blizzard sent out some videos in that style which showed how terrible it looked outside of a still, motionless screenshot.
I would also hazard a guess that concepts are not that time consuming. They probably already have a load. It's creating them and putting them in a game is a whole different animal.True... they worked on the new player experience and ARX
Yes... 5 years ago when they released the game...Being fair, the new player experience was important for the game.
In Beyond they created 3 new ships (6 including variants) and 3 SLF's, so I don't think these are "that" complex in the end. Making meaningful gameplay for the new models would be the big challenge in the end.I would also hazard a guess that concepts are not that time consuming. They probably already have a load. It's creating them and putting them in a game is a whole different animal.
Just look at how much work goes into creating a ship. The SRV is just as complex, possibly more so.
In Beyond they created 3 new ships (6 including variants) and 3 SLF's, so I don't think these are "that" complex in the end. Making meaningful gameplay for the new models would be the big challenge in the end.
The tutorials that were included in the game's release were a useful first implementation. The multiple changes added in the April and September updates substantially iterated on the aforementioned first iteration, and provided both great and necessary improvements to the game's New Player Experience.Yes... 5 years ago when they released the game...
This is not what I said, it's not the first time you try to change my argumentsA stance of "it wasn't done X years ago, so it shouldn't be done now" is fundamentally against FDev making improvements to the game, adding in new features, fixing bugs, etc. and I most certainly disagree with such a negative stance.
This is not what I said, it's not the first time you try to change my arguments
Sure... But I've never said I don't want improvements to the game at all.. Read again the bold part in my Stuart's quoteYou implied the new player experience was no longer important to the game, and was instead important 5 years ago.