Could the ppl developing, spoil how the work is goin ?
Re: Could the ppl developing, spoil how the work is goin ?
I'd like a TL;DR or like a chart of content and its progress, just to know where we stand. I deal with a lot of games on an ongoing fashion (including unreleased games) and it helps understand where everything's flowing. I do have plans, should development continue to progress, to help with public coverage of the game and the server, including guides, news, etc.
Let's play a game, 

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Re: Could the ppl developing, spoil how the work is goin ?
I would love to know what's happening next but I highly doubt it will happen. Not trying to be pessimistic or take a shot at any of the great developers for this project. Just as a previous poster mentioned if they say they're working on X, and it doesn't happen, everyone's going to be disappointed.
Imagine looking at some code thinking geez, this will be easy to fix/implement. Then when you actually get into the heart of it you realize it's a lot more difficult than anticipated. Then you realize either you can't fix it, or it's going to take way too long to do in the timeframe you have in mind. With this in mind, I am not surprised we do not hear a lot of changes they may be working on.
Imagine looking at some code thinking geez, this will be easy to fix/implement. Then when you actually get into the heart of it you realize it's a lot more difficult than anticipated. Then you realize either you can't fix it, or it's going to take way too long to do in the timeframe you have in mind. With this in mind, I am not surprised we do not hear a lot of changes they may be working on.
Re: Could the ppl developing, spoil how the work is goin ?
Not to mention the fact that posting about it takes time away from doing the actual fixing! :p
Re: Could the ppl developing, spoil how the work is goin ?
They should be adding comments to the commits of what's changing. These comments could be pulled to create an ongoing listing. For example:Glamron wrote:Not to mention the fact that posting about it takes time away from doing the actual fixing! :p
03/17/15: Fixed x skill
Let's play a game, 

Re: Could the ppl developing, spoil how the work is goin ?
I think it's pretty simple: you can't write a roadmap, when you don't understand everything yet. As i understand, the devs need to find out one by one, how the communication between the server and the client works.
Sometimes there seems to be also a problem, that a new feature works on the dev-server, but strangely not on the live server.
You normally see this kind of information only on mods or projects that are supported by SDKs or have a big amount of devs. Unfortunatelly there is no "How to code a WAR server" manual available.
I think people mostly want to see some percentage numbers, but that is nonsense. When something is "90% done", the "only 10% left" could be very difficult to fix and maybe take several month to finish. At the same time we would see daily new posts like "Why feature x is not finished yet, are devs slacking/dead?".
Major companies with big public relations departments have problems to publish realistic information about whats going on and what to expect in the future (see Valve Time). No one can expect that from such a small team.
Btw the devs do give some information from time to time, but it's hidden in random threads and only 10% of the users seem to read the forum regularly (this feature is still 90% unfinished
).
Maybe a "devtracker" could help straightforward, so that you click a link on the upper bar of the homepage and see all links to dev comments together.
Sometimes there seems to be also a problem, that a new feature works on the dev-server, but strangely not on the live server.
You normally see this kind of information only on mods or projects that are supported by SDKs or have a big amount of devs. Unfortunatelly there is no "How to code a WAR server" manual available.

I think people mostly want to see some percentage numbers, but that is nonsense. When something is "90% done", the "only 10% left" could be very difficult to fix and maybe take several month to finish. At the same time we would see daily new posts like "Why feature x is not finished yet, are devs slacking/dead?".
Major companies with big public relations departments have problems to publish realistic information about whats going on and what to expect in the future (see Valve Time). No one can expect that from such a small team.
Btw the devs do give some information from time to time, but it's hidden in random threads and only 10% of the users seem to read the forum regularly (this feature is still 90% unfinished

Maybe a "devtracker" could help straightforward, so that you click a link on the upper bar of the homepage and see all links to dev comments together.
Re: Could the ppl developing, spoil how the work is goin ?
Wise words as always from Master Luth. From what I've picked up over last few weeks Devs are working on a complete rewrite of combat code which is no doubt a very significant amount of work but hopefully will address things like melee range and cast bar sticking. Also additional zones have been mentioned, as well as Renown Skill points and PQs plus Influence rewards. You can be pretty sure the server situation has a lot of attention too.Luth wrote:I think it's pretty simple: you can't write a roadmap, when you don't understand everything yet. As i understand, the devs need to find out one by one, how the communication between the server and the client works.
Sometimes there seems to be also a problem, that a new feature works on the dev-server, but strangely not on the live server.
You normally see this kind of information only on mods or projects that are supported by SDKs or have a big amount of devs. Unfortunatelly there is no "How to code a WAR server" manual available.
I think people mostly want to see some percentage numbers, but that is nonsense. When something is "90% done", the "only 10% left" could be very difficult to fix and maybe take several month to finish. At the same time we would see daily new posts like "Why feature x is not finished yet, are devs slacking/dead?".
Major companies with big public relations departments have problems to publish realistic information about whats going on and what to expect in the future (see Valve Time). No one can expect that from such a small team.
Btw the devs do give some information from time to time, but it's hidden in random threads and only 10% of the users seem to read the forum regularly (this feature is still 90% unfinished).
Maybe a "devtracker" could help straightforward, so that you click a link on the upper bar of the homepage and see all links to dev comments together.
Deadlakes (Marauder)
Shoreditch (Zealot)
Vhannos (Chosen)
Shoreditch (Zealot)
Vhannos (Chosen)
Re: Could the ppl developing, spoil how the work is goin ?
This night they will open t2 and lvl cap at 20.
Spoiler:
Last edited by Arslan on Tue Mar 17, 2015 11:05 am, edited 1 time in total.

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Re: Could the ppl developing, spoil how the work is goin ?
I'll elaborate some more on the combat code, since people are asking.
After gleaning some insight into how Mythic may have originally structured abilities (as a sequence of commands, optionally with damage information attached) I've been rewriting the ability and buff handling to conform to this idea. The upshot of this approach is that it's very easy to maintain code written in this way and to add groups of new abilities, as their commands, damage info and general info only need to be entered into the database and the server restarted, unless I haven't coded a command related to that ability (think auras, Hold The Line! and other such random stuff.)
However, since I don't like surprises and reworks, I've gone into this from the beginning with the aim of handling every possible ability in the game. That means that this won't be a simple matter of reimplementing the abilities and tactics from 1-12 - I will have to test every class' abilities and tactics from 1-40. That means that this may not be quick to finish. So far, most of Swordmaster, the class I'm implementing first, works (minus career mechanic which comes later, disarm/silence/knockdown CC which is on my agenda next, Throw, Juggernaut, Shatter Enchantment and Guard).
Other additions due to the change include support for delayed ability activation/hit, cones of fire, ability cast time setback, sending buff effects (like the lightning on Heaven's Blade and the glow for Hold The Line) and proper combat log heal text.
As a result of some of the changes, stuck casting should be gone - the server will send an interrupt packet if your cast fails for any reason, which will prevent the client from continuing the cast.
I'll add the usual caveat to this post: it's a work in progress and if something about this should change down the line (which I don't expect), it happens. I just don't think I need to leave everyone hanging when I can just make it clear that nothing is necessarily final.
After gleaning some insight into how Mythic may have originally structured abilities (as a sequence of commands, optionally with damage information attached) I've been rewriting the ability and buff handling to conform to this idea. The upshot of this approach is that it's very easy to maintain code written in this way and to add groups of new abilities, as their commands, damage info and general info only need to be entered into the database and the server restarted, unless I haven't coded a command related to that ability (think auras, Hold The Line! and other such random stuff.)
However, since I don't like surprises and reworks, I've gone into this from the beginning with the aim of handling every possible ability in the game. That means that this won't be a simple matter of reimplementing the abilities and tactics from 1-12 - I will have to test every class' abilities and tactics from 1-40. That means that this may not be quick to finish. So far, most of Swordmaster, the class I'm implementing first, works (minus career mechanic which comes later, disarm/silence/knockdown CC which is on my agenda next, Throw, Juggernaut, Shatter Enchantment and Guard).
Other additions due to the change include support for delayed ability activation/hit, cones of fire, ability cast time setback, sending buff effects (like the lightning on Heaven's Blade and the glow for Hold The Line) and proper combat log heal text.
As a result of some of the changes, stuck casting should be gone - the server will send an interrupt packet if your cast fails for any reason, which will prevent the client from continuing the cast.
I'll add the usual caveat to this post: it's a work in progress and if something about this should change down the line (which I don't expect), it happens. I just don't think I need to leave everyone hanging when I can just make it clear that nothing is necessarily final.
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