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We don't need new art, we need a working game.
Surette:
--- Quote from: Nietzsche's Mustache on August 01, 2014, 04:15:39 am ---Perhaps the issue is this is the only Indie game I've taken a liking to and that my expectations are unrealistic.
--- End quote ---
Yes, this is very clearly the issue. Your post is characteristic of someone who has never played an online game. This isn't Microsoft Word, an enterprise program that is expected to remain stable for 30 years. This is an indie game developed by a group of 15 people. Game patches change fairly big components that are frankly impossible to test 100%. Bugs are (and should be) expected. I would truly be more surprised if there were absolutely zero bugs -- that just tells me that there are likely more insidious bugs that haven't been uncovered yet.
Software has bugs. Online games have even more bugs. Online games developed by a small team of people? Of course there will be bugs. That said, Guns of Icarus is a pretty well-polished game. I don't think I have ever encountered a game-breaking bug.
Also, your suggestion that they stop paying artists and only pay engineers is completely absurd as well as goddamn insulting.
Ultimate Pheer:
Honestly, the situation with this is little different from, say, Minecraft.
A small team working on a very LARGE game, making it difficult, if not impossible, to fully test everything in a reasonable amount of time.
Coding is not a simple process; so many lines rely on other lines that changing one can have a cascading effect that accidentally inverts gravity or something.
Imagine:
I am bemused by people bringing up the MLG "nonsense". Remember, it wasn't Muse who went to MLG and asked to be put in, it was us.
HamsterIV:
I thought ship disappearing was a feature. Since we all play a different graphics settings some of us will render more cloud particles than others. It would be unfair for the extra cloud particles to obscure a ship on a higher end system that a lower end system will less cloud particles can see clearly. I think the game detects the number of cloud particles between ships at the server level and sets the ship to invisible when the number is too great. The glitch is not that the ship disappears but that you can't see the cloud particles partially obscuring the ship as it transitions from visible to invisible states.
Of course I could be wrong, and just making up excuses.
Dementio:
I thought ships disappearing in clouds is normal. How do you see a ship that is "hiding"? And I personally like that ship disappearance in scrap. The calm before the storm, first there is nothing, suddenly the entire enemy team. And sandstorms coming in during a fight could lead to potential saves as a ship could (while maybe unintentionally) go behind another one.
What I am concerned with MUSE is not that they publish as many bugs as they do, but rather they don't seem to test such things before they publish them. When they released the patch, the infoboxes of the badges were sometimes covering the entire badge, making it impossible to switch it since you couldn't click on it because the infobox was blocking it. Something like that has to be noticable when you look at it for 5 minutes max. But nobody seemed to really bother checking it out, not even the normal players that are testers in dev app as well.
And such a massive fps drop with flamers and sometimes hwachas can't go by unnoticed if you test it.
When a developer releases a patch, I expect them to look at the most noticable and easiest to notice things, like said infoboxes and fps drop. I don't doubt MUSE's inability to check for bugs like this, but they apparantly didn't invest as much time in it as they should have. And hopefully, they will invest more time to search for these bugs now.
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