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Star Wars Galaxies

Star Wars Galaxies 

SWG Veteran Refuge  » Behind the scenes decision making at SOE

2 Pages « 1 2 Search
27 posts found
  hubertgrove

Novice Member

Joined: 4/06/07
Posts: 1214

12/28/08 12:24:00 PM#21
Originally posted by ArcAngel3

Well I've just finished reading a post saying how responsive SOE is to their players.  In case anyone has any doubts, here's yet another quote from a former SOE dev that demonstrates just how little SOE thinks of their players.

The context was the removal of creature handlers due to the NGE, after they had waited so long for a promised revamp and just purchased a new expansion for new creatures to tame, and new loot that was specific to their profession.  Remember how we were told there was in depth data-mining, player feedback and consultation?  Here's how it really went down, from Helios' post at MMOfringe.com:

"One conversation between Rubenfield and myself went something like... 'Me: Uh, Dan... if we have a reticle on screen what about pets? Dan: Cut them.'"

Just like that, a new expansion was turned into scrap, a profession revamp was torched and 2 years worth of players' investment was thrown in the trash. 

That's how monumental decisions get made at SOE apparently, and it shows how much thought they put into honouring players' investments, accomplishments and online experience.

 

Can you put up a link to this conversation please?
 

  FelesLXXXIV

Apprentice Member

Joined: 12/24/08
Posts: 35

12/28/08 6:45:21 PM#22

Jeff Freeman.

Who was the person who revealed that Smed, Rubenfield, and Cao were the assholes who brought us the NGE.

 

 

  ArcAngel3

Apprentice Member

Joined: 9/25/06
Posts: 2939

Momento Mori

 
12/29/08 12:15:59 AM#23
Originally posted by hubertgrove
Originally posted by ArcAngel3

Well I've just finished reading a post saying how responsive SOE is to their players.  In case anyone has any doubts, here's yet another quote from a former SOE dev that demonstrates just how little SOE thinks of their players.

The context was the removal of creature handlers due to the NGE, after they had waited so long for a promised revamp and just purchased a new expansion for new creatures to tame, and new loot that was specific to their profession.  Remember how we were told there was in depth data-mining, player feedback and consultation?  Here's how it really went down, from Helios' post at MMOfringe.com:

"One conversation between Rubenfield and myself went something like... 'Me: Uh, Dan... if we have a reticle on screen what about pets? Dan: Cut them.'"

Just like that, a new expansion was turned into scrap, a profession revamp was torched and 2 years worth of players' investment was thrown in the trash. 

That's how monumental decisions get made at SOE apparently, and it shows how much thought they put into honouring players' investments, accomplishments and online experience.

 

Can you put up a link to this conversation please?
 

Oh hi there Hubert, sorry I haven't check this thread in a little bit--busy marking essays :P.  The link is included in post number 7 of this thread.

It's a conversation between Helios (I think his real name is Kai?) and Dan Rubenfield. 
 

  FelesLXXXIV

Apprentice Member

Joined: 12/24/08
Posts: 35

12/29/08 6:25:38 PM#24

You know, when I look at this thread's title, why do I get a vision of a boardroom full of monkeys banging rocks together?

 

  severius

Hard Core Member

Joined: 8/10/04
Posts: 1357

12/29/08 6:37:38 PM#25
Originally posted by ArcAngel3
Originally posted by salvaje

In case you haven't noticed, SOE's Devs aren't very talented...

 

I was just reading a post from Deadmeat where he talked about the dev team (and SOE as an institution) losing the ability to understand key aspects of the game's code.   A lot of the best developers left early on, with more considering other options as the game's direction went from bad to worse.

I've often wondered if this was one of the reasons why they couldn't re-implement the pre-cu code.  I"m sure the people that wrote that were some of the first to leave.

I know people often claim that SOE would have back up copies of the code.  I think that's probably true (though you never really know with them).  However, if you have no one on staff who understands the code, I can understand their reluctance to use it as the game's foundation.

It would have helped a lot probably for them to just come clean with that on one hand, if it's true,  On the other, I could understand why it would be embarassing to say, "well we can't really use the pre-cu code, because no one around here can understand it."  Instead an LEC rep just told us all, we can't use the pre-cu code for "technical" "not business" reasons.  Too bad they alienated some of their best talent with their management decisions.  Players aren't the only ones alienated by Smed and they way he has managed this game btw, not by a long-shot.

 

 

Whether or not they had old code around, which I am sure they do, the problem comes with maintaining that code.  The original dev team over at Verant which developed SWG had a great number of brilliant people.  Brilliance, more often than not, is far from neat and tidy lol.  I am sure the original code for SWG is scary as all hell to look at let alone trying to run through for enhancements and bug fixing.

And yes, Walton and crew, the people that Koster had brought in were on their way out the door shortly after launch and Koster's "Promotion" which took his vision and leadership away from SWG.  They had no one to really direct them and SOE/LA had their own ideas (making swg little more than a way to capitalize on the movies rather than the timeline which the game had been created around).

  mr.torrance

Novice Member

Joined: 12/29/08
Posts: 36

12/29/08 6:56:31 PM#26

Behind the scenes decision making at SOE

 

 

 

  ArcAngel3

Apprentice Member

Joined: 9/25/06
Posts: 2939

Momento Mori

 
12/29/08 10:47:53 PM#27
Originally posted by mr.torrance

Behind the scenes decision making at SOE

 

 

 


 

I really must thank you for a very heartfelt laugh lol :) 

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