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Reach Exceeding Grasp?

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Pyromancer
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Reach Exceeding Grasp?

I'm not trying to startle anyone or provoke fear.

I feel a bit scared that City of Titans is attempting to appeal to ALL the fans that loved ALL the features City of Heroes had. In such a short amount of time with such short notice and resources. What I mean is that City of Heroes had a lot of stuff, a lot of features, customization, power sets, zones, it was glorious, but really it took Cryptic/ Paragon Studios 2+ years of development time and 7+ years of constant updates to reach the point we most freshly remember.

So I'm a little worried when I come here and I see brain storming about wanting a 100+ plus new mechanics, powers, and features in the game at or near release with pleas to make it happen. I want everyone to logically know that it will take a bit of time to develop all this and that, as in years, to reach a point of glory we all remember so fondly and knit our community back together. A strong foundation is important, and I really want this game to do well, so I don't want it spread too thin or rushed or confused. I have faith in the devs, it is the boisterous forums that worry me.

Don't worry, I'm like this about every mmo that is inspired by another. I'll relax more once more news is released, my imagination is getting the better of me. I'm not trying to limit your thoughts or creativity right now, just raising a bit of awareness, feel free to carry on as you were. It's good to have thinkers, you can almost never have enough ideas and concepts, just don't go overboard.

Fly high, Heroes, and scheme dark, Villains. Goodnight.

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I think it's more that we

I think it's more that we just don't know what they have planned. Also spitballing out ideas. Though, I was under the impression CoT wouldn't have zones, but rather one big city.

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Yeah I wouldn't worry too

Yeah I wouldn't worry too much about the discussions / arguments that have been both provoking and divisive.
Nobody knows what we're getting, anything we find a compromise on in a thread may not be what we get in-game for a whole variety of reasons no matter how hard we fought for and then won it.

Just a bunch of passionate spitballers trying to second guess and influence what might be coming.

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I don't expect CoT to have as

I don't expect CoT to have as much total content on Day One as CoH did by November 2012. But given that this new game is being developed with tools and technology that's at least ten years ahead of what CoH started with I would expect it'll be easier for them to come up with things like animations and artwork than it was back in 2004. With that in mind I'd guessimate CoT will start close to being as "big" and detailed as CoH was at its start even after taking the more "grassroots" development paradigm into account.

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Thank you for your input.

Thank you for your input.

We are very aware of the task before us. There is a definite vision to guide the process, and while we strive toward game release, you should feel free to discuss items of interest to you regarding CoT. So, don't be too concerned about all of the topics and the range of discussion. In my opinion, its better to have more than less.

Regarding development, we have quite a range of personnel working on the project. Comparing the dozens working on it and the time they are investing, I'd like to think we have sufficient man-hours to equal most established studios. We are also able to leverage technologies that didn't exist a decade ago, reducing the time for many tasks. Lastly, we've already been working on this for over a year now, and while much still needs to be done, quite a bit has been accomplished.

While we work toward game release, please share your thoughts, desires, and concerns. For that matter, you are welcome just to visit. Perhaps you will find something of interest in Backstory or some of the RP threads.

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Truth be told, some of the

Truth be told, some of the stuff they talked about in the Kickstarter updates made me drool. Yeah, we know we won't have everything at launch but we all have to sound off about what we believe is important. I'd be thrilled with a game that worked with a lot of the tedious stuff (defeat X missions and no way to call the Contact) fixed or omitted.

I'm confident the Devs, many of whom were players, will get it right.

I remember when Star Wars was cool...a long, long time ago...

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While "Defeat X" missions and

While "Defeat X" missions and having to travel to a contact were not my favourite activities, I did respect them for the one value they provided. In a game with mostly instanced content, even a full server can look empty when most characters are in their own instances. These activities at least helped make the world look more alive by providing activities for characters to do outside of instances, without falling into the common non-instanced MMO traps of queues for bosses, mobs that respawn on top of you, or objects that regenerate seconds after you destroy them.

Having said that, if MWM can come up with ways to achieve this by some other means while still avoiding the common traps, I'll be all for it.

Spurn all ye kindle.

Lothic
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Cinnder wrote:
Cinnder wrote:

Having said that, if MWM can come up with ways to achieve this by some other means while still avoiding the common traps, I'll be all for it.

MMO innovation is great but frankly I'd be happy to just have a game that at least starts with all the "lessons learned" that CoH had by the end.

Clearly CoH evolved quite a bit over its 8.5 years and had corrected many of the problems it started out with as time went on. Hopefully CoT will benefit from that experience and be a better game on its first day without being entangled in outdated game mechanics and ideas that CoH could never (try as it might) completely divorce itself from.

CoH player from April 25, 2004 to November 30, 2012
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I'd like to think that the

I'd like to think that the devs have this well in hand. Not sure what the result will be, or if it will be popular with comic book readers and players of MMOs, but we can trust, hope, and keep throwing out new ideas to insure that is as good a game as possible.

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With the management of

With the management of expectations, I've quite often made in my posts representing MMW...

1. "available at launch" - a lot of what we would like to do can't be all done at once. Only a basic set of 'archetypes' and content levels and power sets and features will 'ship at launch.' So, stuff that we'd like to do may have to wait for updates that come soon or way after launch.

2. "no promises" - a lot of what we would like to do needs to be prioritized, coded, and play-tested. Each step along the way my pose a roadblock. So, anything we talk about comes with the proviso, "no promises," in case something doesn't go as planned.

3. "the engine might..." - The old Cryptic engine was a known quantity as to what it could and couldn't do. In the last few years of CoH, the engineers did wonders hacking the code of CoH to make it do things it originally couldn't. Some were successful (four legged rigs), some weren't (fixing base raiding). Our engineers are still seeing what our engine can do. There are many knowns about this engine, but there are also a lot of stuff players expect from a CoH game that this engine isn't known for, and we need to see if we can get it to cooperate.

So... look for the quibble words and phrases when we hype what we would *like* to do. Telling you what we would like to do is to let you all know the direction we're heading. But we're also aware and alerting you that there may be bumps along the way.

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Fire Away
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I suppose when it comes to

I suppose when it comes to code one man's "wonders" equals another man's "spaghetti". Anyway, my real point is a game's integrity suffers whenever features are announced with great fanfare (and are embraced by enthusiastic sub-communities) only to be abandoned later due to technical reasons... or even a stronger desire to develop "the next big thing". I get myself in trouble whenever I try speaking for the community but I think I'm on fairly safe ground saying many a CoHer has had the experience of having "the rug pulled out from under them" (especially with the closing) and it doesn't leave a good taste. Hopefully MMW can avoid this pitfall.

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Personally, Fire Away, I

Personally, Fire Away, I would prefer that we take the time to educate the community rather than encourage the devs to watch their words. Several overzealous community members were far more damaging at propogating false expectations or reinterpreting dev statements than the actual dev issues themselves.

The devs had some very visible examples of the kind of things that never make it- anyone here remember the SSOCS that even got to the point of having its own game mag article before it was scrapped as "un fun" early in testing. Yes, they called it a super-secret-out-of-combat system (I think that was the abbreviation) but they alluded to much of it and then they "didn't deliver" and explained why. I'd rather commend the devs for being willing to cut several months' worth of effort rather than "lower the bar" and not hold it over their heads as broken promises.

Some devs, trying to maintain dialogue and get early input from the community, tried to stress in their posts that "planned" is a long way from "delivered." They knew that getting player feedback very early on can be very helpful in fleshing out different paths, setting priorities, and even scrapping ideas where user expectations for a feature would signifcantly exceed their own. They tried to set those expectations. It didn't matter-- posts were held as "promises" and the devs were criticized for not delivering. Heck, even when they moved to closed, targeted market surveys- cutting the open community out of the process- these were often leaked and then used by players as a "what's coming" marketing list, disappointed when things didn't pan out.

Things change. Often for good reason. I recall a post around the time that Kheldians came out where Emmert commented on several other lore-based but unscheduled "Epic" possibilities... one of them with a name that implied a winged race (avilian). The game didn't have "wings" back then, and this was a vision of how to add wings and incorporate it into the lore. Over the time, it was realized that the personalization benefits of "wings" were far better than tying them down to a single archetype of a single origin, so wings were just added as a costume part. With wings already in the game, the unique value of that epic AT was significantly reduced, and it thus never went into development. Yet, some players lamented the 'broken promise." In my eyes, we got something better by having wings for everyone, of any archetype, for any origin we imagine.

It starts with a simple understanding that anything "in concept" is going to be months before its ready for "in production" and "in testing" and each of these can substantially change the nature of the original concept based on what's encountered there.

(Now, if its something like Age of Conan's "barfights" that never were delivered but existed on the original product's PACKAGING... well, that's another beast.)

------------------------------------------------------------------------------------------------------------------------
I do agree with the OP's concerns to a degree. I see discussions on HOW core mechanics should work as very valid, as these are things that are fleshed out, but I also see posts wher people are essentially adding feature requests to things that CoH had, which assumes that a whole lot is already available in the game. This is a dev team with a very unconventional development team structure and a budget that, so far, is well below even CoH's original budget. There are a LOT of open variables here. While it is great to encourage ideas, it would be beneficial to temper expectations with the realization that we're participating at a VERY early stage and that many things will change or NOT be part of the initial release.

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We really aren't that far

We really aren't that far apart in our thinking Chase and to me your comment in parens. pretty much says it all. If you look at ZM's example (base raids), that was an "on the box" feature that fell through. So enough said there.

I actually think CoH did "too good" of a job educating the community if there is such a thing. At different points in CoH's history I heard about fifteen people (right down to a scorecard by individual of who stayed and who left), "spaghetti code", and about a dozen reasons why base raids (and other things) failed. So, I was educated... and it all boiled down to it was either "too hard" or "not worth the time and effort" to fix an on the box feature. I just didn't like this explanation or how this feature made it into production in the first place.

It's my personal opinion that CoH frequently breeched what I would call a "healthy" business/customer relationship. The lines between dev, quasi-dev, and player were somewhat blurry. Many saw CoH as more "family" than "business enterprise". That induced fierce product loyalty. Unfortunately, it also created class systems with player "insiders" and players "abandoned". And it created great problems and outcry when business decisions (whether you agree with said decisions or not) trumped "community"

I have heard it said from very high authority that one of the shortcomings of CoH devs was that they were often very naïve. Well, you can be very friendly, very hardworking, and even very intelligent in many areas and still be naïve. The problem is that naivete doesn't rate very highly in my book of desired traits for a dev team.

I mention all the above not to open old wounds or to criticize any of the CoH fanbase (of which I consider myself a card carrying member). But with the highest of hopes that CoT can avoid some of the mistakes of the past.

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Fire Away wrote:
Fire Away wrote:

I actually think CoH did "too good" of a job educating the community if there is such a thing. At different points in CoH's history I heard about fifteen people (right down to a scorecard by individual of who stayed and who left), "spaghetti code", and about a dozen reasons why base raids (and other things) failed. So, I was educated... and it all boiled down to it was either "too hard" or "not worth the time and effort" to fix an on the box feature. I just didn't like this explanation or how this feature made it into production in the first place.

At the 2012 Player Summit, I basically [b]monopolized[/b] Arbiter Hawk for a goodly part of the day, throwing [b]WALLS OF TEXT[/b] at him in person, and one of the subjects that came up was the SG Base Editor (of course).

You know how when simply MENTIONING something to someone causes a look of [b]NAKED FEAR[/b] to sweep across their features and cloud their eyes? Yeah ... I saw *that* happen to Arbiter Hawk when I mentioned the SG Base Editor. The phrase that got used by him (and not just for me personally, but also publicly during panels) was "imagine playing [url=http://en.wikipedia.org/wiki/Jenga]Jenga[/url] when the stack of wood is [b][i]*ON FIRE*[/i][/b]!!"

The SG Base Editor, and by extension Base Raiding (and the PvP Rules needed to make that activity "fun" to do) were functionally Orphaned Code and Abandonware. They were evolutionary dead ends with sunk costs too high to just throw them overboard and do them again from scratch (although Base Raiding did get disabled because it was too embarrassing to allow it to continue to exist).

As Players, we had no idea of what a truly unholy mess the codebase was for the game itself. All we knew was that it worked and didn't crash (all that often), so naturally we started with the assumption that the coding was much more robust and disciplined than it actually was. Apparently, under the hood, it was an unholy horror that made the need to ritually sacrifice barnyard animals in order to terminate [url=http://en.wikipedia.org/wiki/Scsi]SCSI chains[/url] seem sane, rational and based on clear, obvious [i]and repeatedly demonstrated[/i] principles of Cause and Effect, rather than on superstitious nonsense, magical thinking and the fact that the [b][url=http://en.wikipedia.org/wiki/Bastard_Operator_From_Hell]BOFH[/url][/b] coders needed to drink warm blood in order to keep [i]sanity at bay[/i] long enough to dive into the code without breaking themselves (or the code).

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I've seen code _like this_

I've seen code _like this_ first-hand and I can attest it is absolutely bone-chilling terrifying. Once I actually had to take a week off AFTER I dove into code like this, which everyone agreed was needed when my basic english sentence structure started jumbling up from my experience in it. Code like that changes a man.. and the PTSD-like dreams of code on mushrooms are enough to send a man crawling back to momma.

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Redlynne wrote:
Redlynne wrote:

The phrase that got used by him (and not just for me personally, but also publicly during panels) was "imagine playing Jenga when the stack of wood is *ON FIRE*!!"

I interpreted that line a little differently. IMHO it's a description of the conceptual nightmare that is editing the base while it is live.

It's one thing to have an offline tool, or more specifically a tool that edits bases while they were not in use and nobody was in them. In that case you pretty much have a 3D modeling program with added stuff.

But when you're editing a live, working base that could have players in it, there's a huge number of other things that need to be done and checked for, so that it isn't used for (accidental or intentional) griefing. Not to mention crazy things like accidentally losing pieces, so that an object is "in the base" but not in any room (and thus inaccessible and cannot be removed except by deleting the base).

So the code you put in has to deal with all this, and prevent the editor from doing something Wrong, even if that Wrong is only temporary. For example, if you had two large items in your base and needed to swap them, you need a space big enough to hold them somewhere else to act as a temporary location. Whereas if "objects won't clip" weren't required (or worse, "objects won't block pathing"), you could just have them overlap for a bit.

Which is where the metaphor seems apt: it's Jenga because:
[list]
[*]you're moving blocks around,
[*]that could affect other blocks,
[*]there's no pause (effects happen immediately),
[*]there are a lot of dependencies, and
[*]it can all fall over at any minute.
[/list]

and it's on fire because:
[list][*]the objects are live (e.g. that gun turret is an actual, functioning pet and can be shooting things while you're trying to edit),
[*]other players are present, doing various things (remember that putting things in storage bins worked as a form of "base editing" in the engine; what happens when one player puts an enhancement in a table another player moves to a different room? Not all code is written with the mindset that "fixed" objects could spontaneously move), and
[*]there could be pets running around, too.
[/list]

All these issues have [i]absolutely nothing to do[/i] with code quality. Bad code quality only makes this [i]worse.[/i]

IMHO, the CoT devs can save themselves a lot of SAN points by making base editing an "offline" activity, like costume editing, and by adding the requirement that the base be vacated when changes are applied. The most important benefit here is that base editing code does not have to interact with the entire rest of the live game.

But that opens another can of worms, which developers will recognize as the "merging" problem (and which the "edit bases while they're live" strategy avoids). One small example: Say two players, both with edit privileges, start editing the base. One player finishes first and applies their changes. So far so good. However, when the second player attempts to apply their changes, we're left with a list of bad choices:
[list]
[*]second player's changed version is applied verbatim, effectively discarding the first player's work.
[*]second player's changes are discarded because they no longer make sense.
[*]huge complex algorithm attempts to merge the changes, with no guaranteed level of success.
[*]second player has to go through the first player's version, copying over whatever changes will be kept and discarding the rest.
[/list]
One alternative is to allow only one editor at a time, effectively "locking" the base against changes until they're done. Great until the editor decides to just not log in again and nobody can change anything because that guy has the lock.

This general problem is one that every version control system has had to deal with, so the fact that they've mostly settled on the last option above (second committer merges earlier committers' work before pushing in their own changes) is instructive. However, they're dealing with text files, which are far easier to show differences between than with graphical data.

I'd love to hear what the devs have thought about these issues, but I get the feeling that they're simply not to the point where this matters yet.

[i]Has anyone seen my mind? It was right here...[/i]

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The thing is I am just a dumb

The thing is I am just a dumb player. A dumb player who was super grateful we had bases at all. One who thought that bases and lairs fit in perfectly with the genre. One who thought that the players with the means to do so did great things with them. One who thought base raids were fun. I did not create the unholy horror that was under the hood. That would be the devs. I did not know how to fix it. Apparently the CoH devs didn't either. That made me sad. And I thought it gave a great game a black eye. So you will excuse me when I think of this whenever I read stuff like "all we need to do is trust the devs will make the right decisions". Don't let me down like this CoT. I am just a dumb player. And with that I will pull out of this thread. Thank you all for your kindness.

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WRT Base Raiding: Yeah, we

WRT Base Raiding: Yeah, we all know it didn't work. But did you know the Paragon Devs sunk months into developing a BRAND NEW BASE SYSTEM? They were re-writing the base coding from scratch. And it didn't turn out to be anything better than the broken system they already had. And so, they tossed aside all that work that never even made it to Beta. It was at that point they pretty much left the current base system raid-disabled, pathing-disabled, and dead-ended development-wise. That's tens of thousands of dollars of employee cost down the drain.

A cautionary tale to be sure.

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Zombie Man wrote:
Zombie Man wrote:

WRT Base Raiding: Yeah, we all know it didn't work. But did you know the Paragon Devs sunk months into developing a BRAND NEW BASE SYSTEM? They were re-writing the base coding from scratch. And it didn't turn out to be anything better than the broken system they already had. And so, they tossed aside all that work that never even made it to Beta. It was at that point they pretty much left the current base system raid-disabled, pathing-disabled, and dead-ended development-wise. That's tens of thousands of dollars of employee cost down the drain.
A cautionary tale to be sure.

If you don't mind my asking, why would a new system built from scratch be as bad as the mess that was left from before? Was it that the old bases (many thousands of them to be sure) had to be transposed into the new system?

Sorry but I'm not a tech guy so the idea that something newly-built had that many problems boggles me.

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr wrote:
Comicsluvr wrote:

Zombie Man wrote:
WRT Base Raiding: Yeah, we all know it didn't work. But did you know the Paragon Devs sunk months into developing a BRAND NEW BASE SYSTEM? They were re-writing the base coding from scratch. And it didn't turn out to be anything better than the broken system they already had. And so, they tossed aside all that work that never even made it to Beta. It was at that point they pretty much left the current base system raid-disabled, pathing-disabled, and dead-ended development-wise. That's tens of thousands of dollars of employee cost down the drain.
A cautionary tale to be sure.

If you don't mind my asking, why would a new system built from scratch be as bad as the mess that was left from before? Was it that the old bases (many thousands of them to be sure) had to be transposed into the new system?
Sorry but I'm not a tech guy so the idea that something newly-built had that many problems boggles me.

I'm interested in the answer to that question too.

My shoot in the dark, KEYWORD, Shoot in the dark guess, again a guess not saying it is it's fact, infallible or that is how it is or saying it's the absolute truth and 100% right, but my guess is the engine and how the new code tried to interact with it.

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Games like CoH are not just

Games like CoH are not just your basic algorithms for a web site or an accounting system, or even an FPS which is actually a pretty controlled environment.

Bases, and Base Raids must have been a complete coding nightmare. All those rule sets which have to apply to each and every player (slightly differently - based on their standing with the rules of the base environment).

Now we have to calculate live missions which can be - actually what, in theory could be up to 4 full teams as I recall - and they're not calculating damage against a controlled NPC table - it's all live character tables. These are actual live players who's data you can't assure isn't already being updated by a random attack or buff, or debuff, all those code workflow rules for battle, for enhancements by enhancements, buffs, debuffs, environmental buffs, environmental attacks (don't forget bases could defend themselves with turrets and force fields) ... and all of this and more has to be done against a database that can't have a row locked for a calculation or an update - and may in fact have multiple updates against the same row (and very likely will in a battle).

Yeah, good luck with that code being stable. You either have to build in limitations (i.e. nerf features), or cut features. Just because you've built it all new and from scratch, due to the random nature of events you will always have one assured bug - which is data cannot be written over while it is being written down. If one event is happening which cannot be written due to a data row being locked for writing - that event is paused, and if that event affects another which others depend on they're all locked - which needs to be resolved. All of this is happening in hundreds and thousands of a second in processing speed - until something gets locked. Think of it this way, Events A, B, C and D are all happening.

Event A occurs - at the same time that Event C has happened. Sounds impossible, but not all events are linear and follow an A,B,C flow. Event A can trigger both B or D. Complicating things - Event B has 3 sub events (AoE damage for example, which heals the player like some of the dark powers) all of which will affect the out come of Event A and Event C, which event D relies on. If you create a waiting loop - then one of sevral things can happen you can have it ignore the outcome and continue, or jump past it as if it never happened... or error out in another way. In any event... people will complain about a bug.

And that's just one possible issue - an easy and obvious one.

Granted rolling locks and issues of logic like that, can be easily dealt with usually - if you're just dealing with a basic data issue like that on say like a web site where you're inputting data. But in this case you're passing a lot more data in both directions (from the client and to the client) than what you would in a web site, so data collisions and data locks become even more of an issue.

These, btw, are not 'bugs' in a classic sense - the system is doing exactly what it was designed to do. What you're asking it to do - is another matter. You're actually creating 'bugs' by creating logical paths that lead to logical fallacies and so on.

Lothic
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Comicsluvr wrote:
Comicsluvr wrote:

Zombie Man wrote:
WRT Base Raiding: Yeah, we all know it didn't work. But did you know the Paragon Devs sunk months into developing a BRAND NEW BASE SYSTEM? They were re-writing the base coding from scratch. And it didn't turn out to be anything better than the broken system they already had. And so, they tossed aside all that work that never even made it to Beta. It was at that point they pretty much left the current base system raid-disabled, pathing-disabled, and dead-ended development-wise. That's tens of thousands of dollars of employee cost down the drain.
A cautionary tale to be sure.

If you don't mind my asking, why would a new system built from scratch be as bad as the mess that was left from before? Was it that the old bases (many thousands of them to be sure) had to be transposed into the new system?
Sorry but I'm not a tech guy so the idea that something newly-built had that many problems boggles me.

Software engineering on the scale we're talking about here is far more like trying to write a great classical symphony or building a cathedral than it is like assembling a car in a factory.

With a car you have mass produced parts that all go together in a precise way that's repeatable over and over. Something like a SG base raiding system for a MMO is more of a one-of-a-kind creation that requires good design but also individual skill to account for hundreds of unique variables and sub-functions that all have to fit together into something that will be playable. If software like that were easy to make we'd have new MMOs or updates to existing MMOs every day instead of having to wait years for most titles.

When you consider history has only produced a handful of great symphonies or cathedrals then you might have a better appreciation for why it's actually relatively easy for huge software systems like this to fail, or at the very least turn out to be less than what was originally intended.

CoH player from April 25, 2004 to November 30, 2012
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Lothic wrote:
Lothic wrote:

Comicsluvr wrote:
Zombie Man wrote:
WRT Base Raiding: Yeah, we all know it didn't work. But did you know the Paragon Devs sunk months into developing a BRAND NEW BASE SYSTEM? They were re-writing the base coding from scratch. And it didn't turn out to be anything better than the broken system they already had. And so, they tossed aside all that work that never even made it to Beta. It was at that point they pretty much left the current base system raid-disabled, pathing-disabled, and dead-ended development-wise. That's tens of thousands of dollars of employee cost down the drain.
A cautionary tale to be sure.

If you don't mind my asking, why would a new system built from scratch be as bad as the mess that was left from before? Was it that the old bases (many thousands of them to be sure) had to be transposed into the new system?
Sorry but I'm not a tech guy so the idea that something newly-built had that many problems boggles me.

Software engineering on the scale we're talking about here is far more like trying to write a great classical symphony or building a cathedral than it is like assembling a car in a factory.
With a car you have mass produced parts that all go together in a precise way that's repeatable over and over. Something like a SG base raiding system for a MMO is more of a one-of-a-kind creation that requires good design but also individual skill to account for hundreds of unique variables and sub-functions that all have to fit together into something that will be playable. If software like that were easy to make we'd have new MMOs or updates to existing MMOs every day instead of having to wait years for most titles.
When you consider history has only produced a handful of great symphonies or cathedrals then you might have a better appreciation for why it's actually relatively easy for huge software systems like this to fail, or at the very least turn out to be less than what was originally intended.

Makes sense.

Hundreds of thousands of symphonies and cathedrals have been built throughout the history of mankind, only a few end up being a work of art worth keeping or even heard of, as viewed as general society.

But me personally I'm kind of glad that updates don't happen every day. "Well time to log in... oh bugger. I have to wait for another update to download and apply itself for the tenth day in a row before the game loads up."

Lin Chiao Feng
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I've been putting a lot of

I've been putting a lot of thought into thigns that would be cool in a base building system, but when it comes to raiding, I keep getting stopped at the very first question:

[i]What is the point?[/i]

Everything raid-related proceeds from that. Everything else is just a customizable-housing CAD system.

[i]Has anyone seen my mind? It was right here...[/i]

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Quote:
Quote:

So I'm a little worried when I come here and I see brain storming about wanting a 100+ plus new mechanics, powers, and features in the game at or near release with pleas to make it happen. I want everyone to logically know that it will take a bit of time to develop all this and that, as in years, to reach a point of glory we all remember so fondly and knit our community back together. A strong foundation is important, and I really want this game to do well, so I don't want it spread too thin or rushed or confused. I have faith in the devs, it is the boisterous forums that worry me.

People are gonna have to learn to sit down and take a number, just like they did back in the day.

Of course we all want all the bells and whistles we knew and loved so well. But just me here, I will be SO HAPPY to finally have somewhere to resurrect my beloved alts, that logging in and just walking all over the entry-level zone will keep me busy for quite a while.

Instead of being greedy, we will all have to remember to be grateful. What really has me worried these days is the death of net neutrality and how thiswill affect gamers up/downloading GBs worth of game updates. That's not going to be pretty.

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As I understand it, it's not

As I understand it, it's not dead - what happened was the court said 'Yes, you could do it, FCC, but you can't do it under _the specific authority you claimed_. Fixable.

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I don't agree with the

I don't agree with the sentiment that people should not voice their desires here and now while the game is being developed. It only serves to help the studio understand the desires.

It's up to the developers to prioritize what is most important to them and when. But they could go far down one route where they then have to say "that would have been a great Idea but now our coding won't allow it".

They have a plan, they have execution, but they have more elasticity NOW than they will at launch to respond to the desires the potential playerbase express.

Will I be upset if my ideas aren't acted upon, sure. But that doesn't mean I'm ungrateful, greedy, etc. As with any brainstorm, even hard ideas are good ideas. While negative reinforcement has its place, it can only exist in the presence of new ideas. Keep the ideas coming I say.. some great stuff has come up that could be the difference maker for some users.

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summer-heat wrote:
summer-heat wrote:

I've seen code _like this_ first-hand and I can attest it is absolutely bone-chilling terrifying. Once I actually had to take a week off AFTER I dove into code like this, which everyone agreed was needed when my basic english sentence structure started jumbling up from my experience in it. Code like that changes a man.. and the PTSD-like dreams of code on mushrooms are enough to send a man crawling back to momma.

My current job requires me to maintain, improve (and whenever possible migrate to a sane codebase) code like that. Triple indirect pointers (with pointer arithmetic!) Hard-coded variables! GOTOs!!

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You know you're in bad shape

You know you're in bad shape when you find yourself wishing for a GOSUB Hell instead of a GOTO Hell ...

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Mendicant wrote:
Mendicant wrote:

My current job requires me to maintain, improve (and whenever possible migrate to a sane codebase) code like that. Triple indirect pointers (with pointer arithmetic!) Hard-coded variables! GOTOs!!

... Well, I was going to send you a framed version of Don Knuth's quote, "Any problem in computer science can be solved with another level of indirection," for your birthday, but I guess I'll find something else.

[i]Has anyone seen my mind? It was right here...[/i]