Mithril I Crashed after 30m this morning.:( https://steamusercontent-a.akamaihd.net/ugc/59207304716059859/768398E734C63B1A9C37679771F0FE7D049566B6/ Also, the Mosquito firing sound is bugged or something. https://steamusercontent-a.akamaihd.net/ugc/59207304716074015/1AAC93AFE153334A0E7F2CC3B64759427284AD4A/" |
I posted this in a different, perhaps wrong, thread. I will also have the correct error code...... Win7 build. Ran stress test on cpu for 20min with out behavior observed while running planetside 2. Cpu load 100% and cpu maximum frequency 100% through entire test. Behavior while running planetside 2: shortly after loading into zone from sanctuary, cpu load spikes on all cores to 100% simultaneously, then cpu maximum frequency drops to zero. Video hangs while cpu recovers. Cpu maximum frequency recovers and allows some short time of game play. Condition repeats. Voltage on cpu to remains constant during cpu maximum frequency drops which and I would expect to see voltage changes if there were hardware throttling involved. Computer had been stable previous to the patch that caused problems with win7 and after that was corrected the computer had become somewhat stable again however sometimes crashing with error 0x40b679b2 refer... |
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Read moreHuh, really? It was that bad in terms of employees that early on? Construction released in 2016, and it got quite a lot of iteration and new models and the like. I thought it only got dire into late 2018/throughout 2019, as your team got siphoned off for the mentioned PSA.
But I suppose if your "on-board" date was much later in 2016, as opposed to the late 2015/early 2016 of your "contractor" start date (the date I assumed from the release date of your video, which was Jan. 2016), it definitely makes a lot more sense that you started in to a smaller team as per /u/CMDRCyrious' claim/your confirmation.
My assumption was always that the team was solid until at least 2017, and that you were only really a Junior Designer up until the Escalation production period started, around that area. But knowing how small your team was from 2016, it's actually surprising in retrospect how much work you all got done.
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that's prior to May-June 2015, no?
Actually, that's my bad. I originally interviewed with them prior to PS4's release, but didn't actually start doing design work as a contractor until they were a ways past launch. I'll update my post.
Read moreWrel joined the team due to his close contact with existing game developers at the time, there was space for someone in tune with the game and the community to help in designing the game, and due to his existing friendships within the studio and his success within the community, he was a natural choice for them to reach out to.
I can't find the clip, but he talked about joking with his friends in the studio about him being able to work on the game, until one day it wasn't a joke.
You can get an idea of what exactly he did in his initial work at the studio in his two videos talking about exactly that;
It is worth re-iterating, as he goes over in these videos, that Wrel's job was not at the time necessary development within the studio. He...
Hey there. Everything /u/CMDRCyrious says is accurate, but I'll try to clear the rest up so something is on the record.
I officially joined the team October 2016 (which is when I moved to Cali to work in-studio,) but had done a bit of contracting work on the PC version of the game (mostly data work) after the launch of the PS4 version.
When I joined the team (again, 2016) there were some long-standing PS2 members rolling onto other projects (H1Z1 and an unannounced title,) leaving three of us dedicated to the project (one engineer, one designer, one producer). We still got plenty of support in that first year where from the realm of art, design, UI, QA, and so-on when priorities permitted.
In 2017, we were able to double (!) our team size. Bringing on another designer, engineer, and a ...
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