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  3. Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months'

Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months'

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  • E [email protected]

    Ignoring the part about the super credits and fomo stuff, the money confuses me. Is regional pricing so different that you're paying an additional $10 AUD compared to US and EU pricing? Additionally, $25 AUD as a full day's income? Even a low hour, part time job earns way more than that. I feel like your situation might not be financially compatible with buying things like that, I'd cheat or pirate if it's that important to you. $10 USD is not much for DLC, and while I strongly dislike purchasable gameplay mechanics in games, it's supporting the continued development and it isn't egregious. $10 is a burger, or a coffee, and I'm saying this as someone well below the poverty line.

    chocobofangirl@lemmy.worldC This user is from outside of this forum
    chocobofangirl@lemmy.worldC This user is from outside of this forum
    [email protected]
    wrote last edited by [email protected]
    #84

    They meant buying all eight, which is funky to me since a day's income for me is more like $120 CAD. edit: but also an extra ten bucks is zero surprise, we already have that issue in cad for exchange rates and aus likes to put extra charges on video games tho i dunno about dlcs.

    1 Reply Last reply
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    • pixeltree@lemmy.blahaj.zoneP [email protected]

      Lol hunt takes six months dev time to make the ui twice as worse

      owlboi@lemm.eeO This user is from outside of this forum
      owlboi@lemm.eeO This user is from outside of this forum
      [email protected]
      wrote last edited by
      #85

      closer to 2 years. its crazy how incompetent crytek is.

      1 Reply Last reply
      3
      • M [email protected]

        If gamers are bitching about a game not adding a whole new island, you should ignore them because they're clearly idiots.

        If gamers are bitching about your menu system being navigable by someone with less than a PhD (cough, Risk of Rain 2 on console, cough), and you're estimating that will take 6 months to fix, then that's because you (as a company) coded your software badly.

        sortekanin@feddit.dkS This user is from outside of this forum
        sortekanin@feddit.dkS This user is from outside of this forum
        [email protected]
        wrote last edited by
        #86

        menu system

        I think you are vastly underestimating how complicated menu systems and UI in games are. I have a friend who works as a professional game developer in a small studio and far as I heard, he's spent most of his time just working on their UI/menus.

        Changing these things is neither easy nor fast.

        D I S 3 Replies Last reply
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        • F [email protected]

          Diablo4 has memory leak issues. As a software engineer myself, I just don't see any excuse for a game this long in production to have memory leak problems.

          There is no doubt that a lot of games are getting rushed without being properly tested.

          sortekanin@feddit.dkS This user is from outside of this forum
          sortekanin@feddit.dkS This user is from outside of this forum
          [email protected]
          wrote last edited by
          #87

          Tbf memory leaks can be very hard to diagnose and can also be hard to avoid in any software written in a language like C++, which is probably what Diablo 4 is written in.

          M 1 Reply Last reply
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          • I [email protected]
            This post did not contain any content.
            V This user is from outside of this forum
            V This user is from outside of this forum
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            wrote last edited by
            #88

            But other media said that coding is as simple as asking couple of question on chat.

            R 1 Reply Last reply
            37
            • sortekanin@feddit.dkS [email protected]

              Tbf memory leaks can be very hard to diagnose and can also be hard to avoid in any software written in a language like C++, which is probably what Diablo 4 is written in.

              M This user is from outside of this forum
              M This user is from outside of this forum
              [email protected]
              wrote last edited by [email protected]
              #89

              In large scale online games you have issues ranging from obscure things causing memory leaks based on drivers, hardware combinations, etc. and all the way to basic things getting overlooked. One of my favorite examples being GTA5 online.

              They forgot to update a function from early testing, and it was in the game for about a decade before someone else debugged the launch process. And then realized that it was going through the entire comparison file for each item it checked on the local list. So "changing a few lines" ended up reducing initial load times by up to 70% depending on the cpu and storage media.

              EDIT: I've been drinking and probably misreemebred parts, so here is the post about how he found the issue

              S 1 Reply Last reply
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              • M [email protected]

                That's nothing new.

                Gamers who don't know any programming, or maybe made a little utility for themselves. Looovee to bring out the old "just change one line of code", "just add this model", etc. to alter something in a game.

                They literally do not understand how complex systems become, specially in online multiplayer games. Riot had issues with their spaghetti code, and people were crawling over eachother to explain how "easy" it would be to just change an ability. Without realizing that it could impact and potentially break half a dozen other abilities.

                J This user is from outside of this forum
                J This user is from outside of this forum
                [email protected]
                wrote last edited by [email protected]
                #90

                Well why didn't you start 6 months ago. It's not my problem. I paid full price. If you wanna be left the fuck alone sell games for $15 and take your time no one will bother you. When you start asking $80 a game the price sets expectations. Devs lack of planning is not my problem as a consumer.

                T D 2 Replies Last reply
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                • anyoldname3@lemmy.worldA [email protected]

                  I think for something like this, you'd rent cloud servers as you'd expect the number of concurrent users to change over time and ideally would be able to spin up more capacity when you need it without having to have those machines available all the time. You still need some kind of system that decides when to order more capacity with enough warning that it's actually available (you can tell AWS you want a VM immediately, but it still takes a couple of minutes to transfer your data onto it and boot it up, which is longer than people want to sit in a loading screen) and decides which servers to assign to which users.

                  rayquetzalcoatl@lemmy.worldR This user is from outside of this forum
                  rayquetzalcoatl@lemmy.worldR This user is from outside of this forum
                  [email protected]
                  wrote last edited by
                  #91

                  Interesting!

                  What kind of system would allow for that? Would queueing help?

                  anyoldname3@lemmy.worldA 1 Reply Last reply
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                  • S [email protected]

                    When a dev with game dev experience says something should be easy to fix, it's under the assumption of a reasonable code base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc...

                    When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:

                    • The codebase is fucked
                    • All resources are going to new features
                    • Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc...)
                    • Your current dev team is sub par

                    Not that any of those is completely undefendable or pure malpractice, but saying it "can't" be done or blaming complexity is often a cop out.

                    K This user is from outside of this forum
                    K This user is from outside of this forum
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                    wrote last edited by
                    #92

                    In the real world there is no entirely reasonable code base. There's always going to be some aspects of it that are kind of shit, because you intended to do X but then had to change to doing Y, and you have not had time or sufficient reason to properly rewrite everything to reflect that.

                    We tend to underestimate how long things will take, precisely because when we imagine someone doing them we think of the ideal case, where everything is reasonable and goes well. Which is pretty much guaranteed to not be the case whenever you do anything complex.

                    S 1 Reply Last reply
                    7
                    • V [email protected]

                      But other media said that coding is as simple as asking couple of question on chat.

                      R This user is from outside of this forum
                      R This user is from outside of this forum
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                      wrote last edited by
                      #93

                      Copilot, add destructible terrain to my game please

                      B 1 Reply Last reply
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                      • rayquetzalcoatl@lemmy.worldR [email protected]

                        Interesting!

                        What kind of system would allow for that? Would queueing help?

                        anyoldname3@lemmy.worldA This user is from outside of this forum
                        anyoldname3@lemmy.worldA This user is from outside of this forum
                        [email protected]
                        wrote last edited by
                        #94

                        Unfortunately, I'm not the right kind of software engineer to answer in more detail than that.

                        rayquetzalcoatl@lemmy.worldR 1 Reply Last reply
                        1
                        • J [email protected]

                          Well why didn't you start 6 months ago. It's not my problem. I paid full price. If you wanna be left the fuck alone sell games for $15 and take your time no one will bother you. When you start asking $80 a game the price sets expectations. Devs lack of planning is not my problem as a consumer.

                          T This user is from outside of this forum
                          T This user is from outside of this forum
                          [email protected]
                          wrote last edited by
                          #95

                          Do you yell at waiters by any chance?

                          1 Reply Last reply
                          4
                          • S [email protected]

                            When a dev with game dev experience says something should be easy to fix, it's under the assumption of a reasonable code base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc...

                            When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:

                            • The codebase is fucked
                            • All resources are going to new features
                            • Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc...)
                            • Your current dev team is sub par

                            Not that any of those is completely undefendable or pure malpractice, but saying it "can't" be done or blaming complexity is often a cop out.

                            T This user is from outside of this forum
                            T This user is from outside of this forum
                            [email protected]
                            wrote last edited by
                            #96

                            The correlation between code quality and game quality is almost negative. When you're doing groundbreaking stuff or going for your own artistic vision it's tough to code well, even more so when you hit a jackpot and have to expand quickly (e.g. League spaghetti, Palworld)

                            1 Reply Last reply
                            4
                            • sortekanin@feddit.dkS [email protected]

                              menu system

                              I think you are vastly underestimating how complicated menu systems and UI in games are. I have a friend who works as a professional game developer in a small studio and far as I heard, he's spent most of his time just working on their UI/menus.

                              Changing these things is neither easy nor fast.

                              D This user is from outside of this forum
                              D This user is from outside of this forum
                              [email protected]
                              wrote last edited by
                              #97

                              Correct. Once again, Gamers take developers for granted because something LOOKS like it's simple, but it rarely ever is. It's hella frustrating to deal with this every day as a dev, but I guess that's what you sign up for in this line of work.

                              1 Reply Last reply
                              4
                              • J [email protected]

                                Well why didn't you start 6 months ago. It's not my problem. I paid full price. If you wanna be left the fuck alone sell games for $15 and take your time no one will bother you. When you start asking $80 a game the price sets expectations. Devs lack of planning is not my problem as a consumer.

                                D This user is from outside of this forum
                                D This user is from outside of this forum
                                [email protected]
                                wrote last edited by [email protected]
                                #98

                                Gamer who doesn't understand how gamedev works gets mad at guy telling them they don't get how gamedev works, demanding their treats get here, right now anyway after being told it actually takes a bit to make. News at 11.

                                J 1 Reply Last reply
                                1
                                • anyoldname3@lemmy.worldA [email protected]

                                  Unfortunately, I'm not the right kind of software engineer to answer in more detail than that.

                                  rayquetzalcoatl@lemmy.worldR This user is from outside of this forum
                                  rayquetzalcoatl@lemmy.worldR This user is from outside of this forum
                                  [email protected]
                                  wrote last edited by
                                  #99

                                  Fair! I'm in web so wouldn't know either. What kind of software do you work in? I've been thinking about jumping careers lately after realising that I quite like architecting a more complex system, and sort of hate working with front end web dev😂

                                  1 Reply Last reply
                                  0
                                  • F [email protected]

                                    My favorite one is "Just add multiplayer".

                                    Sure. I'll just go right ahead and toggle it in the engine. Why didn't I think of that?

                                    businessfish@lemmy.blahaj.zoneB This user is from outside of this forum
                                    businessfish@lemmy.blahaj.zoneB This user is from outside of this forum
                                    [email protected]
                                    wrote last edited by
                                    #100

                                    lemme just bang out a complete rewrite of the game functionality over lunch

                                    1 Reply Last reply
                                    3
                                    • M [email protected]

                                      If gamers are bitching about a game not adding a whole new island, you should ignore them because they're clearly idiots.

                                      If gamers are bitching about your menu system being navigable by someone with less than a PhD (cough, Risk of Rain 2 on console, cough), and you're estimating that will take 6 months to fix, then that's because you (as a company) coded your software badly.

                                      killeronthecorner@lemmy.worldK This user is from outside of this forum
                                      killeronthecorner@lemmy.worldK This user is from outside of this forum
                                      [email protected]
                                      wrote last edited by
                                      #101

                                      Describing design problems and attributing them to "bad code" is part of the problem tbh. The issue in your example started long before any code was written.

                                      1 Reply Last reply
                                      1
                                      • D [email protected]

                                        Gamer who doesn't understand how gamedev works gets mad at guy telling them they don't get how gamedev works, demanding their treats get here, right now anyway after being told it actually takes a bit to make. News at 11.

                                        J This user is from outside of this forum
                                        J This user is from outside of this forum
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                                        wrote last edited by [email protected]
                                        #102

                                        Found the lazy dev

                                        D 1 Reply Last reply
                                        0
                                        • R [email protected]

                                          Copilot, add destructible terrain to my game please

                                          B This user is from outside of this forum
                                          B This user is from outside of this forum
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                                          wrote last edited by
                                          #103

                                          I dont think anyone will claim that destructible terrain is an easy addition.

                                          capt_wolf@lemmy.worldC 1 Reply Last reply
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