Galadriel wrote on Sep 30
th, 2015 at 1:29am:
Agreed. There are enough articles on the web of decent practice and making any code friendly, maintainable, have scalability and be useful all in one. I get the sense that they let some of the interns run around, during massive changes like MotU, doing their own thing for a while and nobody could be bothered to go back and fix it afterwards because they won't get paid for it if it isn't obscenely broken.
Taking MajMal's comments, MOTU introduced a lot of the current problems. I think shortcuts were taken, and sometime after that the 4 releases a year came along and any chance of fixing MOTU disappeared.
Now it is fire fighting, not fire prevention.
Galadriel wrote on Sep 30
th, 2015 at 1:29am:
Maintenance mode is good and all but that would imply that they are ready to shut down. While their sales figures would most likely not support anything very high budget at the moment, I don't think they have reached such a low point that the plug needs to be pulled. Fixing the core code has its own problems besides time frame. WB should be able to provide some budget for such an endevour.
It could however be done in a way that will achieve both a short time frame while still pumping out content. Have an external team come and start making the code more streamlined and friendly while the current team gets one or two senior developers who act as a QA of sorts as well as your more general leads on modules. They can also train the current team on better practice.
I have said in some of my other verbose posts, that I do believe DDO could be turned around by a small competent team.
I defer to your expertise in these projects, but my instinct was to run in parallel as well. You have to keep the masses happy, but you have to stop looking at just the 3 months in front of you because they are going to plow into a wall.
The last few updates have been pretty uninspiring for most.
I know they're trying to address lag and much of what they're doing is likely unseen, but it's all likely to be bandaid solutions.
Turning the light effect off the archon lantern, and now they introduce Bigby's hands that leave a pillar of light - I can't help but think it hasn't been thought through or tested.
Galadriel wrote on Sep 30
th, 2015 at 1:29am:
Once that is done, they have a large beta testing phase where the customers get to test the new version. Having 300-500 people to test all aspects of the game in a long enough time period and have them submit feedback which has to get looked at and addressed by the new team and the current team is part of that show so they can see what they should be doing. If all goes well, roll out DDO 2.0 as if nothing has changed.
Absolutely this. A proper QA/QC and testing environment, with someone responsible for ensuring QA/QC is implemented.
Stress testing with a large number of players is essential. Offer rewards for reporting bugs, so people don't sit on them and hope they make it thru to Live.
However, for any of that to happen, you'd have to change the head of Turdbine and flush half the middle mgmt out (there's your DDO budget right there). The culture there is septic and it needs change mgmt. Throwing money at mobile apps under Turdbine, given their track record, is ludicrous.
Galadriel wrote on Sep 30
th, 2015 at 1:29am:
Of course this is all relying on the budget that WB wants to throw into the game and what result they expect out of it.
I simply look at what they pissed away on IC, and shake my head.
I know it was another project likely funded separately, but still a fraction of that could resurrect DDO (despite what Thaz thinks).
I think the class overhauls are actually harming the game - they're swinging the balance too far in different directions. If they don't get finished and soon, then whole classes will be unplayable except for shits&giggles.
The big thing in DDO's favour is content.
They have a wealth of content - DDO2 or DDO revamped or whatever is not starting from scratch.
It's an overhaul and some of that content will need changing, but the core of it all exists.
It's just the mechanics and systems that need to be addressed.
I'm not even sure you would update the graphics in the first pass either (not the highest priority). Later you could bring a better display engine (like LOTRO's? - Why? beautiful graphics, already own the licence (cheap!) and have in-house experience with it?).
I definitely think the new player experience needs a focus as DDO's retention is appalling.
That ranges from sexifying the new player areas, streamlining the pathing between early quests and making the character selection more newb friendly (make the class paths meaningful).
Galadriel wrote on Sep 30
th, 2015 at 1:29am:
I suspect that that is what is happening at the very moment with all the class overhauls and the recent changed store pictures that were posted but I could be very wrong and that's just the prelude to the plug being pulled as well. Only time will tell.
Unfortunately, I suspect the same thing.
The move to mobile apps would seem all exciting and new as well as being the career path forward, so no-one internally would have the motivation to even try to turn DDO around.
It would take an ambitious go-getter from within WB's ranks trying to make a name for themselves - and that approach could end up being worse than Turdbine's approach.
As some suspected, Sev's role was probably to steer DDO into maint mode, but he ended up almost destroying it in the process.