skrylar wrote:The collective Loftorb hide behind every issue hammering away at the "this is an alpha, see, alpha means we don't have to fix anything" and they can't even test their own systems properly (Jorb admits to sneaking himself lembas, a god full healing item, while play testing the 'normal' experience).
Which is precisely the reason why I decided that we needed to change how band aids work. Do you think I'm actually stupid enough to hand myself god items and then fool myself into thinking that that is the normal experience? What do you mean we didn't test it properly? That is exactly what I did: Concluding that it didn't work. A lot of the changes we have made have been made because I've played the game. The way anyone would. If I hadn't been sneaking myself lembas, the rest of you would still be out there trying to grind up 100s of HHP using leeches and bandaids that heal 10 HHP at a time. If loftar hadn't hurt his arm trying to work a field there'd be no scythes, no shift-planting and no harvest cursor.
Also, what do you mean we don't try to fix issues? There was griefing -- so we introduced scents. -- A mechanic that has been derided to no end, a mechanic that can improve, a mechanic that works pretty well -- There were wall-ins -- so we introduced destructible items. People hid their hearthfires behind shit -- so loftar fixed a highlight effect. Our development has -- a lot of the time -- consisted of nothing save chasing the latest exploit or unintended behavior, and the game is better for it. Actually, it works fairly well. Hundreds of people log in every day and seem to have -- for the most part -- a fairly enjoyable experience. Every time the server crashes, loftar fixes a bug. Haven -- by and large -- is an extremely bug free experience, compared to a lot of games I've bought off of the shelf. Everyone of those crashes is a problem loftar has fixed. Yet "Loftorb", somehow, "refuses" to fix problems? Compare the game as it is now to how it was in May, and tell yourself that we don't try to fix issues.
Yelling at us because our game sometimes trips and falls is like yelling at two parents who are trying to teach their child how to walk. We have ten hours a week, concentrated to one night, during which everything needs to be done. Discussions, implementations, bugfixes. The reason your expectations on those ten hours are sky high is because we by and large deliver.
Peace.