Deleted member 38366
D
IMHO it simply boils down to a mere few things :
1) "Balancing" and "FDev" don't go well together.
It used to be different, but that was in 2014. Went downhill from there. More and more unforced errors went into the Game and/or many of its features.
What was once intended to be a swiss watch with sub-millimeter precision mechanics got worked on with a Sledgehammer and a Crowbar over and over again.
In no other Title have I ever seen such knee jerk adjustments with original intended Balancing off by upto over a full order of magnitude.
This fundamental inability to get things about right on 1st attempt is quite unique, more often than not what should be Expert Balancing rather looks like : Trial & Error ¯\(ツ)/¯
So you play the Game after a Patch or see a new Feature being introduced.... And be like...
2) "Resources" vs "Live build" vs. QA/Testing
If it wasn't obvious by now... FDev conducts next to no testing whatsoever. "If it compiles - release it!" has often been their MO.
Results :
On top, the amount of Resources going into this live build has been minimal to non-existing for almost 2 years now.
A skeleton team tasked with recycling as much of old/existing codebase as possible and make it into a new feature is being put out of their league. Pressure cooker. Never worked, doesn't work, will never work. It's plain unrealistic.
That's how half-baked features are born, that's how unrealistic deadlines combined with insufficient resources result in Damage Control with grim accuracy. Over and over again.
3) Learning Curve
Well, sorry. None observed for the most part.
Those who do not learn history are doomed to repeat it.
In a nutshell, that's what we're seeing. And lacking fundamental changes to the underlying structure of the entire Design & Development process, it leads to another classic.
All this has happened before... and it will happen again. And again. And again. And again. And again. And again. And again. And again.
1) "Balancing" and "FDev" don't go well together.
It used to be different, but that was in 2014. Went downhill from there. More and more unforced errors went into the Game and/or many of its features.
What was once intended to be a swiss watch with sub-millimeter precision mechanics got worked on with a Sledgehammer and a Crowbar over and over again.
In no other Title have I ever seen such knee jerk adjustments with original intended Balancing off by upto over a full order of magnitude.
This fundamental inability to get things about right on 1st attempt is quite unique, more often than not what should be Expert Balancing rather looks like : Trial & Error ¯\(ツ)/¯
So you play the Game after a Patch or see a new Feature being introduced.... And be like...
2) "Resources" vs "Live build" vs. QA/Testing
If it wasn't obvious by now... FDev conducts next to no testing whatsoever. "If it compiles - release it!" has often been their MO.
Results :
- ordinary Players log into a new build and discover obvious and in-your-face issues within Minutes. Hallmark signs of no Testing, as these could not have possibly been overlooked.
- Beta Phases - when existing - often result in only top tier bugs being addressed, with plenty medium and minor issues still making it into release. Reason : unrealistic Release deadlines vs. Code and Design Quality.
- what is called Beta is essentially an Alpha. And what its called Release is essentially a Public Beta. Rinse & Repeat often enough - and you'll have one hell of a customer relationship going on
On top, the amount of Resources going into this live build has been minimal to non-existing for almost 2 years now.
A skeleton team tasked with recycling as much of old/existing codebase as possible and make it into a new feature is being put out of their league. Pressure cooker. Never worked, doesn't work, will never work. It's plain unrealistic.
That's how half-baked features are born, that's how unrealistic deadlines combined with insufficient resources result in Damage Control with grim accuracy. Over and over again.
3) Learning Curve
Well, sorry. None observed for the most part.
Those who do not learn history are doomed to repeat it.
In a nutshell, that's what we're seeing. And lacking fundamental changes to the underlying structure of the entire Design & Development process, it leads to another classic.
All this has happened before... and it will happen again. And again. And again. And again. And again. And again. And again. And again.
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