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about 4 years ago - /u/GSG_Jacob - Direct link

Originally posted by justaplaya1

Misread your message a bit at first. You meant adding isBeingTamed state - yeah, looks simple, right? If the delay absense was an issue, I think adding even 0.03 seconds or less would be enough. But why couldn't they fix it? I dont know either. Is it somehow connected to the fact their lead programmer left after ME/overclocks update and since then we only see models and shaders (and more bugs ofc) added? Nah, can't be, right? :)

You might want to cool it with the assumptions there. This is ending up in a whole lot of misinformation, that's not going to help anyone.

Pedro, not Pablo, was one of our senior programmers, who left for Canada since his wife got the opportunity to do her Ph.D. there. He was working primarily on backend stuff, game stats, and the Xbox version.

As to why the Steeve-Steeve thing hasn't been fixed? Ockham's Razor. It's not critical in any way, so there are better things to focus on this close to the 1.0 launch. That's pretty much game development 101 - if it ain't that broke, the fix can wait.

about 4 years ago - /u/GSG_Jacob - Direct link

Originally posted by Baraklava

I meant what I said, referring to if taming was instant. The issue is not at its core that it doesn't know if it's being or not, it's that it got tamed again despite being tamed, indicating there was no actual double check for it. Whatever check they were using could be circumvented by a single Boolean variable. Maybe there was an issue with the feedback so if two dwarves tried taming the same Steeve locked up their abilities or something, but yeah, your idea makes even more sense as it's even using an existing game mechanic. I haven't tried myself how long you have to hold the button now though, but they could've made its 1-frame hold event and it would probably have worked as intended

I'm not using beastmaster myself though, maybe this is just supposed to be a nerf :)

And wow, I didn't know thei lead programmer left. The guy who made the cave generation I assume? I gotta look into this.

Our lead programmer is one of the founders and still here.

about 4 years ago - /u/GSG_Jacob - Direct link

Originally posted by ReneDeGames

REASONABLE explanation

It's a quality-of-life based nerf to a slightly overpowered Perk.

Bingo. It's a design decision to make getting a Steeve riskier. Being able to do it instantly in a flock of enemies didn't really make sense.

about 4 years ago - /u/GSG_Jacob - Direct link

Originally posted by justaplaya1

Thanks for anwering.

You see, I am just worried about the way development is going for the past several months. I cannot see this much cosmetics being added while there's so many such old bugs still there. Every game there is something, which I as a long time player cannot take as little fun inconvenience anymore. And then every patch there is more and more of something. The last straw for me was the broken sound which we all had to enjoy for a full patch. Previously it would have been fixed in the nearest hotfix. And then boom! More skins!

About my assumptions, well I have seen similar template in another game, so, you know, I really hope it's not a story about you, as I really would love to see this game prosper.

All I am saying is my honest opinion and I only wish game the best, didn't mean anything bad. I hope you can do it right.

We’ve introduced a lot of new systems over the course of the last many months, and that is bound to increase complexity, and have bugs (re)emerge.

There is a saying that goes “the last 10% of developing a game takes 50% of the time” - this refers to tying up loose ends and make sure things run smoothly. During this time the developers usually go through the backlog of small bugs that haven’t had priority in regards to stability and gameplay. Eg. we have 55 pages of unfiltered commits for the next update. That doesn’t eliminate all bugs, obviously, but it’s a huge chunk out of what was in the backlog.

And you shouldn’t worry about new skins - we have dedicated artists for those tasks, and it’s not taking away focus from the technical side of Deep Rock Galactic.