Quote:
Originally Posted by CapnScurvy
That's great to hear your report....thank you!
Little by little we're finding/changing issues that we hope will make for better game play. The sub nets just don't work as expected (the stock game left them out for a reason), we're trying to expand the games playability by either fixing (if we can) problem features, or following the stock game approach by preventing their use. Sub nets are a nice feature, but if they weren't fully implemented, it serves no purpose to use them.
Propbeanie has become our "in house" expert on all things Campaign Mission related. Without having a "Developers Play Book" available to know what each parameter does and why, he's had to figure out things the old fashion way....trial and error! Most folks don't realize how many hours and hours are wasted on just making a change in the game files, and waiting on the game to load, just to see what it does?! I've been at this for 10 years, I bet 5 years of my time spent has been just sitting/staring at the computer, waiting on it to load the game.
Great work propbeanie!!
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I humbly thank you, CapnScurvy...
It's almost embarrassing...
The "blush" icon in the smilies is too "sad" looking for this...
The hard part of all the "testing" aspect, is waiting for the ME to load, then unload, then load the game, only to CTD ("what did I do ~now~??"), doing the ME again, reloading the game, only to find after all that loading and unloading, that all you've done is expose a different problem... Do it all over again...
- my main question to the dev team and Ubisoft would be: If you guys wanted the user to be able to mod the game to entice more folks to purchase it, why oh why did you not include a "test mode" in the game?... or at least a "power-user's manual" for the ME?...