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Rising Storm was built in conjunction with Tripwire with many of our staff working on it full time once it went into full production. Its development was paid for by Tripwire. Many games today have dlc/expansions that are built with or by a different team due to where studio resources are at any given point in a development cycle.
Wouldn't the development of rising storm team been completed without TWI anyway? It was originally a Mod before an expansion.
Or was that you saw that it was good and hired them/done a deal?
We take time to do QA passes on these maps before putting them in the game to take out most of the major issues. If we did not it is likely you (or somebody else) would be back here with the complaint that we had put buggy maps in the game.
I disagree, most servers run voting, if they are buggy or people dont like them they simply dont play them and get put down the order.
But we would be talking maps that are reasonable despite bugs.
Take that Univermag map, it is only played on one server where i live, and it is nearly the best map in the game, and it was from the first comp.
That is up to the vehicle mod team, not us what they want to release. However with the carriers at least we are doing alot of work on them internally and they will be joining the beta program soon as they are nearing feature complete status.
Im just talking about a general impression people got early on with release that vehicles would come, and now we might be getting them 2.5yrs later, but through a Mod team.
I think alot of people thought we would have even more vehicle choice than in RO1, The tanks i think are better, but been let down by lack of variety and that has ruined tactical game play.
And because they are better, they are more complex and people being able to mod new vehilces have been hamstrung which has only compounded the problem.
Bugs are prioritized, and some may never get fixed. We try and prioritize the bugs we do address based on player input on the issues. With enough time and money and resources everything is possible, but when it comes to game development, you often have less then enough for all 3 of those items.
Cant say i was impressed with early bug fixing. it was nearly 6 months before a major patch that really made the Game Good. And then Crouch prone etc..only recently.
With most of the player base deciding to give single player a pass, most bugs that did not prevent player progress are not highly prioritized versus other bugs. Bug/feature regression, while never intended, sometimes does happen when complex game systems are changed.
AI in single player could be blamed for that perhaps?
I think it is quite important for players, i play the single player first and finish it, then the multi player, most people do. This is the introduction to the game, you made it, and now are saying it wasn't that important?
And the achievements are important to people with OCD.
As I have explained before, we had a road map leading up to release, and for post release. That road map changed drastically as we handled the post release priority of performance. We initially thought that it would be an issue that several programmers would tackle for a short while, but ended up with many of our content creators having to re-work large parts of the content over a period of months.
I can only take your word on that, i do remember a cruise being taken in december 2011-12.. when customers where asking for the bugs to be fixed.
Nothing was happening. you even released a Fighting in Christmas achievement lol.. i think we had enough of each other at the point.
Some of the content our team was working on was put on hold due to this work (to be picked up later, like the transports and multiplayer campaign), other things were canned (due to various reasons, such as not testing well, feedback from similar things in game already, ect.)
Again, i can only take your word on it.
This isn't true. I would say it is more to the flipside where we did not foresee what an issue it would be for many people to download 200ish meg maps.
But you could have alleviated this by implementing complete less buggy maps as stock if you wanted to?
And i will speculate that perhaps TWI did think there would be more community map making, but that did not happen so they provided an incentive for it with a competion which by that time, performance issues, gameplay issues for some etc.. had driven some people away since the intial fanfare of the launch. (this is just me reading my history of playing RO2 thats all. ) Hence another launch GOTY edition (which should have been the real launch) And then Rising storm, which makes the game not look like RO2 anymore, but its own game RS. IMO.
This is also incorrect, we will always support modding in our projects as long as it is feasible to do so.
Key word feasible.
As much as it is noble given this games origins (make something unreal), I dont think it is feasible to rely on others to supply the content to your games given the RO2 experience going forward.
Im not saying it should be dumped, some great things have come out of it.
But it should run secondary to you releasing payable DLC . I would have much rather, than hoping someone like Harley or Drecks and the rest make a good map.
Perfect example is how great RS is as DLC/expansion etc.. Payable DLC works, money is a great incentive.
I cant believe this has blown out over me thinking you should be thanking us for our patience.