Do you guys ever get inspiration for classes, class changes or any mechanic changes from the forums?
Like you read a post someone made of a class or weapon and say "Hey, thats a good idea, we should use that in LW!".
Thanks.
![Smile :)](./images/smilies/icon_e_smile.gif)
I can't speak on behalf of Pavonis either, but I know I've seen JL himself make posts in these very forums along the lines of "that's an interesting idea" or "we'll think about it." (Paraphrasing! Not direct quotes!) I guess it's debatable whether or not comments like that qualify as "taking inspiration from the forums."Sparky79 wrote:Guys, lets not drift away from the question. Do the devs get inspiration from these forums?
I am not asking them to "make this idea a reality" and I am aware that if you have an idea that you really want in LW you can make your own mod. Just if they get inspired from these forums.
This part's a bit weird in software development. Because you're not just going to change your mind halfway through making that house, you're going to change it AFTER it's built, and you're doing it two hundred times. Iteration is very important.cryptc wrote:True, but on the other hand figuring out what will be the optimal solution before starting to build the house is better than changing mind once it's half-built. So while ideas are super cheap, they are also good to have many of from many different viewpoints, then the devs can feel confident they have considered most alternatives and that the house they are building will end up being good (I won't say "the best", since people will always have different tastes).
More importantly, in _most_ situations (games are, actually, one of the very few exceptions), what the customer _wants_ will change repeatedly before you're done.JulianSkies wrote:This part's a bit weird in software development. Because you're not just going to change your mind halfway through making that house, you're going to change it AFTER it's built, and you're doing it two hundred times. Iteration is very important.cryptc wrote:True, but on the other hand figuring out what will be the optimal solution before starting to build the house is better than changing mind once it's half-built. So while ideas are super cheap, they are also good to have many of from many different viewpoints, then the devs can feel confident they have considered most alternatives and that the house they are building will end up being good (I won't say "the best", since people will always have different tastes).
Yeah, I am too, and this is exactly the situation best avoided if possible.dstar3k wrote: More importantly, in _most_ situations (games are, actually, one of the very few exceptions), what the customer _wants_ will change repeatedly before you're done.
And then you discover that what they want and what they actually need bear absolutely no relationship to each other.
And then you start drinking.
What? Yes, I'm a software developer, how did you guess?
The obvious solution is that a potential LWotC use both Infiltration and Fatigue together. It's another pair of interacting features that need to have their respective influences judged and together be balanced. But that's not just a drawback but a synthesis that can deliver more that either alone. And that means testing one feature is never wasted.cryptc wrote:Obviously a lot can be reused, changed and iterated on. But a lot of time gets wasted, and in LW2 I think the primary waste of time is on the testers. If they make a LWotC that uses fatigue instead of infiltration for instance, then testers test it, then devs decide "nope, lets go back to infiltration", it's (probably) not that big a problem to revert for the developers, but all the time testers spent testing is now completely wasted.
That you find something good does not make it "obvious". Personally I don't think a combination of Infiltration and Fatigue is a good idea, but that's off-topic here. I've discussed that on those threads though.Jacke wrote: The obvious solution is that a potential LWotC use both Infiltration and Fatigue together. It's another pair of interacting features that need to have their respective influences judged and together be balanced. But that's not just a drawback but a synthesis that can deliver more that either alone. And that means testing one feature is never wasted.
I cannot speak for Pavonis, but the number of professionals (software developers and other people) who 'hit the ground running' without a 'pretty detailed concept' beforehand is staggeringly high. A bad environment (deadline hell, unclear specifications, corporate politics, etc) can make even people who know better succumb to ramming into cliffs.Phaseless wrote:Since they work professionally, I'm quite sure pavonis always have a pretty detailed concept before they start working.
I once read a nice metaphor on how to deal with this: a customer asks an interior house designer to "make my kitchen really kewl" - the customer has no vocabulary to describe exactly what they want, they just have money and a vague desire. They also want to feel like they're contributing because it's their house at the end of the day. So the designer throws some chaff at them: like 'which decoration tiles should be used?' which the customer can change their minds on 200 times without affecting the project deadline. Meantime, any decisions with actual meaning aren't even shared with the customer - like where the sink goes relative to the washing machine.dstar3k wrote: More importantly, in _most_ situations (games are, actually, one of the very few exceptions), what the customer _wants_ will change repeatedly before you're done.
And then you discover that what they want and what they actually need bear absolutely no relationship to each other.
I believe you. Since pavonis are a small Team though, I think they are less affected by the Problems developers typically face. (but more affected by other Problems probably)Psieye wrote:I cannot speak for Pavonis, but the number of professionals (software developers and other people) who 'hit the ground running' without a 'pretty detailed concept' beforehand is staggeringly high. A bad environment (deadline hell, unclear specifications, corporate politics, etc) can make even people who know better succumb to ramming into cliffs.Phaseless wrote:Since they work professionally, I'm quite sure pavonis always have a pretty detailed concept before they start working.
I just grabbed it from google, so not sure who you'd have to ask, I'm sure it's probably fine considering how many different versions of it has been made.SonnyWiFiHr wrote:Funny![]()
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Can I save the image ?
For non com. use . It is good joke