This is what Maintenance Mode must be like :(

Who might those people be? It's not us. We all think we know something, understand something, act and talk like we know everything - we don't. Sure, we can make some pretty good guesses, but there's still plenty about the game we don't know, don't understand. There are many parts of much bigger pictures we simply cannot see until they're shown to us, and they can't be shown to us until they're developed.

Certainly though, it can only benefit development to take input from us - just don't take us at our word, because we're talking out of our bums most of the time.

There are a number of people here who, for example, understand combat balance far better than FD does. In the past FD frequently did listen to them when they explained why the stats they presented didn't lead to the gameplay they aimed for. You could do that before releasing it though. I am not talking about 'should we go for spacelegs or atmos?' but rather 'suppose we would increase the fire rate of this weapon to that value, what would happen?'.
 
Software is pretty much never made 'for the author', especially games. For some reason devs don't really enjoy spending thousands of hours on a product, only to go home and spend more. You get a matrix effect, where you dont play the game but instead 'see the code'. 'Labour of love' and 'I make the game I want to play' are slogans only kids, drunks and the gullible fall for.

Depends on how old you are. I was lucky enough to be in my mid teens just in the final stages of computers being a niche hobby... so still got to experience “for the author” or nothing. It’s another level.
 
Gnosis was when they teased us about getting into one of those permit locked systems, which are reserved for future content, or so we have been told. I believe there was a path that was abandoned and might be touched again if the spacelegs as a "story mode" really happens. I'm not entirely sure what Codex is, a bit disconnected and some parts are interesting. Drew has interesting insight to this.
 
Software is pretty much never made 'for the author', especially games. For some reason devs don't really enjoy spending thousands of hours on a product, only to go home and spend more. You get a matrix effect, where you dont play the game but instead 'see the code'. 'Labour of love' and 'I make the game I want to play' are slogans only kids, drunks and the gullible fall for.
I think "Labor of Love" is a big deal. It makes people developing the game think more along the lines of "what would be fun", as opposed to "what's going to be marketable and make money". Look at the "Arkham" series of Batman games and the "Cybertron" series for Transformers, the highest regarded games for those franchises. They were made by fans of the source material and are beloved by just about anybody that's played them
 
I think "Labor of Love" is a big deal. It makes people developing the game think more along the lines of "what would be fun", as opposed to "what's going to be marketable and make money". Look at the "Arkham" series of Batman games and the "Cybertron" series for Transformers, the highest regarded games for those franchises. They were made by fans of the source material and are beloved by just about anybody that's played them

Dude, if you think the devs get to decide what to work on at all you are completely deluded...
 
Depends on how old you are. I was lucky enough to be in my mid teens just in the final stages of computers being a niche hobby... so still got to experience “for the author” or nothing. It’s another level.

Thanks, grandpa. ;) But it's 2019 and we're talking about publicly traded corporations largely owned by a Chinese investment company. Can we skip the romantic notions and focus on reality? :p
 
Software is pretty much never made 'for the author', especially games. For some reason devs don't really enjoy spending thousands of hours on a product, only to go home and spend more. You get a matrix effect, where you dont play the game but instead 'see the code'. 'Labour of love' and 'I make the game I want to play' are slogans only kids, drunks and the gullible fall for.

This is why i cant condemn rockstar too loudly. They have working practices in place to make sure the product attains a certain level. If they can crate something for me as the customer that isnt negativly effected by devs lack of passion for the product then thats fine with me.
 
I think "Labor of Love" is a big deal. It makes people developing the game think more along the lines of "what would be fun", as opposed to "what's going to be marketable and make money". Look at the "Arkham" series of Batman games and the "Cybertron" series for Transformers, the highest regarded games for those franchises. They were made by fans of the source material and are beloved by just about anybody that's played them
When I play WH: TW it feels like the team making it had fun doing so too. It's way easier to have a solid lore background to build from because it fuels imagination and directs what can be done. It does limit, too, but I think a structured background rather supports than limits.
 
There are a number of people here who, for example, understand combat balance far better than FD does. In the past FD frequently did listen to them when they explained why the stats they presented didn't lead to the gameplay they aimed for. You could do that before releasing it though. I am not talking about 'should we go for spacelegs or atmos?' but rather 'suppose we would increase the fire rate of this weapon to that value, what would happen?'.

Call me an optimist, but I suspect that may be addressed during open beta testing, as long as information provided is accurate and useful. Of course, there is always the possibility of Frontier weighing that feedback "Suppose we increase the rate of fire of X to Y" that is deemed undesirable by Frontier, who could look at the value and determine, "No, we want X to fire at rate Y."

This actually did happen during the open beta with the Shock Cannon, which had a much lower ammo count then. It could still use a bit more of an increase, imo, but they did hear us and act on it. If they continue this, then we'll get to a good place.
 
This is why i cant condemn rockstar too loudly. They have working practices in place to make sure the product attains a certain level. If they can crate something for me as the customer that isnt negativly effected by devs lack of passion for the product then thats fine with me.
Don't talk to me about Rockstar!!!!!

They didn't port Midnight Club - Los Angeles to PC!! Humph 😢
 
Depends on how old you are. I was lucky enough to be in my mid teens just in the final stages of computers being a niche hobby... so still got to experience “for the author” or nothing. It’s another level.

Couldn't agree more. The golden era of computer games was one or two people writing games in their bedrooms as amateurs. The whole thing nose dived when they became huge corporate behemoths targeted at the man in the street. There's nothing wrong and everything right with creative endeavors being "for the author" (i.e. be your own audience) and we all know that the man in the street is a ****.
 
Indie developers say hello. I know, because I am one!

Lots of single and small developer groups make the games they want to make. Sure many of them don't sell well but there are certainly lots of "labor of love" games on the market today.

Sure, but no matter how much some want to keep the fantasy alive FD is not indie. The second paragraph also kinda casts doubt on the who "labour of love is a crucial ingredient' argument; pretty much all popular and highly regarded games are not the result of that.
 
Indie developers say hello. I know, because I am one!

Lots of single and small developer groups make the games they want to make. Sure many of them don't sell well but there are certainly lots of "labor of love" games on the market today.
Don't know any indie developers but most modders I know don't play their own mods. They do love them though.
 
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