Bye now
Posted: Wed May 18, 2005 6:32 pm
Yes, this is going to be one of those goodbye messages, but please bare with me, I might have something interesting to say.
I am leaving now, because I don't want to have to deal with sadness later when I lose all my characters that are like children to me.
The programming department has no idea of what it is doing and why, it has its priorities completely screwed and AFAICT there is almost no communication between the departments to get really important stuff done.
Several things that happened the last months that make me say these things:
Have a look at Extreme Programming, you can't do everything in there, but the whole philosophy behind it is something you should take in.
I am leaving now, because I don't want to have to deal with sadness later when I lose all my characters that are like children to me.
The programming department has no idea of what it is doing and why, it has its priorities completely screwed and AFAICT there is almost no communication between the departments to get really important stuff done.
Several things that happened the last months that make me say these things:
- Documentation The documentation has been hideously outdated when I started. Not too long after, the FAQ was started here on the board, by a user. That got picked up by one of the departments and lived a happy life on the forum.
I asked a couple of months ago why it was not featured on the site, but noone could give me an answer to that. It has now finally happened, but it took a very long while to get done.
Documentation is the most important thing to get right, even though there are some people who don't read it. They stand out, but a lot of people try to read it, but it was very difficult for them to understand it all. - Data loss It has happened a number of times that a small amount of data and in one case a large amount of data has been lost. I suspect that this will happen more often and with more serious results in the future. Unless some shadow Cantr is reinstated where new features are tried out first, before they are implemented in the game.
- New features These have been implemented in the last few months without much input from players. Now sometimes these features are pretty cool (the new editable names for everything), useful (match speed), but sooner or later one change had to come through that almost everyone hated: the BOLD WHITE links for everything turning the history in one huge white blob of text.
Have any of these features actually been tested? Do players really think they are that important to have? I bet you can ask a bunch of players and they could come up with things that are much more important to them. - Wear of artifacts The wear of tools and weapons is probably a good thing, even though most players were against it, it is probably a good idea that will make this game better. But the programming department should really have learned a lesson from that: don't put something in the game until it is completely finished. First we had wear of things that we couldn't fix, for a very long time and now when the repair function was finally implemented, it was again implemented in a very dodgy way, leading to loss of items.
Again: Why wasn't this tested? - Disruption It is stupifyingly easy to disrupt Cantr.
All of my characters have had multiple experiences with newspawns who grab everything and make a run for it. It becomes tedious to hunt them down and get your stuff back. Sure, it's roleplaying, but it's really annoying, especially because there is almost nothing you can do about it in the game.
Yes, you can store all your stuff in a house, but if almost every town in the game has stuff lying around, that should say something to the programmers.
Have a look at Extreme Programming, you can't do everything in there, but the whole philosophy behind it is something you should take in.