Delamore wrote:Because at this point the game is small, it does not charge
The dev's have stated that they are unlikely to ever charge. I assume they're going to stick with that.
Delamore wrote: and the devs don't have as much on their plate as they will in a years time.
Are you implying that something drastic is going to change in their personal lives? Maybe you know something we don't... So far as the game goes I assume they've got a more or less infinite list of features they want to get done, so I can't see their work queue (if you call it that) getting smaller.
Delamore wrote:What happens when you get a group of people that join and ONLY grief people? What then?
I can't see more players exploiting the same problems making the problem any harder to fix from a dev perspective. It might possibly have a larger impact on the player base, but I would expect the per-player impact would be the same or lower.
Colbear wrote:The game is small, and the code is easier to navigate -- changes, in general, should be somewhat easier.
It is developed by two people, which means both should be fairly comfortable with the code,
Only one of the dev's is a programmer, that's Loftar. Jorb does the art and they share high level game and mechanic design.
Colbear wrote: as opposed to being developed by 2 people + a small team who are pulled in later, who were not around when the feature that needs fixing was implemented.
I believe the assumtion that Loftar is going to dilute his creative control by adding more people is flawed. He's indicated that he doesn't want to, (see the sticky thread) and from what I've seen of him he's quite capable of managing this project on his own.
When only a single person works on the code, then it's all in his brain space.
I can see your point about the code base becoming quite large, however with good development practice and IDE support that's not necessarily an issue.
I work on a large enterprise system for the Australian government, at last audit it had over 500,000 classes in it. When making most changes I deal with maybe 20 to 100 classes and believe me, navigation is not a problem, especially in the parts I've developed myself (I've been on this system for 2 years on and off).
I expect Loftar is more capable than me and I expect his project will not grow as large as the ones I've been working on in a year or two, if ever.
Colbear wrote:The game is in early alpha, so players are more willing to put up with bugs that would be considered critically gamebreaking in a final state -- changes, in general, should be more often and more well-received. For example, the sewer that is Second Life wanted to restructure its stuff a while ago, to run better -- but so many users had made so many stupid scripts and items that would break on a change that the Linden Lab guys were unable to, or something.
I don't know if I except an argument based on pandering to players in response to "how does it make it harder for dev's"... While I think J&L want to keep players happy to a degree, I don't think they have the same pressures on them as a dev team who rely on their game for regular income.
Colbear wrote:Many newbies are joining from already-established websites to play with their friends, ... snip ...A worse time would be right after an appearance in a major gaming website, where there would be many soloing newbies who don't have people ingame to talk to.
Ok, that's the same thing, yes, maybe it'd have more impact on players by sheer dent of numbers, I don't think that really affects the difficulty of development.
Colbear wrote:The devs are currently interested in the game and putting in effort to produce regular updates. Now is a good time to push them to do critical changes, because devs can and do get bored of their own games, so "most important things first -- fix GAMEBREAKING things first" is usually the way to go.
In my experience when dev's lose interest they stop developing features and ONLY work on game breaking things if anything... I reject that argument.
Colbear wrote:The player base is small... snip...
This is a re-hash of the same argument you've made twice earlier, I reject it for the same reasons.
Colbear wrote:Devs are able to directly speak to individual players without being completely mobbed, as tends to happen in larger communities. This makes it easier for them to find and get explanations for bugs or exploits that have taken place. They are more accessible now than they will be in the future (when 500 people all want to talk to them at once), so now is a good time to ask them to directly address game-breaking or otherwise critical issues.
This is the closest to a good reason, however I don't see how it applies to any of the problems that have currently occurred. All have been quite straight forward, and even if they were reported 1000 times in various ways J&L would likely be able to figure out what's going on from the first 5 threads or PM's.
Ok, Thanks for providing your reasonings. I do not agree with them.
I could be wrong, I'm well aware of that and I think if I am then it's most likely on the size of the code base point.
I'm not deliberately trying to troll you guys and I appologise for biting at Jackards bullshit (a troll presented as an argument) that was foolish of me.
I understand that the default mentality for any project (software or otherwise) is that fixing things sooner is better and easier than later, however I don't believe you guys have applied critical analysis to it. I'm against following "conventional" wisdom without thinking, as this is not a "conventional" project in many ways.