buc
Captain
Reged: 08/12/05
Posts: 710
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Codefest: Success or failure
#164189 - 02/19/12 02:53 PM (222.155.170.187)
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So, Codefest finished a week or so ago. Many of us were looking forward to the leadup, hoping it would sort some long standing issues with Nev, and make it a heap faster.
With your prior expectations, along with discussions with SM and his post, was the codefest a success or failure? And why. http://www.sarna.net/forums/showflat.php/Cat/4/Number/162668/an/0/page/0#162668
5: Total Success 4: Some Success 3: Makes no difference 2: Mostly Failure 1: Total Failure
Edited by buc (02/19/12 03:33 PM)
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Codefest: Success or failure
[Re: buc]
#164190 - 02/19/12 02:56 PM (222.155.170.187)
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I voted for 2. While some of the things he said he'd fix still aren't, and there were/are some TERRIBLE changes, there are a couple of things he did sort.
Ammoless towers and lvl 2/3 maps, FFA payout and Arenas are all things I like, so while the arguement is there that the changes we dont like outway the benifits, I'll say it was a failure but not TOTAL failure. Still prefer nev the way it was prior to codefest.
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Rodon
Sergeant
Reged: 01/04/08
Posts: 146
Loc: Augusta, Ga
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Re: Codefest: Success or failure
[Re: buc]
#164192 - 02/19/12 03:22 PM (68.47.52.133)
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Damage from building bug never fixed. FFA boots me out to primary login screen on avarage of every two rounds. Simulator does not work if you alter the default settings much, if at all. Perfectly balanced empires who made money or broke even are now deeply in the red. The only option is to not train or burn infra. Skill downs are mainly restricted to high skill units or the wrong skills, i.e. pilots go down in gunnery, gunners go down in driving. Most good units of any type skill up. I am still seeing skill ups in pilots listed as NONE as the unit. ALL mechs have skilled up, some repeatedly. In two level 12 kingdoms with average training only two mechs have skilled down out of several hundred. Level one map is very small, and the two sides are anoyingly cropped. The biggest problem is of course the attitude that whatever he does is right despite clear evidence to the contrary.
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mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Re: Codefest: Success or failure
[Re: Rodon]
#164194 - 02/19/12 03:53 PM (128.243.253.104)
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Mostly failure. Although it depends on where you're standing. I'm sure for SM it was a total success...
-------------------- Haha, you people think admins still look at these forums.
Visit the Platonian! Updated! Stuff! Things! Click!
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Codefest: Success or failure
[Re: mattbuck]
#164196 - 02/19/12 05:11 PM (210.86.1.168)
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I'm thinking I should have made it 1 - 10 lol. Cause it was a hard choice between 1 and 2 :P
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Cambone
Newbie
Reged: 11/25/04
Posts: 12
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Re: Codefest: Success or failure
[Re: buc]
#164198 - 02/19/12 05:38 PM (184.61.197.253)
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I dont see it as ALL that bad. We have new servers with most of the data xfered. Minus the day change issue that i hope they are currently workin on and a few tweeks here and there....I am fine with it. I remember not getting to login, or not getting any reply's what so ever on tickets. Yeah, he could have been a bit smoother about how it was all implemented, but even if he tried to explain, he could have very well got the same response. So instead of everyone being pissed at SM for this, why not try to work with him on getting some of the bugs worked out and get some tweeking done to the system so the rest of us can enjoy the game.
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Phred
Sergeant
Reged: 01/20/12
Posts: 174
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Re: Codefest: Success or failure
[Re: Cambone]
#164217 - 02/20/12 10:51 AM (161.184.189.112)
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Because he has demonstrated his utter contempt for the player base. To some of us it is painfully obvious he wont work with us and give us what we want.
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Rodon
Sergeant
Reged: 01/04/08
Posts: 146
Loc: Augusta, Ga
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Re: Codefest: Success or failure
[Re: Phred]
#164230 - 02/20/12 01:24 PM (75.131.179.178)
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Does not have to be what I want, has to be fair and it isn't.
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slaine202
Sergeant Major
Reged: 01/24/03
Posts: 271
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Re: Codefest: Success or failure
[Re: Rodon]
#164231 - 02/20/12 01:44 PM (90.200.65.254)
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Voted 2 for the following reasons
The expected improvements in performance have not been delivered, for the last few days performance for me has been worse than before the server update.
Most of the changes that have been put in place have been executed quite poorly - lvl 2 map has strange cropping effects, training has a whole host of issues with it, FFA still boots you out regularly as a few examples.
Although some of the implemented changes were those that had been asked for (FFA, ammoless towers, lvl 2/3 maps), a number either werent asked for at all (building degredation) or were asked for in an entirely different manner (training changes). An admin has to balance what the playerbase want against whats actually needed, but the key word is BALANCE. I dont see much balance in any of this, feels more like whatever Randy thought was a good idea to justify his bill for the fortnight got chucked in regardless.
Very very poor communication, customer service and general people skills shown by the admin. I cant imagine how SM is going to persuade anyone to part with any more money for this project in the near or medium term, I certainly wont be.
We STILL dont have the bonuses he promised us for buying the server (and Randy?)!!!
Neveron is further away from the longed for renaissance than ever, at least when it was neglected we could all HOPE for better things, personally I have no hope left now.
hmmm....maybe that should've been a 1?
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Vindication
Corporal
Reged: 01/22/07
Posts: 53
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Re: Codefest: Success or failure
[Re: slaine202]
#164233 - 02/20/12 01:55 PM (65.87.39.230)
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(1) no other choice for me for the same reasons many have expresed and the lack of any sort of interface with Shadow to attempt to disaude him from the direction he is currently taking Neveron. Sure its his game and he can do as he sees fit,but as players of a game he still wants support from he does owe us the attention and respect of the people that helped him purchase the game and buy the new server(s) and we havent see any of that from him.
-------------------- Old age and Treachery
will overcome Youth
and skill
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Protege
Corporal
Reged: 04/19/06
Posts: 71
Loc: Bakore Village
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Re: Codefest: Success or failure
[Re: Vindication]
#164240 - 02/20/12 07:06 PM (65.87.39.230)
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Voted 2.
Some good PRINCIPLES came from it.
The execution sucked on ice.
Everything else was a waste.
-------------------- I've stopped being nice? When the hell did I ever START being nice?
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rantamplan
Sergeant Major
Reged: 03/26/03
Posts: 341
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Re: Codefest: Success or failure
[Re: Protege]
#164262 - 02/21/12 01:33 AM (193.144.201.49)
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I voted 4,
The reason is that while the implementation was completelly wrongly made. (All decision should have been anounced and discused even if laters you would ignore players opinions and then all changed must had been documented).
I think that the changes aremore or less in the route of what players asked in the past to be done.
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Phred
Sergeant
Reged: 01/20/12
Posts: 174
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Re: Codefest: Success or failure
[Re: rantamplan]
#164297 - 02/21/12 10:41 AM (161.184.189.112)
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Worse than a total failure. Yes some ideas have merrit, but so poorly implemented it is more of a shame than not having them at all.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Codefest: Success or failure
[Re: Phred]
#164561 - 02/29/12 01:50 PM (222.155.171.234)
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[ShadowMasterCM] no buc, the building bug was not a test run for degrade. degrade was litterally thought up the first few days of code fest as a solution to the games largest issues
This at least explains why we didn't hear about the change. Also why it was such rubbish (IMO of course). It was thought up and then coded basically on the spot. If this isn't a near perfect example of why we keep pushing for discussion on potential changes (as SM promised), I don't know what is.
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ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Re: Codefest: Success or failure
[Re: buc]
#164571 - 02/29/12 07:30 PM (24.103.210.226)
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The multiple issues where discussed, at great length, with many of the players, in many forms of communication. The final process of how to exactly 'fix' them is not what the discussions with the players is about.
The 'solution' to the many issues, including building degrades, was what was thought up in the first few days of CodeFest. Things like why was this system in place, and why was that system in place, and did they still serve a useful purpose to the overall game experience. It was also discussed what 'abuse' where they trying to address.
We only had Randy here for those 2 weeks, so yes some quick coding solutions had to be created. The time for discussion had past, and the time to implement some code was here, simple as that.
As I have stated on many occasions, there are dozens of pages involved with the simplest of functions in the game, so nothing is ever a simple fix. Obviously the process to debug anything is as complex. The process to find and close every single nook and cranny that 'some' players try to exploit is even more time consuming.
-------------------- Is it true? Do you really suck that bad??
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Hythos
Sergeant
Reged: 05/09/10
Posts: 148
Loc: USA
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Re: Codefest: Success or failure
[Re: ShadowMasterCM]
#164573 - 02/29/12 08:41 PM (108.195.48.139)
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Where do I go to repair buildings? I thought I had to go to the city, view "all buildings", select the building that was damaged and ... click "build"? or repair?
But I can't see where / how to repair them..
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dieaready
Corporal
Reged: 11/15/05
Posts: 74
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Re: Codefest: Success or failure
[Re: Hythos]
#164574 - 02/29/12 08:50 PM (60.241.43.86)
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select view "incomplete buildings" if i'm not wrong
-------------------- In the land of the Insane, the Sane man is Crazy.
If Brute Force does not work, you are not using enough.
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KJI_3x6
Lieutenant
Reged: 09/11/06
Posts: 649
Loc: Minnesota, North Korea
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Re: Codefest: Success or failure
[Re: dieaready]
#164575 - 02/29/12 11:47 PM (76.17.189.42)
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this is **** stupid. there should be a button on the page for each city that allows would allow a person to fix it right from there, not this clusterfuck view this, change that, click this, click something else.
as for the Quote:
had Randy here for those 2 weeks, so yes some quick coding solutions had to be created
95% of neverons problems come from quick coding solutions, nice to see we are headed in a new direction.
-------------------- My d*** rumble in the jungle; your d*** got touched by your uncle.
My d*** double feature screen; your d*** went straight to dvd.
ME > you
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Katrar
Major
Reged: 09/15/02
Posts: 1314
Loc: Seattle, WA USA, Terra
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Re: Codefest: Success or failure
[Re: ShadowMasterCM]
#164576 - 03/01/12 12:14 AM (24.17.137.174)
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Quote:
The multiple issues where discussed, at great length, with many of the players, in many forms of communication. The final process of how to exactly 'fix' them is not what the discussions with the players is about.
What? How to fix whats broken is not what you ever intended to discuss with us? You just wanted to hear our ideas about what is broken? But how to fix those problems is completely out of bounds of what you ever intended to talk to us about? Did I read that correctly? Because I think I did, and that's NOT AT ALL what the past year has been about.
-------------------- HoC Gaming - Come war with us!
The HoC Archive - Neveron's definitive historical document
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cbtgod
Lieutenant Colonel
Reged: 12/14/05
Posts: 1813
Loc: IN A BOX UNDER A HOUSE
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Re: Codefest: Success or failure
[Re: Katrar]
#164580 - 03/01/12 01:47 AM (72.77.197.22)
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*thumbs up* keep up the good work SM! l8rs DABOSS
-------------------- yes its a toad, if you didnt know that you dont know anything about cbt
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Codefest: Success or failure
[Re: cbtgod]
#164589 - 03/01/12 01:44 PM (222.155.171.234)
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If SM, (note here, SM has never really played many parts of the game) and Randy (someone who hasn't been part of nev for YEARS) think they can come up with workable solutions to years old problems within a couple of days, with no discussion with those who actually play the game, they are ...
Actually, we already know the answer to that, and I dont want to get banned. You hopefully see my point.
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ghostrider
Lieutenant
Reged: 03/26/10
Posts: 522
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Re: Codefest: Success or failure
[Re: buc]
#164594 - 03/02/12 12:01 AM (70.173.25.223)
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That the fact is they DID find a way to take care of all the old problems?
The best way to do that is get rid of the people that knew of the problems that showed up years ago. I mean, once their gone, then the game can be made in any shape desired by the owner. Now honestly, just because YOU think this is bad for the game doesnt mean it is.
How many new people are here complaining about the stuff that still doesnt work after 5 years or so?
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KJI_3x6
Lieutenant
Reged: 09/11/06
Posts: 649
Loc: Minnesota, North Korea
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Re: Codefest: Success or failure
[Re: ghostrider]
#164596 - 03/02/12 01:08 AM (76.17.189.42)
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more importantly, we all know there are THOUSANDS of new players on neveron these days, just look her........on cha.......pub mai.....noob mai......uhhhhhhh craig says so.
-------------------- My d*** rumble in the jungle; your d*** got touched by your uncle.
My d*** double feature screen; your d*** went straight to dvd.
ME > you
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Toten
Sergeant
Reged: 03/18/08
Posts: 147
Loc: Australia
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Re: Codefest: Success or failure
[Re: ghostrider]
#164597 - 03/02/12 02:34 AM (118.208.45.60)
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Quote:
That the fact is they DID find a way to take care of all the old problems?
Pardon? Please elaborate.
Quote:
The best way to do that is get rid of the people that knew of the problems that showed up years ago. I mean, once their gone, then the game can be made in any shape desired by the owner. Now honestly, just because YOU think this is bad for the game doesnt mean it is.
Perhaps a moment of solitude?
Quote:
How many new people are here complaining about the stuff that still doesnt work after 5 years or so?
New people? Best alert the WWF.
-------------------- To secure peace is to prepare for war.
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Pimpslap
Sergeant Major
Reged: 03/13/03
Posts: 365
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Re: Codefest: Success or failure
[Re: KJI_3x6]
#164599 - 03/02/12 06:59 AM (74.196.96.143)
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Just be glad you can login to your empire, mine keeps timing out, i havent bothered for over a week now. Which btw is the reason this skill check program was stopped in the first place, cause of the lag it creates.
-------------------- Harbingers of Chaos
COME WAR WITH US!!
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Toten
Sergeant
Reged: 03/18/08
Posts: 147
Loc: Australia
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Re: Codefest: Success or failure
[Re: Pimpslap]
#164601 - 03/02/12 07:50 AM (118.208.45.60)
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From the Almighty...
Quote:
The thought process was also considered that the average new player would want to see that page of Light Vehicle's, rather than all the other heavier stuff. Larger empires opening a View All of any page usually meant several minutes of lag for that player, as all that data was gathered.
To view skill ups takes far LONGER than it ever did to load the vehs page. Cheers SM!
-------------------- To secure peace is to prepare for war.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Codefest: Success or failure
[Re: Toten]
#164606 - 03/02/12 01:57 PM (222.155.171.234)
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Quote:
That the fact is they DID find a way to take care of all the old problems?
Um, yeah I dont get this either. What problems did they take care of?
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mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Re: Codefest: Success or failure
[Re: buc]
#164607 - 03/02/12 06:18 PM (128.243.253.104)
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Has anyone tried to see whether hover vehicles can cross water?
-------------------- Haha, you people think admins still look at these forums.
Visit the Platonian! Updated! Stuff! Things! Click!
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ghostrider
Lieutenant
Reged: 03/26/10
Posts: 522
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Re: Codefest: Success or failure
[Re: mattbuck]
#164615 - 03/03/12 09:29 AM (70.173.25.223)
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It was meant as sarcasm. They fixed it by trying to chase everyone that knows whats not working away. If you dont know its broke, then you dont complain. Remove those that complain and nothings wrong.
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Dag
Private
Reged: 10/07/06
Posts: 25
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Re: Codefest: Success or failure
[Re: ghostrider]
#164799 - 03/13/12 09:53 AM (84.130.117.52)
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I'm getting more and more the impression that the codefist was a total fail.
Building degration --> Desaster New Training implementation -> Desaster (My level 3 LW empire is on high training and the LW mechs pilots loose the elite mech skills for Infantry skills. Insane) Admin - Player Relations --> Devastating
Which known bugs did get fixed ? Did the FFA and Arenas get fixed ? (dont know I dont use them) Ammoless towers dont shoot anymore --> GOOD Is the Batt/Company leader/CO bug fixed --> Not as far as I know Level 2/3 Maps
What got disabled: Recycling Armory Tower Range 2/3 Mech upgrades --> GOOD
Whats still broken ? Got told west edge retreat still in. Several other lon time known and reported bugs still in.
What is newly broken ? Preplacing Training
Maybe some should post a list for this and add the response from the community Maybe then someone else realise things...
But from my point of view this codefist was devastating. The real hurting player issues have been skipped for minor important fixes or switch offs. The performance of the new hardware is worse than the old performance. PPl can't login after a week absense... And the Admin-Player Relation have been destroyed.
[sarcasm] Well done!!! [/sarcasm]
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