@ GPG : Why does it take soooo looong to evolve DG ?

Ive got some questions to GPG:

 

 

why does it take sooooo loooong to implement replays, clan-support, mod-support

why does it take soooo long to release a demo

why does it take soooooo looooong to release new Demigods, Maps, Content (i havent seen any official infos about them so i think their developement-status is on a low-level)

 

yes I know, GPG is focusing on SupCom2, and thats why we have to wait 3 times as long as expected for every focking stuff we were promised !

 

 

in long terms, DG has no future when GPG is so SLOW in EVOLVING DG !

Todays gaming-community is very impatient, there are a lot of games out there growing and evolving faster than DG ! and thats the big problem.

 

 

(pls dont missunderstand this thread: its not the "I want Replays and new Content - thread Nr.1000"

I just want to know why GPG needs so munch time for EVERYTHING !

 

455 views 16 replies
Reply #1 Top

Because like most companies do their main development team will be working on future products while a smaller team will be supporting existing products.

From the changes so far I'd say the support team is probably too small, it's certainly very ineffective.

Reply #2 Top

not like it matters to them now though, they have the cash from the game, onto the next one...

its what seperates the good games developers from the bad ones...

Reply #3 Top

DG has been released FAAAAAAR too early. with too less features. it's not about slow support it's about selling a beta (at best). and from a pr perspective it's really stupid. this remains in the head of potential byers: a sold beta. it does not count much if they make out of it a great game later. it's too late if you have released so badly unfisnished product.

 

it allready seems that the number of players sinks, sadly.

Reply #4 Top

The number of players always sinks a few weeks after release. It's as inevitable as the tides.

It takes a lot more time than you might think to implement new stuff, if you're doing it right... :|

Reply #5 Top

Because a day is made up of 24 hours, and theres only so much you can do in 24 hours.

Before you ask why they do not have more people working on things then (after all, if something takes 10 days for a single developer, then 10 developers should be able to do it in 1 day eh?), here is a simple explanation why:

Imagine a solid lead ball of say 1 meters in diameter. 
- Can you lift that alone with bare hands? (assuming the ball has sufficient number of grips on it)
A: No way.
- How many people would be needed to do it?
A: There just isnt enough space around the ball for the number of people that would be required.

Software development is similar to this. There are simply tasks you can't delegate to more people, as the task is not big enough for more people to work on. Not to mention, that software development is a lot more complicated than lifting a ball, so the more people you have working on the same thing, the more organization and planning you require to prevent chaos, which in turn reduces overall effeciency.

Finally, above all the technical realities of software development, there is the simple yet unavoidable issue of resource management. Mainly human resources. You have an X amount of money from which to pay the guys working on improvements. Getting twice the number of guys would require 2X amount of money and even then you might not necessarily get a 100% increase in productivity (see explanation above). So even if we would assume that GPG has infinite resources at its disposal (which they obviously do not have), developing (evolving) the game would still take time.

I hope you did find my answer statisfactory.

pls dont missunderstand this thread: its not the "I want Replays and new Content - thread Nr.1000

Thats right. Its probably thread Nr.1001 :)

Reply #6 Top

Good explanation, csebal

I'm gonna bet this thread gets up to 23 replies before being locked ;)

Reply #7 Top

I agree.  I would rather they work an extra few weeks on the new features to make sure they work.  I don't want an update released with a new feature that doesn't work properly.  Then we have to wait longer for them to fix it.  Meanwhile we have 5000 threads bitching about the problem.

Reply #8 Top

How long has the game been out, again?

Reply #9 Top

Let's not be silly, it's nowhere near beta status, it's pretty solid in most respects.

 

There are some glaring issues though that have seen next to no change since release.

Reply #10 Top

Let's not be silly, it's nowhere near beta status, it's pretty solid in most respects.

What's interesting is that the "solid" respects have all been pretty much solid since September (with the exception of multiplayer connectivity, which was mostly settled last month)

Where we seem to be having issues is with anything that wasn't firmly settled before the game went Beta..

Reply #11 Top

Software development is similar to this. There are simply tasks you can't delegate to more people, as the task is not big enough for more people to work on. Not to mention, that software development is a lot more complicated than lifting a ball, so the more people you have working on the same thing, the more organization and planning you require to prevent chaos, which in turn reduces overall effeciency

This only applies to code that is written poorly, with poor project management. Teamwork enhances productivity in almost all proper scenarios. Yes I'm a developer for a living.

Reply #12 Top

but there are some things that could so easily be fixed for instance the healing wind 2/high priests bug

why can't they make a hotfix for this kinda stuff, they just need to change one simple number in the lua files...

Reply #13 Top

Wickedbear:
What i wrote is pretty much 1x1 as far as managing a project goes. Its the simple facts that you have to take into account when you decide about resource allocation.

It has nothing to do with poorly designed code, as the same principles could be applied to about any job you name, that can have multiple people working on the same thing.

Not only does your post contradict my own experience, but it also fails to meet plain old common sense.

Reply #14 Top

What i wrote is pretty much 1x1 as far as managing a project goes. Its the simple facts that you have to take into account when you decide about resource allocation.

It has nothing to do with poorly designed code, as the same principles could be applied to about any job you name, that can have multiple people working on the same thing.

Not only does your post contradict my own experience, but it also fails to meet plain old common sense.

Not really, what expereince DO you have? If I wrote a game that is one solid block of code 400,000 thousand lines long, yes it would be stupid to assign multiple people to problems. Yes it is stupid to put multiple people on the same task ussualy unless they're having difficulty. What you fail to realize in a generalization attempt to justify GPG for being slow is there is LOTS of bugs that need fixing, all of which SHOULD BE interdependant from eachother. There's no reason a new developer cannot be told, go here, fix this. Although what ussualy happens in this game is, when they fix this, this unrelated thing over here for some reason no longer works.

You can spout off all you want about diminishing returns about developer allocation, but to take it to such an extreme as you have is absurd for the OOP world we live in today. 

Reply #16 Top

Quoting WickedBear, reply 14

What i wrote is pretty much 1x1 as far as managing a project goes. Its the simple facts that you have to take into account when you decide about resource allocation.
It has nothing to do with poorly designed code, as the same principles could be applied to about any job you name, that can have multiple people working on the same thing.

Not only does your post contradict my own experience, but it also fails to meet plain old common sense.

Not really, what expereince DO you have? If I wrote a game that is one solid block of code 400,000 thousand lines long, yes it would be stupid to assign multiple people to problems. Yes it is stupid to put multiple people on the same task ussualy unless they're having difficulty. What you fail to realize in a generalization attempt to justify GPG for being slow is there is LOTS of bugs that need fixing, all of which SHOULD BE interdependant from eachother. There's no reason a new developer cannot be told, go here, fix this. Although what ussualy happens in this game is, when they fix this, this unrelated thing over here for some reason no longer works.

You can spout off all you want about diminishing returns about developer allocation, but to take it to such an extreme as you have is absurd for the OOP world we live in today. 

Have to agree with you, there really doesn't seem to be much going on. Some commentry:

A large number of the problems are present in lua files, eg TB fire autoattack anim state, sedna's priests numbers being wrong, gauntlets burning mana instead of draining and having hidden attackspeed buffs etc. that should be fixable in an afternoon, irrespective of management/OOP/anything else.

Replays were in Supcom from day 1, DG is on the same engine and their absence is frustrating to be kind.

Content I would guess is done by different people, artists would have as little dependency on the codebase as possible, so again why we haven't seen any hints of new maps/DGs/items is inexplicable from most viewpoints.

Mod support, like replays, is in Supcom and is already workable in DG. Sorian's mod manager has already done much of the required work, the content tools need to be made available before people like TheScottishAlien can start making new stuff though. I don't care about centralised lists and automatic downloading too much, if people can't make anything what's the point of the giant backend being discussed for distribution? We need a reliable GR2 exporter. We need a .scmap editor that works with DG. UI mods don't need this kind of infrastructure.

Clan support is probably a fairly major task, I'm not holding my breath for it.

I really like almost all of GPG's games, but their post-release work has never blown me away.