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We don't need new art, we need a working game.

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Squidslinger Gilder:
Well, I can certainly relate. I've felt the same way about the game off and on for a year now. Especially about the start of the Heffy Challenge when we had to compete under some of the worst lag conditions the game has ever had.

Gotta admit this is a sign you are passionate about this game and care for it more than normal players. Pretty much how I feel about the squid and why I'll never stop demanding my baby back.

However, I do feel you are coming off a bit hard. Patch was just days ago and they are working to figure out what went wrong. Goldenglade's post is very accurate in what they are having to deal with and honestly, I've never seen a Unity engine game run without very visible bugs. This is one reason why I'm not jumping off the walls about MLG. When you compete in this game for as long as myself and others have, you realize there are a lot of things you'd love to see happen, but then there is reality.

Reality dictates that this game will never be ready for MLG unless Muse had 2 teams working at once. One team on Skirmish, and one on Adventure could do it. The amount of work involved is just too much as they are now, sorry but the game is just too buggy and PVP games take extensive focus and tuning. Don't believe me, look at how WoW and other MMOs have splintered their playerbases between PVP and PVE players. Both sides hate each other because the dev hasn't gotten smart enough to separate the games. It is a never ending balancing act which PVP turns into. There will always be one class or another that is stronger and people will always mass around it till it changes. Just like what we have in GOIO.  The only positive thing for Muse is they seem to be keeping both separate. That helps a lot but still PVP will perpetually require attention and tuning.

One has to suffer for the other to come to pass. Now here they launch a patch while heavy into COOP dev and its probably forcing them to focus time away from that to fix Skirmish. All we can do is be patient. If you have logs, send them in. Help them out.

Alistair MacBain:
As unfortunate as it is ...
show me one game that doesnt have this issue.
We all know the sentence: Never play on patchday.
And that one exists for a reason.

Spud Nick:

--- Quote from: Nietzsche's Mustache on August 01, 2014, 04:55:51 am ---I'd like to actually be able to shoot at that Sky Whale. Or the potted plant that's always spawning with it, saying "oh no, not again."

--- End quote ---

Try using a flare gun to spot ships in the sand storm. It can be very useful on desert scrap because that storm is always rolling in.

Spud Nick:

--- Quote from: Alistair MacBain on August 01, 2014, 06:17:48 am ---As unfortunate as it is ...
show me one game that doesnt have this issue.
We all know the sentence: Never play on patchday.
And that one exists for a reason.

--- End quote ---

Play on patch day. Report bugs!

pandatopia:
I think the problem is uh, artists and software engineers have completely different skillsets, and work on completely different things, all the time.

I'm pretty sure its safe to say, we'll still have this many bugs, if we had 0 new artwork/models, or if we had 100 new artwork/models every single day.

Unless its something like a clipping issue or something I have enough faith in "black box" and modularity to feel that no amount (or lack thereof) of artist work is going to significantly impact programming work.

That said, you must also know the "too many cooks in the kitchen" thing where throwing (or hiring) more programmers isn't going to solve this problem either.

I have no opinion on the graphics bugs - yes they suck, but from the few courses I took on graphics programming, its hard. And oftentimes you are working with an abstruse (or obtuse...heh) graphics engine that is out of date or significantly customized and it is hard to figure out a solution without causing more problems.

Art, assets, new content, is always the scapegoat when it comes to things breaking, while 99% of the time they aren't the problem.

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