MagicManICT wrote:VDZ wrote:No world reset has ever been announced months in advance. How can you know this will be the case? "I'll lose everything in two weeks" is very different from "I'll lose everything in two months", let alone "I'll lose everything in 5-6 months".
At more than a month or two out, it definitely wouldn't discourage people from playing, however, how can you predict your development cycle that far ahead unless you have the means to put yourself through the crunch time necessary for sticking to such schedules?
By having things finished way before they're needed. If a feature/content added at world reset is only worked on during the month before the reset, yes, you'll have a strict deadline. But if the devs work on that feature/content for 20% of their time after the previous world reset, the feature will be done 5 months after the reset with no extra pressure, and will be all ready to go 7 months later when the world actually gets reset (assuming yearly resets). The vast majority of Haven's content does not require a world reset and is not required for a world reset, and can thus be worked on at any time at any pace without deadlines. You just need to do the work that does have a deadline in advance, so that by the time you get to the deadline there's no work left to do on whatever the deadline was for.
As an additional advantage, there's more time for testing, fixes and adjustments, and should it take longer than expected it can just eat into time scheduled for non-mandatory features/content rather than the developer's free time. The disadvantage of course is that you don't get to show off your shiny new thing immediately and if issues are found after release you need to 'get back into it' and figure out how things worked exactly, some ramp-up time that would be avoided had the thing been worked on recently. (You'll also want a smoke test shortly before release to make sure it hasn't broken in the meantime.) But while it's technically less efficient, I think it's worth the scheduling benefits.
Of course, the devs are the ones to determine their work schedule. But those are my thoughts on it and how I'd make the situation work.