Behaviour Obviously Has Control Issues
As much as I love having to bring up task manager, yet again, to end a process that's not even unresponsive, it's getting old. Fix your netcode and menu options, please. Add an option to exit a broken load screen when it's obviously trying some infinite timeout value(or missing completely). Maybe sit down for this one, add a new line of code that adds a timeout value? Crazy talk I know....
How about an option to exit a game gracefully when only 3 or 2 load in? You know what's fun? Running into a trolling killer who slugs in these situations. #SuperFunTimes.
Write a few lines of code that return offerings played when killers DC during load.
Maybe add a brightness / gamma option to the game. I know this might seem weird, but not everyone has the same monitor!
Stop forcing focus of your app. It's not that important.
Bring proximity voice chat to the game. How does it even make sense that survivors can't talk when they meet up in game? Are the survivors based on Behaviour devs??,,, because that would explain the lack of communication I suppose.
Why do we still have to edit .ini files to make changes to something as basic as Vsync? Even further, why must we manage our graphics in our GPU control panels and not in-game, like any other unreal engine based game out there? AA/AF/Occlusion etc....cmon this is silly and lazy.
Didn't ANY red flags go up when you guys started having to patch game play mechanics, to address net code and other completely unrelated programming shortcomings?
Comments
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@Aceonfire said:
Write a few lines of code that return offerings played when killers DC during load.
I'm pretty sure it's not as simple as that......
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with the way they seem to program, you're probably right, sadly.
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will_i_am_14_85 said:
@Aceonfire said:
Write a few lines of code that return offerings played when killers DC during load.
I'm pretty sure it's not as simple as that......
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@Aceonfire said:
with the way they seem to program, you're probably right, sadly.No matter how you program, it's still not as easy as that. They would need to use a bunch of conditionals to see if a criteria is met, create an algorithm for a timeout, and then store and retrieve data to make sure they don't duplicate offerings/addons as well as making sure it works flawlessly without any issues.
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Honestly, to the end user, it doesn't matter how they would implement it. But even without knowing how it's done, it's obvious that even small fixes and improvements take a very long time.
I don't want to reason about the design or quality of the code/blueprints, but if small changes take that long, either there are not enough developers or changes are unreasonably hard for them (due to whatever reason, technical difficulties, lack of / or manual test procedures or other organisational issues).
The point is, other game devs are more agile and deliver these things without telling everybody that it's not that easy or will be discussed internally and maybe considered for an implementation later this year, but in the end never gets implemented.
We're not even talking about implementing something overly complicated, like the possibility to record a demo as it's possible in CS. But maybe these discussions are unnecessary, because very soon™ a new patch will be released together with the DLC and it will fix all the issues that are discussed in this forum (lol, as if).
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@BrendanLeeT said:
@Aceonfire said:
with the way they seem to program, you're probably right, sadly.No matter how you program, it's still not as easy as that. They would need to use a bunch of conditionals to see if a criteria is met, create an algorithm for a timeout, and then store and retrieve data to make sure they don't duplicate offerings/addons as well as making sure it works flawlessly without any issues.
in the over all scope of a project for a game development and support, it is trivial at best.
and making sure it works flawlessly? you must be new to programming or young or both. Software never has a final criteria of working "flawlessly" Developers would go broke. With DBD, that bar might be even lower than the average. They have went public with some doozy of some bugs.
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@will_i_am_14_85 said:
@Aceonfire said:
Write a few lines of code that return offerings played when killers DC during load.
I'm pretty sure it's not as simple as that......
Its just as simple as that. Write a code of line that the offerings and items are "used" after a match ends and players did not dc.
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@Aceonfire said:
@BrendanLeeT said:
@Aceonfire said:
with the way they seem to program, you're probably right, sadly.No matter how you program, it's still not as easy as that. They would need to use a bunch of conditionals to see if a criteria is met, create an algorithm for a timeout, and then store and retrieve data to make sure they don't duplicate offerings/addons as well as making sure it works flawlessly without any issues.
in the over all scope of a project for a game development and support, it is trivial at best.
and making sure it works flawlessly? you must be new to programming or young or both. Software never has a final criteria of working "flawlessly" Developers would go broke. With DBD, that bar might be even lower than the average. They have went public with some doozy of some bugs.
In fact I'm been developing for a while, I can show you my github too if you'd like. When I saw "flawlessly" I don't mean 100% no issues with it but more like trying to find major issues and fix them before releasing it.
When I work on a project, I for sure do as much testing as possible before releasing it and then any issues that people run into will just be minor bugs.
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I totally understand the OP I agree as well
But I think the boys are doing their best tho
Give them a break .
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@MegsAreEvil said:
@will_i_am_14_85 said:
@Aceonfire said:
Write a few lines of code that return offerings played when killers DC during load.
I'm pretty sure it's not as simple as that......
Its just as simple as that. Write a code of line that the offerings and items are "used" after a match ends and players did not dc.
In theory it sounds easy but in development you need to sit down and plan it then develop it. Just because it sounds simple, doesn't necessarily mean it is simple and I can use my recent assignment as an example.
My scenario was creating a calculator that you input all of your grades into which will tell you your total score and your end of year grade, that sounds simple right? Few lines of code just asking for grades and just print them the message saying you got x,y,z.
Unfortunately you need logic in programming, create conditions with if, while, for as well as creating functions that you can use that input and output data. In my calculator I had 6 functions: startUp, gatherGrades, calculateScore, calculateGrade but on paper it sounds extremely easy just inputting stuff but in the end, there is a lot more logic behind it.
Also a "code of line" would definitely not be the case, you would need an algorithm to check if the match is on a infinite loading screen (multiple lines), you would need code to store addons, items, and offerings, then you would need the logic behind it putting the timeout algorithm into effect, then you would need a conditional to check if the algorithm has determined it was an infinite, then you would need the code to return the items and send back to main menu and if that still seems like a line of code, please tell me what language you develop in because I would really love to move over to that to make my life much easier.
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@harry14141414 said:
Give them a break .It’s been 2.5 years. Their break is over.
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