Captain_Wizbang
08-21-2012, 09:29 AM
Please read twice before replying, (you might miss something :eek:)
*Not a doom thread, just thoughts I want to post*
Shortly after Mod 9, we started seeing more and more ways to "craft", classes, races, gear with lots of prefixes and suffixes etc... the list goes on.
And that's the point, the list keeps growing, and growing.
As a dev pointed out last month,
"all of your characters data goes into one single arrow or bolt, and that is a coding nightmare",
which covers just one aspect of ranged being difficult to balance.
That's just ranged, look at spells, animations, twf procs etc....
Older content was written in a different language(?) hence the issues of changing even base xp eg. A nightmare to mess with that code engine, as stated by another dev.
At what point in game development do we "red-line" before it starts to break down?
Other games have gone thru this, and have been "blown up", or had versions 2, 3 & 4 released to address this very issue.
It even happened with PnP games, not just D&D mind you, there are several PnP games that fell out of popularity because of getting over developed.
Is there a breaking point? Can all these "new" mechanics actually bog the code engine down, and cause more and more "issues"?
___________________________________________
For over a year, I've had this notion that secretly Turbine is rewriting the game in new code.
And one day we wake up to see an announcement of DDO II being released.
http://i299.photobucket.com/albums/mm299/chefricochet/animated/th_88dea2a8.gif (http://s299.photobucket.com/albums/mm299/chefricochet/animated/?action=view¤t=88dea2a8.gif) :cool:
____________________________________________
Forgotten Realms and the new coding, most certainly is an indicator change is coming, and that's a very good thing.
That being said, the "melding" of old & new dynamics, would warrant a total rewrite.
Adding more & more stuff is fine, and welcomed, as long as the structure is in place to support the weight of it.
*Not a doom thread, just thoughts I want to post*
Shortly after Mod 9, we started seeing more and more ways to "craft", classes, races, gear with lots of prefixes and suffixes etc... the list goes on.
And that's the point, the list keeps growing, and growing.
As a dev pointed out last month,
"all of your characters data goes into one single arrow or bolt, and that is a coding nightmare",
which covers just one aspect of ranged being difficult to balance.
That's just ranged, look at spells, animations, twf procs etc....
Older content was written in a different language(?) hence the issues of changing even base xp eg. A nightmare to mess with that code engine, as stated by another dev.
At what point in game development do we "red-line" before it starts to break down?
Other games have gone thru this, and have been "blown up", or had versions 2, 3 & 4 released to address this very issue.
It even happened with PnP games, not just D&D mind you, there are several PnP games that fell out of popularity because of getting over developed.
Is there a breaking point? Can all these "new" mechanics actually bog the code engine down, and cause more and more "issues"?
___________________________________________
For over a year, I've had this notion that secretly Turbine is rewriting the game in new code.
And one day we wake up to see an announcement of DDO II being released.
http://i299.photobucket.com/albums/mm299/chefricochet/animated/th_88dea2a8.gif (http://s299.photobucket.com/albums/mm299/chefricochet/animated/?action=view¤t=88dea2a8.gif) :cool:
____________________________________________
Forgotten Realms and the new coding, most certainly is an indicator change is coming, and that's a very good thing.
That being said, the "melding" of old & new dynamics, would warrant a total rewrite.
Adding more & more stuff is fine, and welcomed, as long as the structure is in place to support the weight of it.