AW1Steve -> RE: Allied Damage Control Option (3/24/2016 7:16:08 PM)
|
quote:
ORIGINAL: Alfred quote:
ORIGINAL: AW1Steve quote:
ORIGINAL: Alfred The really definitive answer can only come from a dev who worked on the algorithms.[;)] Unfortunately the key naval devs either no longer post or are not allowed onto the forum. We are all very much the poorer for that. The two remaining dev coders expertise is in other areas. Michaelm only sporadically drops by and he really, and quite rightly IMO, only takes on board those few posted "bugs" which prima facie may be a code bug (as opposed to a player bug). His expertise is the air component so he would have to research the naval algorithms to see the structure. A lot of effort on his behalf to investigate something which is not going to be altered now. Wdolson is the other dev coder who still frequents the forum. His time of course is fully taken up with moderating the forum. He too would have to research the naval algorithms as his expertise was used elsewhere. That he (and miachaelm) still provides dev input re code operation remains a gift which is not really appreciated by so many players. Particularly when there are individuals who attempt to reverse engineer the algorithms/ discover what has been stated to be the case many times over the years (since 2008) by the devs. makes one think what is the point in a dev explaining the game when players then go of to "test" the very same thing. Alfred So if I understand correctly (please forgive my layman's ignorance, I've not written a line of code since 1975[:D]) that due to budget, time constraints , shortage of time and talent, and other factors, these "problems" cannot be easily resolved, explained , and are probably not a feasible use (or practical one) of the very limited resources (most notably people's time) for the result. So logically resources should be used on reasonably fixable issues , rather than "pie-in-the-sky" issues which may only be perceived as real? Is this at all close? Again , please forgive my question if I'm way off, I'm just trying to wrap my elderly brain around the concepts. It's not your explanation ,It's more my comprehension. And in case no ones said it lately, thanks again for your time and effort , both in furthering the game , and in trying to explain it to jug heads like me. [&o] Don't sell yourself short. You are on the money with your "layman" interpretation. You will recall this but most of our newer players are probably unaware of the following. 1. Henderson Field Designs assembled a team of about 18 identified devs. There was also a core test group of 9 others who would generally not be considered to be devs but who nonetheless participated in the design of the game merely by providing feedback and being in the discussion loops. A further 6 individuals were worthy of "special mention" so obviously they contributed in some unspecified manner to the production of AE. All these numbers exclude Matrix staff who were involved in the game development. The names of the individuals involved can be found in the manual and the in-game credits screen. 2. The HFD devs were split into the following teams: - Air
- Naval
- Ground
- Map
- Beta
- Ship Art
- Reporting
- Manual
- Scenarios
A few of the devs were involved multi teams but the overwhelming majority focused on only one team. 3. Without disparaging the contributions made by those devs not mentioned below, considering the nature of the criticisms/suggested improvements/dissatisfaction etc expressed on the forum since the release of AE in mid 2009, the key devs to address this "feedback" have been: - jwilkerson - project manager
- theElf + michaelm - air leader and air coder respectively
- JWE + Don Bowen - naval leader and naval coder respectively
- Andy Mac + BigJ62 - land leader + chief AI script writer and land coder respectively
- wdolson - "Beta" team leader but also sundry under the hood coding
I've left out various devs from the above list because their work was not challenged as often nor as vociferously as those mentioned above. 4. Of the eight mentioned in point 3 above, all were very active on the forum in the period 2009-2010 explaining how the game worked, correcting gross misinterpretations of how things worked, fixing bugs, adding new enhancements etc. This 18 month period saw five official patches released on: - 9 Sept 2009
- 7 Dec 2009
- 28 Feb 2010
- 21 July 2010
- 24 Oct 2010
With the release of these patches, all development work on AE came to an end. Forum participation by jwilkerson, theElf, and BigJ62 basically ended (although theElf has subsequently resurfaced for short periods). Don Bowen still appeared, albeit at a much slower rate for a couple of years but has basically not been sighted since 2014. Wdolson became a moderator so he remained but focussed primarily on his moderating role and giving general advice to newbies. Michaelm remained specifically to fix bugs which combined with GUI improvements resulted in patch #6 (of 21 Jan 2012) and the various betas which culminated in patch #7 (of 25 Dec 2015) which wasn't actually released until about March 2015. Since then michaelm's participation has been very sporadic. That leaves Andy Mac who remained involved in tweaking the AI scripts all the way through to 2012/2013 and after a sabbatical has recently returned to the task of tweaking the scripts, and JWE/Symon who post patch #5 remained by far the most engaged of the devs in fielding naval and device questions until the parting of the ways last year. 5. The point of the preceding is that for years now, the requisite resources which were required to produce AE have simply not been available. A large proportion of those resources would be required to implement the "feedback" provided on the forum. That is assuming firstly that the "feedback" was valid, which in the overwhelming number of cases it isn't; secondly it could be implemented which considering the legacy code is most definitely not an easy task; and thirdly is the ROI positive, which invariably it isn't usually being most marginal at best. Just to provide context, consider the subject of this very thread. Damage Control is very much an abstracted game concept which operates without player input. The algorithms would still not be disclosed. Change the existing code to accommodate the "improvements" requested and there still would be no player input plus players would still complain about how it operates. Implement the changes and does anyone seriously believe that players would significantly alter their tactical thinking when the work is still done under the hood and without disclosure of the algorithms. Alfred Thank you Alfred! I had forgotten much of this , and there's a lot that I never knew. We need to "sticky" this explanation , as it answers a lot of questions, not just this one. Many, Many thanks![&o] [&o][&o]
|
|
|
|