Obviously, I like the feature, but I believe I want every game I work on to be able to outlast my company and me. Many of the games I grew up on (OpenTTD, XCOM, etc...) have become community projects. I continue to strongly believe this is central to making a great game, and I have erred greatly in the past (DayZ Standalone) in not going quickly towards supporting communities within our games.
The convience of the feature was great, and I like, it, however:
1. When we made the decision to store prospect data on the basis of game time, instead of real world time, this means we now hold data far longer than we intended too.
2. We then made the decision to include the entire Olympus outpost as a prospect, vastly increasing further the data for a prospect.
3. We allow (behind the scenes) for an arbitrary amount of characters, the three character limit is simply applied at the UI level. With the number of general re-live events we have done, this m... Read more
The convience of the feature was great, and I like, it, however:
1. When we made the decision to store prospect data on the basis of game time, instead of real world time, this means we now hold data far longer than we intended too.
2. We then made the decision to include the entire Olympus outpost as a prospect, vastly increasing further the data for a prospect.
3. We allow (behind the scenes) for an arbitrary amount of characters, the three character limit is simply applied at the UI level. With the number of general re-live events we have done, this m... Read more