DBPaul

DBPaul



02 Aug

Comment

Originally posted by krindusk

No need for apologies man. I wish I had been a little wiser in my teenage years and pursued a career in the tech industry (because I find that stuff pretty interesting these days), but my no means am I unhappy with where I'm at.

I'm also really glad to hear that you guys get a little bit of pull in the industry. I think that often people have a pessimistic view that game companies are being 100% dictated by the business suits who have never touched a console or gaming PC. From what I've seen from SOE/Daybreak through the years, it genuinely sounds like a pretty fun team to work with.

Dev teams tend to have pretty good clout and control over a lot of the facets of their game, but the higher-ups are the ones who make the big decisions about what games get made and with how many resources and with what kind of timeline. Good decisions happen when the Deciders council the Devs to make sure the opinions and market knowledge they're basing their decisions make sense.


09 Jul

Comment

Originally posted by krindusk

You're right, I definitely didn't consider all the connotations of the word when I wrote up my first post. Just based moreso off personal experience.

I'm not in the software industry, but I'm definitely grateful for the opportunity to do what I do, even though I know I'm worth it (and maybe worth a little more than I get paid for). But in a low-income neighborhood, I see many talented and hardworking people struggle just to find a full-time position offering more than minimum wage.

Sorry for any confusion!

I'm sorry, it's all good my dude. My comments weren't directed at you in particular and I probably could have done a better job of conveying that in my post.

Yeah man, it's rough out there, and we've got a lot of growing to do as a culture if we're going to work together to force politicians to change it.


08 Jul

Comment

Originally posted by krindusk

That's just the way companies work.

And I can almost promise you, the person they hire is not going to be some random PS2 player who suddenly decides to donate their time to Daybreak. I imagine that whoever they hire will be someone so grateful just to get a job in the industry that they're not going to care what game they're working on. When you have bills to pay and mouths to feed, you can't afford to be very picky about what job you take.

I'm making a bigger deal out of it than it actually is by saying anything at all, but my brain kind of catches on the word grateful when you're talking about employment.

Programmers, in general, are not grateful for their jobs, but they do value them.

Mostly this is because quality programmers are in high demand (doubly so for senior programmers). Coupled with this, though, are rigorous tests and interviews are expected and industry-prevalent. (It just so happens that good programming tends to be pretty objective and testable.)

Again, while programmers (senior or otherwise) do value their jobs, they also tend to have a pretty good idea of their worth and thus do not generally feel grateful or otherwise indebted to their jobs.

I guess to me it's like calling someone lucky for having a game industry job. Almost assuredly there was an element of luck involved, but to call it lucky kind of minimizes/i...

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27 Jun

Comment

Originally posted by HansStahlfaust

You all clearly don't get it!!!

It's clearly stated, that they are looking for someone to join the PlanTEside!! team!

A totally new IP from DBG. Something like an MMO Gardening Simulator!!

Just read the tweet correctly!

Lol, good catch. I was excitedly typing from my phone. Posted a new one with proper spelling. Sorry to op for breaking the link


10 Jun

Comment

Originally posted by Yawhatnever

If anyone wonders why the spawn system keeps getting messed up, it's probably because the branching looks something like this:

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Player behavior is complicated, which leads to complicated models, which leads to complicated code that is pretty much impossible to test out anywhere but on live servers with hundreds of people.

(If I happen to be ...

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08 Jun

Comment

Just wanted to chime in briefly on this. A lot of what game development is about is finding a balance between speed and accuracy. Go too fast and you miss your target; take too long and the target has moved.

In this case we lined up our shot a little too quickly and have opted to take our time to aim the next one.

For those who are curious, in this metaphor the spawn system is a loud, powerful rifle that was highly customized by several people, some of whom may or may not have ever existed. It appears to be made of a strange metal that smells like paper, it uses a series of buttons, cranks, and triggers to fire, and for ammunition it uses those weird watch batteries and four-sided dice that somehow keep pouring from a nearby hose.


06 Jun

Comment

Originally posted by Azereiah

it's a known thing that reinstalling can fix performance after a patch sometimes, so perhaps this is just an extension of that issue?

I think the ones you are referencing were from strange/custom settings in UserOptions.ini causing poor performance once we switched to DX11. Might help here (and if so we'd love to hear about it), but seems less likely


16 May

Comment

Originally posted by FlyingSheepYT

Has the DX11 improvement been applied to the PS4 version too?

Not yet, but we're working on bringing it over


03 May

Comment

Originally posted by xPaffDaddyx

/u/DBPaul I tag you because i don't know who else I'm sorry, just a little heads up that you guys are aware of it would be already enaugh <3

We are aware, but it is handled by a different, shared department that is very in demand

Comment

Originally posted by Erilson

/u/DBPaul

This reminds me, a few months back, you mentioned porting interpolation technologies to reduce lag with hits on livestream. Is this happening with this next DX11 update?

Negative. We want to turn it on at some point, but we needed to fix DX11 patch issues before we address it and run some tests.

Basically player position/orientation updates are the packet we send the absolute most, so we want to make sure any changes to those don't explode the amount of data we send/receive.

Comment

Whoops! Fix for this coming in the pipes. Warpgates should not be able to be overpopulated XD