Quote Originally Posted by Wolfie View Post
This is something coming from a guy designing data storehouses for a pharmaceutical company.
Oh my goodness, this reply is SO wrong that if you look up the definition of wrong, you'd find your picture there, I mean REALLY! You don't even know who I am and what I do! that's hilarious!

cliche, I know, but I just can't help but say it!

It's been three months of planning with no visible results. It takes less than a week for any professional team to acquire a server and database cluster to set up a storehouse. database schema and queries are done in less than three days, and the rest of the time is spent building the interface, web app in my case, for the database.
Again, setting up the database is one thing. it's only a shell. You've only setup the skeleton of the system, hell the frame work. What about the players to server interactivity? what about reliability? what about optimization, ensuring that this thing rarely crashes if not ever. Hell what about the well done UI that fits into the UI theme of the game? internal testing? external testing? stress testing? stability testing? What about having at least one database server per GAME SERVER, there are 18 of them in all. You have to test all 18 of them. Hell I already got into this.

Now keep in mind, that this is just one of the MANY things they have to work on. I already went into the detail of this, I'm not even going to go into this, again.


The dev team has done absolutely nothing beyond "investigation". With a team of three individuals, I have built an app catalog which in addition to adding and deleting entries, supports editing of entries , real time visualization of code commits per app, commenting, etc.

It took us two months to go from talk and planning to having a functional app available in a production system.

You really want me to believe that building a simple transaction system is going to take this long for a AAA development firm?
Okay. At first I was thinking that it would be a little redundant to reply to your first post, but now I feel that I should have to, so I will, in order to reply to the above paragraph, at least to the best of my knowledge and estimation of what goes on.

It's been 6 months since the game was released, and ~3 months since the new developer lead has come in, and the game's development still moving at a snail's pace.
The game was rushed out, they spent 5 years or so to work on it, with not even a year worth of alpha testing and beta testing. Hell personally I believed that they should've spent more time on beta testing. I don't know how a new team can just immediately go into the game from day one. There's planning, there's meeting, there's taking information from us, the players, and there's development, and inspection of what went wrong and fix it. I'd rather they take their time to fix the game, rather than rush it out, because rushing the game out is what got the game in this mess in the FIRST place.

Monster redesigns involved increased size, when most complaints were that they had boring designs.
Keep in mind that a LOT of these monsters will be the first of MANY, so of COURSE they are boring. It's the same for just about every MMORPG. in Perfect World I had to kill waves, after waves of beetles and fish and squirrels and snakes and tiny monsters for the first 25 levels, in FFXI I had to kill rabbits, and beetles, and sheeps, and basic orcs, and goblins, and crabs, and crawlers, and crabs, dragon flies, and crabs, and crabs that actually aggros and birds, and birds and my god more freaking birds to level my jobs up. I mean really, what are you expecting to fight Behemoths or giant wyrms or giant turtles at level 5? It's called starting small and work your way up, really. Again, I'm willing to bet a year worth of my pay that we WILL see level cap increase, and which, in turn, will lead to more epic monsters, and more epic fights, and so on.

Combat effect redesigns involved, again, increased size of the effects, when most complaints were that the effects were boring and too similar to one another.
Eh, I wasn't even expecting something epic because it's only the first 50 level. I mean, really, what is the game always going to stay at level 50? What haven't FFXI history or any other MMORPG history taught you anything? I'd wait for the more awesome stuff until after we get maybe level 70 or 80, and then complain if it's lackluster. Although, I will admit that I was pretty pissed when I saw how silly Freeze, Flare, Quake, etc are small and nothing more than what you get when a mage sneeze, which is an insult to these incredibly strong spell names in FF history.

The devs are still investigating how to implement jump/AH, and their effects. Really? You can come up with a workable database schema for an AH in less than a day, and the queries and services to add or remove entries in less than an hour. Why is this taking so long?

Okay. Jumps. Okay. I've argued about jumps for as long as I've heard about this game coming out. Jumps in this game changes a LOT. The game, at this point, is not even optimized for any form of jumping, really. So adding jumps means, having to work on, well, every freaking zones in the game, from cities to well, everywhere! So why are they still investigating it? Because it's a WHOLE NEW LEVEL OF WORK for the game, which may not even be necessary!

Auction House, which I already argued this in every freaking post in this thread, and number of times since the alpha/beta release. I've been on both side. I supported Auction house in the beginning because the market ward sucked, and now I'm against it because the market ward is actually functional that it actually works! why are they still investigating it? Because it would be a completely redundant project when Market Wards does the job just as well.

There have been NO new levequests introduced, and the side quests that were introduced are extremely basic, light on lore, and few in number. Is anyone even writing lore for this game?
This, I won't argue. I'd like to see more in-depth quest and hell, more levequests just to keep things unique.

Devs still investigating map collision for getting hung up on ledges?
I've seen some improvement on this since the game has started but yeah I'd still like to see more work with this.

Market Ward search is still elementary and not flexible. Seeking items is still extremely difficult to work with.
Aaaand when's the last time you played this game? Seeking items worked very well for me. Oh, can't find the item? Don't you know what (0) Zero means? I've had no trouble using the system at all. If there's problem with the item availability, that's the problem with the players, not the development. See, the player needs to make it and sell it for it to be for sale. That is how the Market Ward system works.

For me, when I look for an item, I go to the search and look for say, uh, Blackened Scale Mail, it tells me who has it, what room they are in, and how much they are selling it for me, and even goes as far as marking the players that are selling it with a star, and I get my blackened scale mail (if it's available and I can afford it and the price is good) faster than you can say "omfg I got a blackened scale mail!"

Why does everything take so long? What's taking up all the dev's time?
Perhaps they have a LOt of projects to work on? like... Battle system? class abilities? Spells? More quests? Airships? Chocobos? Contents? Jumps? even holiday events?! Auction House? Look at the letter from producers. Some of them have some nifty outlines!