What we wanted to do is a proof of concept of a penetration mutator for RO. We did what said we would do. The rest is just experimenting and playing around for my own enjoyment (I have more fun modding then game then actually playing it
)
If I feel it works well enough, I might release a future version with new features. But don't expect anything.
I hardly see myself taking time to mod a game a do not play, if not only for experimentation of features and bits and pieces on a different engine.
Wilsonam, thank you for your post. Let me be clear, I fully understand your position. Your approach to issues like this one is both very reasonable and wise. It is true that in a modding community, you have less pressure regarding stability and having a game as polished as it could be *cough* *looks down at EA*.
Telling your community that supported you all the way from mod to commercial game that a feature is not getting into the game because it is not a priority for your team, because it is not in the gameplay philosophy you are looking for or because your team simply doesn't have the ressources (e.g. all your coders and testers are occupied with other more important issues) is fully understandable and I will always respect that. I fully respect a team that does what it said it would and follow the original philosophy they layed out before them. I respect such a team especially more than a team that goes with the wind and try to do all the community/fanboys biddings.
What I have a problem with, and I said it before, is when a feature is turned down on technical basis that the community does not undersand (or the most part of it). Use of technical knowledge should always done wisely when speaking with someone that does not have this knowledge. They may have difficulty interpreting your words and nuancing them. Furthermore, when a technical argumentation is mostly based on assumptions and flawed logical links between different technical aspects, I have more trouble with this.
As both a coder and an engineer who understands fairly well these technical concepts, I'm having a hard time sitting back and ignoring a situation like this one.
Maybe this is what happens when we fall into argumentation laziness. "Hey, can you please do this in your game" - "uh no, it's not possible because of [insert random technical diaclect no one fully understands]" - "oh! ok then". It's much easier for the coder to answer something like this than to discuss more
political reasons like you do, Wilsonam. Been there, done that... And not too proud about it.
Anyway, I'm sorry it went so far really. Like I told beppo on our forums, I think that other thread went too far. This is not a game of who is right and who is wrong. This was not the point of my initial intervention in the other thread nor it is the point of me doing a mutator to show how penetration could be implemented with little overhead in Unreal 2.5.
Not to self: Don't do long edits like that.