Page 8 of 13

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Mon May 23, 2005 12:19 pm
by sprite
Jessica Mulligan wrote: More as it happens.
Yay, I'd much prefer the spring clean and o/ps to be done before more rites :p

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Mon May 23, 2005 2:20 pm
by vinnyq
mt, how the h did this happened?

well I'll take the time to say ty for the reply from Jessica anyway! Thank you!

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Fri May 27, 2005 9:46 am
by xenofur
Jessica Mulligan wrote:
xenofur wrote:ah, something i forgot last time: do you think it could be possible to reduce so-called "stealth-patches" in the future? =)
We're working on it. The goal is to give you as complete info as possible befoe the patches are made, For emergency patches (as when we find a crash bug), that isn't always possible.
mind giving an explanation? i don't think the ticket bulk was an emergency patch, and i'm really having troubles when i try to think of a way that something like this could slip by :(
(not to say that the rest of the patch isn't good ;) )

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Wed Jun 01, 2005 8:19 am
by Jessica Mulligan
xenofur wrote:mind giving an explanation? i don't think the ticket bulk was an emergency patch, and i'm really having troubles when i try to think of a way that something like this could slip by :(
(not to say that the rest of the patch isn't good ;) )
We'll be posting something about how we're ging to deliver more information to you soon, as in the next couple days.

As for 'undocumented features', such as ticket bulk:

Yeah, we blew it on that one, so please accept my apologies. All I can say is that our goal is to have no undocumented features or changes in the game; either you know about a change like this before a patch or we don't do it.

We're going to talk about this internally and put some safeguards in place to lessen the risk of it happening. I can't guarantee that someone won't forget to document a change in the future; I can guarantee that we'll do everything we can to prevent it.

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Wed Jun 01, 2005 9:07 am
by borg9
Jessica Mulligan wrote:...snip..
We're going to talk about this internally and put some safeguards in place to lessen the risk of it happening. I can't guarantee that someone won't forget to document a change in the future; I can guarantee that we'll do everything we can to prevent it.
Thanks :D

Its all we have ever asked for. Some undocumented features are nice not to know about *wink* (Likes suprises). However game mechanics like bulk on Tickets + a patch wary community, is a recipe for unhappy players.

Thanks again for talking to us directly, this lifts Nevrax above the rest of the game manufacturers that forget that its the players and not the product that is important.

*hugs*

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Wed Jun 01, 2005 1:57 pm
by xenofur
fair enough, thanks for the honest words :)

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Wed Jun 01, 2005 2:28 pm
by iphdrunk
Personally, I appreciate this type of communication, thanks. We may or may not be happy about some gameplay changes, but the playerbase will adapt to them and give feedback, and the fact that forgetting about it in the patch notes has been acknowledged and that something is being done means you are taking our feedback into account.

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Wed Jun 01, 2005 2:41 pm
by oldmess
borg9 wrote:Its all we have ever asked for. Some undocumented features are nice not to know about *wink* (Likes suprises). However game mechanics like bulk on Tickets + a patch wary community, is a recipe for unhappy players.
We seem a little quick to let Jessica and the company off the hook when she's only answered half the question. She's told us how a change got in without being in the notes (by mistake and taking measures to correct it). I'm cool with that, but there's an open question. Why did this change need to happen? What purpose does it serve? (especially since the one of the documentated changes was ticket stacking, why make it pointless to buy more than one ticket per tp because it'll weigh to much?)

A point I think I made in another thread is that the release notes shouldn't just list what changed, but why it changed (when it's not obvious). Especially for things that players see as short-term negative. Ease the pain a bit here guys. Tell us why this is a good idea. Or a necessary one if that's the case.

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Wed Jun 01, 2005 3:53 pm
by Jessica Mulligan
oldmess wrote:We seem a little quick to let Jessica and the company off the hook when she's only answered half the question. She's told us how a change got in without being in the notes (by mistake and taking measures to correct it). I'm cool with that, but there's an open question. Why did this change need to happen? What purpose does it serve? (especially since the one of the documentated changes was ticket stacking, why make it pointless to buy more than one ticket per tp because it'll weigh to much?)

A point I think I made in another thread is that the release notes shouldn't just list what changed, but why it changed (when it's not obvious). Especially for things that players see as short-term negative. Ease the pain a bit here guys. Tell us why this is a good idea. Or a necessary one if that's the case.
Good question. Let me see what I can find out and get back to you n a day or two.

Re: Nevrax Announces the Addition of Industry Veteran to Production Team

Posted: Wed Jun 01, 2005 4:17 pm
by amitst
A better question is what is the rationale to make a change which barely effects gameplay by adding significant weight to something players thought was a slip of paper.

Why dont you give dappers bulk too?
Since they are pieces of amber, make it so we can only carry around a few hundred?
This concept of realism has been debated alot, and already decided upon, we dont want to have to regularly eat in a video game, and we dont want money to weigh anything. I don't see why slips of paper weigh as much as a mandible from a monster thats taller than my house.