Finally. But guys, what took you so long (almost 4 months) to recognize and patch this issue? Or should I ask, how could that ever occur? Ostfront hadn't that problem.
Hopefully you won't mind me answering that - because TWI really don't need to (I mean it doesn't need to be them specifically - I'm not saying "they have no obligation to answer", that isn't what I mean )
1) Fixes are based 100% on a priority list. Let's face it - with crashes, performance problems, server issues, unusually high latency - there are/were many issues with priority "ultra" If you have 20 issues with the highest possible priority, you then have to prioritise THOSE fixes because you cannot address all of them simultaneously. This happens to every software project, and indeed just every project of every type. Size of issue list has no bearing on how quickly things can get done - and sometimes, you just HAVE to do "thing B" before "thing A", because "thing B" has more of an impact on gameplay.
2) RO2 is not a continuation of RO1, in terms of code base at least. RO2 is a fresh, new project, using a more up-to-date version of the Unreal engine. As such, carrying over features is not a case of "it was in the old project and copied across, so we just need to tweak it". It's a case of "we need to remember this specific point, and recode it once we reach a certain stage of the project". Therefore, you have a good chance that the feature will not even make it across. Assuming it does, you still have a good chance it won't work as intended. Now we've identified a bug and have answered why it worked in RO1 and doesn't in RO2 - please see comment (1) for an explanation of why it's taken so long to fix
Yes I know - I don't work for TWI, and you want an explanation from the "horses mouth". Well, the explanation will match my own, but will be posted by someone with an orange/brown username - but it will still match my own explanation, and may even be much shorter. As in "(1) it was prioritised as high, but other things were more critical and game-stopping. (2) it's a completely new source code base and project - things get missed until later, at which point it's a case of prioritisation, so refer back to point (1)" heh
I work on such projects every day, and my company is about to sign up for almost GBP 300,000 worth of software and developments. We're seeing very similar things in this project, but obviously translated to business software instead of games. I've also been a professional developer myself for over 15 years, and it's a very familiar situation
Last edited:
Upvote
0