I think you guys are doing alright, all things considered.
I think the breakdown of ideas communicated is the expected number of hours a week of development versus actual hours of development a week for two people within their circumstances.
jorb wrote:Nightdawg wrote:o let me ask then, since you've had this "Our primary development direction is toward object-controlled-objects." in the patch notes for several months now:
Have you even started on OCO, at all? And when did you start?
I don't expect an answer
Why not?
loftar has begun working on it, and did so around Christmas. We broke it off while we focused on world reset related changes, but he ha since resumed it, though I do not believe it to be particularly far advanced. Question for him more than for me.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
jordancoles wrote:Out of everything my no. 1 change for this game would be simplifying foods and their variance. For example: chives should always give agility when used as a spice in foods. Food in general needs to be simplified and having predictable reagants is the first step towards that. We should not need full websites and built-in client features just to make food that doesn't suck.
jordancoles wrote:It might be a good idea to shelf OCO longer-term if it has been 8 months with it being the "main focus" on the patch notes with nothing to show.
Phaen wrote:Thanks for continuing to develop stuff. Make what you wanna make.
jorb wrote:Client rendering rewrite took, what... two years+?jordancoles wrote:It might be a good idea to shelf OCO longer-term if it has been 8 months with it being the "main focus" on the patch notes with nothing to show.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
jordancoles wrote:This is what worries me about OCO. If it becomes another 2 year carrot on a stick without transparency about the delays/progress/thoughts on the system then I could see it hurting the game rather than helping it during that time. Resentment begins to grow when patches become sparse or are pushed back multiple weeks with no indication as to why other than the assumption that you just spent the week snorting blow and reading manga. If it is a 2 year project then so be it, but please try to keep the community in the loop on your progress or lack thereof.
Like others have suggested, teaser screenshots or C&I posts asking for our opinions on potential content updates would go a very long way.
I understand being hesitant to announce your plans for "bigger content" because it might turn out to be technically impossible, or you may decide to change your mind at the last moment. I get that. But I still believe that giving us a rough outline is likely better than keeping it to yourselves until it has been pushed out as a patch. If an idea is bad, the community would be able to poke holes in it fairly quickly. Hopefully that would lead to patches that never miss the mark/have to be reverted etc.
I'm not saying every patch needs a pre-patch write-up, but for bigger or more long-term things it would be nice to have some input, or to get a better understanding of your reasoning/development process.
jorb wrote: That being said I do not think that changing that "solves Haven's problems".
jorb wrote:Isn't something better than nothing?
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