109229-state-of-wildstar-and-dev-communication

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Spot on post and very much agree with these points.

Answer quoted below..


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This is why we love you, Chillia. :)


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Your not the only one rolling alts while they wait.. ive made several now...and so have many others. If your feeling the burnout go take some time out and come back later when things feel freshened up a bit.


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Welcome to the problem. Now back up to the complaints here in GD in June about PVP.

Threads were full of this. Speaking of....

Okay, well, I'm an architectural designer that works in health care. I routinely work on massive projects with multiple independent contractors, clients, project managers, building officials, et al. Projects with "small" multimillion dollar budgets that will go on for 6-7 years. I've got a healthy dose of respect for their work. To answer your questions: 1.  Carbine still has job listings, so I would assume they are understaffed in some areas. There are plenty of references to working overtime to fix bugs for the staff they have. I've received no indication Carbine's staff has decided to take vacation en masse. There is no logical reason to, as there's so much work and their jobs ride on their ability to fix things. I read the patch notes; I can't fathom how they're fixing them as fast as they are. If you've more familiarity with MMORPG launches, coupled with the knowledge we have about their staff (they've risen to about 250 people all told last I heard), you'd be impressed, too. There will always be bugs, but I can't imagine a company that size fixing that much any faster than they are. Bug fixing especially isn't a factory job, relatively small issues can have relatively deep causes in very sensitive parts of the architecture. Try finding out you need a set of 20 6" pipe chases going up through a building and you'll know that even something that small has HUGE, wide-ranging consequences for design.  It's even worse having to do it in a piece of live software constantly getting hammered by thousands of idiosyncratic player styles.  It ain't Mario anymore. 2.  Bug fixing is atop the agenda, as most of what they have for development is already developed most of the way.  There's a team that adapts the pre-made content for the new launch version and puts it in the game, but the majority of the designers are working on fixing systems at the moment (as was the plan at launch).  Paperwork and documentation gets handled by whoever needs it (not all 250 people in the company are programmers; I'm assuming they've got some HR in there) and internal communication is key.  If anything, they don't have enough, since if you don't like version crossover bugs, that's entirely handled through coordination and paperwork. I think I've got a pretty good idea of how it is over there and what's going on. If none of us knows, it hardly seems like laziness is something we can accuse them of. I feel confident in saying, though, that whether you approve of them or not, they aren't just sitting on their hands. I've been here a while, I try to keep up with dev tracker, their Nexus Report feed, reddit, twitter, et al. I've seen no indication that the Carbine staff just aren't working hard enough, unless you'd like them on mandatory 80 hour weeks.


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I am not saying that at all. I am just pointing out, as others have, that the devs are communicating, they are just not doing it how you like. since they are hiring and you know how to do it, why not apply for a job there? if it is really that simple of an issue, and they are not aware of it, I am seriously certain they would want you on the job assisting them. that way you would even get paid for it. and could communicate as you think a dev should to us.


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then do what people did back in the day. they actually contacted the studio with the fix. in several cases the fixes that players had sent in were implemented. (of course they broke again later but such is life of code)


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Actually, yes you did say it was easy(which is why I asked):

I wasn't asking if communication was easy, I was asking about the development and implementation of that fix for PvP gear you used as an example.


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