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How would you suggest the dev team get more resources so that they can implement more things faster?


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Posted
21 hours ago, ShardWarrior said:

Perhaps I am in the minority here, but I am personally happy/satisfied with the content being developed and the speed at which that content is being rolled out. 

If anything, I think too much content is rolled out at once. Sorry, bored folks, but there's way too much content in this latest patch for a player to 
1. Create a character. 
2. Level it up as you would on the server, testing this, trying that. 
3. Doing the math if something seems off. 

There's just too much to do. And this is not new. All of the "pages" have been gigantic. They could have released half of what they did each time and we would have been fine, none the wiser. 

If we want to got more code savvy folks to work for free, perhaps it would be wise to reach out to a few university professors that teach programming and ask them if they have any promising students that would benefit from the experience. For all I know, it might make an excellent work study program for a few credits. 

 

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Posted

I think there is some wisdom here:

 

21 minutes ago, Ukase said:

There's just too much to do. And this is not new. All of the "pages" have been gigantic. They could have released half of what they did each time and we would have been fine, none the wiser. 

 

We probably could have gotten only one of (three? four? I've lost count) major updates present in i28p2 and things would have been copacetic. Obviously the dev team has to keep track of branching and leverage some good configuration management practices, but I sort of expect that, even from volunteers. 

Posted
1 hour ago, tidge said:

I think there is some wisdom here:

 

We probably could have gotten only one of (three? four? I've lost count) major updates present in i28p2 and things would have been copacetic. Obviously the dev team has to keep track of branching and leverage some good configuration management practices, but I sort of expect that, even from volunteers. 

For the most part, the HC devs have been better with their code management.  Probably because it's a small team.   I forget which bug kept being reintroduced in live that was driving me up the wall.  iirc, it was something fixed in a minor update, then reintroduced with the next patch.

Posted
On 7/23/2025 at 2:05 AM, golstat2003 said:

One constant over the last few days is how fast we get changes made to the game. So far we've gotten maybe 1 or 2 pages/issues per year. At that pace any suggested change made (either on the forums or discord) could take years to implement when the devs decide to pick some up (if they decide to, really at their discretion).

 

What's not getting done fast enough for you?  How much are you expecting from volunteers doing this in their spare time?  I think they've done a great job with the amount of content they've produced in the time they have, and that should be commended.  I may not like everything HC does, but I'm thankful they are doing it.  

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Posted
3 minutes ago, lemming said:

For the most part, the HC devs have been better with their code management.  Probably because it's a small team.   I forget which bug kept being reintroduced in live that was driving me up the wall.  iirc, it was something fixed in a minor update, then reintroduced with the next patch.

 

My comment was more along these (hypothetical) lines:

 

Let's say the team is working on new power sets, changes to (control, tanker) powers, Gian Monster updates and new zone content. With good CM and branching, they could decide to rollout some subset and then branch in the other stuff at another time. I don't know that they aren't doing this, but the sheer amount of changes in i28p2 makes me wonder why we didn't get something more piecemeal like (an attempt to tie certain things together on my part):

 

1) New armor sets, tanker changes

2) New Control sets, control set changes (including adaptive recharge)

3) Khallisti Wharf

4) etc. 

 

I can speculate why, but for testing purposes, there was a hella much in this most recent page.

Posted
11 minutes ago, tidge said:

I can speculate why, but for testing purposes, there was a hella much in this most recent page.

Definitely.   I looked at some regen changes just from a playstyle point of view, but the numbers were not my strong suite.

 

I barely scraped together some testing of arcs, but even there I had to skim.    I just didn't have the spoons to do serious testing and do my real world tasks.  CoX is more a relief from having to do some serious thinking, but I would brush off my QA toolset if I came across something acting odd. 

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Posted
2 hours ago, Excraft said:

 

What's not getting done fast enough for you?  How much are you expecting from volunteers doing this in their spare time?  I think they've done a great job with the amount of content they've produced in the time they have, and that should be commended.  I may not like everything HC does, but I'm thankful they are doing it.  

 

I agree. Various other threads the last few days, folks seems to imply that the devs were too slow in implementing suggestions.

Posted
5 hours ago, Excraft said:

 

What's not getting done fast enough for you?  How much are you expecting from volunteers doing this in their spare time?  I think they've done a great job with the amount of content they've produced in the time they have, and that should be commended.  I may not like everything HC does, but I'm thankful they are doing it.  

Since pretty much right after Homecoming spun up six years ago, they said they were going to handle updates with smaller, more frequent "pages" instead of issues like the retail run. The first year or two they seemed to be getting that right, but now we're looking at 1-2 releases per year which doesn't really jive with what they said they were trying to do. There have been three updates since the NCSoft license agreement was announced a year and a half ago, and one of those updates was 90% done before the license agreement happened, so there really have been only two.

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Posted (edited)

Ive been saying for a while now that we need 3 medium sized pages instead of 1-2 HUGE pages. Makes testing a lot easier and digestible for one, and for two, allows for the appearance of a live game. 1-2 updates a year is not a live game imo, thats not dead but it surely isnt live if thats the vibe they were going for.

 

Inb4 “They’re volunteers!” Is thrown out due to calling it not a live game:

 

*Laughs in Turtle WoW a volunteer project that is REMAKING THEIR ENTIRE SERVER IN UNREAL ENGINE 5. Expected to be out by EoY and a whole roadmap with other updates planned for 25 and 26.* 

 

This would also have the added benefit of being less work loads for everyone, testers and devs alike. Smaller but more frequent releases= huge W in my opinion for all.

Edited by Seed22

Aspiring show writer through AE arcs and then eventually a script 😛

 

AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|

 

 

Posted (edited)
18 minutes ago, Seed22 said:

Ive been saying for a while now that we need 3 medium sized pages instead of 1-2 HUGE pages. Makes testing a lot easier and digestible for one, and for two, allows for the appearance of a live game. 1-2 updates a year is not a live game imo, thats not dead but it surely isnt live if thats the vibe they were going for.

 

Inb4 “They’re volunteers!” Is thrown out due to calling it not a live game:

 

*Laughs in Turtle WoW a volunteer project that is REMAKING THEIR ENTIRE SERVER IN UNREAL ENGINE 5. Expected to be out by EoY and a whole roadmap with other updates planned for 25 and 26.* 

 

This would also have the added benefit of being less work loads for everyone, testers and devs alike. Smaller but more frequent releases= huge W in my opinion for all.

 

To stop feature creep like macskull and others have pointed out I would STRONGLY argue that we actually need 3 (or 4-5 if TINY, if focused on ONE major feature)  SMALL sized pages instead of 1-2. Get the strongest features out faster. Clear the closed beta, open beta out faster to get the next one in faster. The longer these things stay in closed, the longer there is for feature creep to happen.

 

IMO, you can't do smaller but more frequent with anything larger than small. Anything larger than that just isn't going to work if we are looking for "frequent releases = huge W".

 

Not with the amount of sphaghetti code this game has. And it has nothing to do with the size of the team, and all to do with the buggy ass code this game is still based on.

Edited by golstat2003
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