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CCP: work... how much?

Author
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#1 - 2011-12-08 10:52:55 UTC  |  Edited by: ChromeStriker
This is a pretty vague question and one that i doubt can be given a simple answer but would be interesting to know....

How much work goes into changing an aspect of the game?

Two examples:

A balance change to a weapon (hybrids recently) e.g. a number change.

Making ship X bigger (add 50% to the physical size of a battleship) or adding a cool little radar dish (like on the naga) e.g. a change to a model, not a new design.

I would assume it would it go something like,
Bright idea - discussion - discussion - brought up in meeting - discussion - another meeting - 2 months - remember bright idea - discussion - the second meeting again - discussion - third meeting/ decision made - given to relevant tech department / put on pile - 2 months - work starts - test - test - discussion - test - meeting - add to sisi - test - discussion - meeting - test - bit more discussion - dev blog - discussion - test - release - discus - change - little party?

No Worries

yumike
Doomheim
#2 - 2011-12-08 11:20:38 UTC
ChromeStriker wrote:
A balance change to a weapon (hybrids recently) e.g. a number change.

This one's pretty much entirely theory crafting related, a couple meeting's - discussion on progress, is there any gross imbalances if we give 5-10-15-25% buff if so bring it up talk it through.

Real work is:
Going through all related values to (ammo type in this case), and making the necessary changes.
Rebuilding/changing values in descriptions.

Could be easily done by two guys in 2-3 weeks. Lots of play testing..


ChromeStriker wrote:
Making ship X bigger (add 50% to the physical size of a battleship) or adding a cool little radar dish (like on the naga) e.g. a change to a model, not a new design.


This one's incredibly different and significantly more complex
First you'd have a rhyme/reason to change said battleship, discuss it - pro's/con's and mostly why the change?
If agreed upon of course you would throw it at the art department "we want this" (I don't have a ton of experience with 3d modeling so to do a battleship like in EVE to me seems like a grotesquely massive project that would take me months, I imagine someone miles better then me could hammer it out in 2 weeks.)
Review the model, see what you like / don't like and go back if you want something changed.
Then hitbox's would be done, for clipping and spatial recognition (Ship bumping, pos's, stations, etc)

Continue onto playtesting to make sure the hitbox's fleet right, in a game like eve there would be probably changes to speed/size/signature etc, balancing would come into effect alot here.
adding/updating descriptions/attributes to that item.
Patch team creates patch, deploys it to cdn - players get it and get to whine about it yay~!

Note:: this isn't specifically CCP, but vast majority work along these lines.

//Worked on a smaller MMO about 8 years ago
Azure Light
Viziam
Amarr Empire
#3 - 2011-12-08 13:36:52 UTC
yumike wrote:
ChromeStriker wrote:
A balance change to a weapon (hybrids recently) e.g. a number change.

This one's pretty much entirely theory crafting related, a couple meeting's - discussion on progress, is there any gross imbalances if we give 5-10-15-25% buff if so bring it up talk it through.

Real work is:
Going through all related values to (ammo type in this case), and making the necessary changes.
Rebuilding/changing values in descriptions.

Could be easily done by two guys in 2-3 weeks. Lots of play testing..


ChromeStriker wrote:
Making ship X bigger (add 50% to the physical size of a battleship) or adding a cool little radar dish (like on the naga) e.g. a change to a model, not a new design.


This one's incredibly different and significantly more complex
First you'd have a rhyme/reason to change said battleship, discuss it - pro's/con's and mostly why the change?
If agreed upon of course you would throw it at the art department "we want this" (I don't have a ton of experience with 3d modeling so to do a battleship like in EVE to me seems like a grotesquely massive project that would take me months, I imagine someone miles better then me could hammer it out in 2 weeks.)
Review the model, see what you like / don't like and go back if you want something changed.
Then hitbox's would be done, for clipping and spatial recognition (Ship bumping, pos's, stations, etc)

Continue onto playtesting to make sure the hitbox's fleet right, in a game like eve there would be probably changes to speed/size/signature etc, balancing would come into effect alot here.
adding/updating descriptions/attributes to that item.
Patch team creates patch, deploys it to cdn - players get it and get to whine about it yay~!

Note:: this isn't specifically CCP, but vast majority work along these lines.

//Worked on a smaller MMO about 8 years ago




Uhh, im not sure which modelling tools you use, but in the few that i have tried, there is a scale option... click model, drag, scales entire thing up as you move mouse etc... seems like a simple feature that is near mandatory in all modelling tools to me.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#4 - 2011-12-08 13:41:17 UTC
Azure Light wrote:
yumike wrote:
ChromeStriker wrote:
A balance change to a weapon (hybrids recently) e.g. a number change.

This one's pretty much entirely theory crafting related, a couple meeting's - discussion on progress, is there any gross imbalances if we give 5-10-15-25% buff if so bring it up talk it through.

Real work is:
Going through all related values to (ammo type in this case), and making the necessary changes.
Rebuilding/changing values in descriptions.

Could be easily done by two guys in 2-3 weeks. Lots of play testing..


ChromeStriker wrote:
Making ship X bigger (add 50% to the physical size of a battleship) or adding a cool little radar dish (like on the naga) e.g. a change to a model, not a new design.


This one's incredibly different and significantly more complex
First you'd have a rhyme/reason to change said battleship, discuss it - pro's/con's and mostly why the change?
If agreed upon of course you would throw it at the art department "we want this" (I don't have a ton of experience with 3d modeling so to do a battleship like in EVE to me seems like a grotesquely massive project that would take me months, I imagine someone miles better then me could hammer it out in 2 weeks.)
Review the model, see what you like / don't like and go back if you want something changed.
Then hitbox's would be done, for clipping and spatial recognition (Ship bumping, pos's, stations, etc)

Continue onto playtesting to make sure the hitbox's fleet right, in a game like eve there would be probably changes to speed/size/signature etc, balancing would come into effect alot here.
adding/updating descriptions/attributes to that item.
Patch team creates patch, deploys it to cdn - players get it and get to whine about it yay~!

Note:: this isn't specifically CCP, but vast majority work along these lines.

//Worked on a smaller MMO about 8 years ago




Uhh, im not sure which modelling tools you use, but in the few that i have tried, there is a scale option... click model, drag, scales entire thing up as you move mouse etc... seems like a simple feature that is near mandatory in all modelling tools to me.


I would assume the detail would degrade / be out of proportion by doing this and then have to be altered

No Worries

Ager Agemo
Rainbow Ponies Incorporated
#5 - 2011-12-08 15:14:44 UTC
ChromeStriker wrote:
Azure Light wrote:
yumike wrote:
ChromeStriker wrote:
A balance change to a weapon (hybrids recently) e.g. a number change.

This one's pretty much entirely theory crafting related, a couple meeting's - discussion on progress, is there any gross imbalances if we give 5-10-15-25% buff if so bring it up talk it through.

Real work is:
Going through all related values to (ammo type in this case), and making the necessary changes.
Rebuilding/changing values in descriptions.

Could be easily done by two guys in 2-3 weeks. Lots of play testing..


ChromeStriker wrote:
Making ship X bigger (add 50% to the physical size of a battleship) or adding a cool little radar dish (like on the naga) e.g. a change to a model, not a new design.


This one's incredibly different and significantly more complex
First you'd have a rhyme/reason to change said battleship, discuss it - pro's/con's and mostly why the change?
If agreed upon of course you would throw it at the art department "we want this" (I don't have a ton of experience with 3d modeling so to do a battleship like in EVE to me seems like a grotesquely massive project that would take me months, I imagine someone miles better then me could hammer it out in 2 weeks.)
Review the model, see what you like / don't like and go back if you want something changed.
Then hitbox's would be done, for clipping and spatial recognition (Ship bumping, pos's, stations, etc)

Continue onto playtesting to make sure the hitbox's fleet right, in a game like eve there would be probably changes to speed/size/signature etc, balancing would come into effect alot here.
adding/updating descriptions/attributes to that item.
Patch team creates patch, deploys it to cdn - players get it and get to whine about it yay~!

Note:: this isn't specifically CCP, but vast majority work along these lines.

//Worked on a smaller MMO about 8 years ago




Uhh, im not sure which modelling tools you use, but in the few that i have tried, there is a scale option... click model, drag, scales entire thing up as you move mouse etc... seems like a simple feature that is near mandatory in all modelling tools to me.


I would assume the detail would degrade / be out of proportion by doing this and then have to be altered



autosmoothing and texture filtering and scaling can fix that for ya, add some tesselation and presto you get HD models bigger if you want
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#6 - 2011-12-08 15:16:55 UTC
Ager Agemo wrote:
ChromeStriker wrote:


I would assume the detail would degrade / be out of proportion by doing this and then have to be altered



autosmoothing and texture filtering and scaling can fix that for ya, add some tesselation and presto you get HD models bigger if you want


Shiny!! then as well as my origional question, can we haver bigger battleship models please Lol

No Worries

Karadion
Caldari Provisions
Caldari State
#7 - 2011-12-08 15:19:35 UTC  |  Edited by: Karadion
I laugh at you pubbies for asking CCP to analyze how much time CCP wastes on programming stuff for you. Now you want them to come up with a figure how much time they've wasted analyzing their analyzing and programming they've done to satisfy the pubbies? So let's just pull this figure out of my magic hat and say that they've wasted 8 years trying to bring you Crucible ever since the game was released. Of course the pubbies will never be satisfied and will always demand more. Please quit and unsubscribe forever.
Morganta
The Greater Goon
#8 - 2011-12-08 15:23:58 UTC
hunting through millions of pages of code for specific values and functions and changing them

then going back through the same code to remove the typos and add semi-colons and whatnot so the code will actually run

Lunch with Mittens

a week of testing to determine that the wrong values were changed

repeat steps 1 & 2

Shelf the entire idea because management wants to be able to put on a frilly dress and make dirty emotes at players in stations

drink until the sweet release of death comes


....wait... what was the question again?
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#9 - 2011-12-08 15:26:10 UTC  |  Edited by: ChromeStriker
Karadion wrote:
I laugh at you pubbies for asking CCP to analyze how much time CCP wastes on programming stuff for you. Now you want them to come up with a figure how much time they've wasted analyzing their analyzing and programming they've done to satisfy the pubbies? So let's just pull this figure out of my magic hat and say that they've spent 8 years trying to bring you Crucible ever since the game was released.



ooo a Karadon post Roll

Its a simple curiosity into the time it takes to make a change to the game. Over the past few months allot of changes have happened relatively quickly where it had taken what seemed like years before. Im sorry if that irritates you? Probably why you like using your little gold sparkly hat.

Cans i have your stuff?

No Worries

Dunbar Hulan
Ministry of War
Amarr Empire
#10 - 2011-12-08 15:30:44 UTC
ChromeStriker wrote:
This is a pretty vague question and one that i doubt can be given a simple answer but would be interesting to know....

How much work goes into changing an aspect of the game?

Two examples:

A balance change to a weapon (hybrids recently) e.g. a number change.

Making ship X bigger (add 50% to the physical size of a battleship) or adding a cool little radar dish (like on the naga) e.g. a change to a model, not a new design.

I would assume it would it go something like,
Bright idea - discussion - discussion - brought up in meeting - discussion - another meeting - 2 months - remember bright idea - discussion - the second meeting again - discussion - third meeting/ decision made - given to relevant tech department / put on pile - 2 months - work starts - test - test - discussion - test - meeting - add to sisi - test - discussion - meeting - test - bit more discussion - dev blog - discussion - test - release - discus - change - little party?- THEN A PATCH

Fixed it for you.

 ** Manchester United - Paul Scholes= Genius**

Muad 'dib
State War Academy
Caldari State
#11 - 2011-12-08 15:33:17 UTC
i think that checking that any change doesnt break people computers or ccp servers, thats what takes the longest/most effot.

Designing a dish to plop on the side of a model or to make it appear 50% larger in game are pretty easy and fast compared.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Jenshae Chiroptera
#12 - 2011-12-08 15:37:11 UTC  |  Edited by: Jenshae Chiroptera
Edit
Muad 'dib wrote:
i think that checking that any change doesnt break people computers or ccp servers, thats what takes the longest/most effot.
.

Pity they didn't test Incarna, so we wouldn't have lost all those graphics cards. What?
/Edit


Alterations usually take less time of actual work but can take a lot of time in discussions to find the different impacts. Changing skins is usually a whole new one to have higher resolution.
Many objects such as a ships would have a parent object, so that they only have to specify some values for the statistics of that child object; the new ship. Modules would be much the same.

I think it is new mechanics, such as engine trails and new models with textures that would take the most time. If you want a better idea, go and make some things (sculpted) in Second Life.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Xercodo
Cruor Angelicus
#13 - 2011-12-08 16:41:05 UTC
I find it funny how people think they actually changed the size of battleships and not just the incorrect number that represented their size...

The Drake is a Lie

Karadion
Caldari Provisions
Caldari State
#14 - 2011-12-08 17:09:25 UTC
ChromeStriker wrote:
Karadion wrote:
I laugh at you pubbies for asking CCP to analyze how much time CCP wastes on programming stuff for you. Now you want them to come up with a figure how much time they've wasted analyzing their analyzing and programming they've done to satisfy the pubbies? So let's just pull this figure out of my magic hat and say that they've spent 8 years trying to bring you Crucible ever since the game was released.



ooo a Karadon post Roll

Its a simple curiosity into the time it takes to make a change to the game. Over the past few months allot of changes have happened relatively quickly where it had taken what seemed like years before. Im sorry if that irritates you? Probably why you like using your little gold sparkly hat.

Cans i have your stuff?

Did I volunteer to give my goods somehow from the billions I've taken from dumb pubbies like you? I think your thread demanding an answer into how much time they've spent is a dumb one and their time would be better off invested in making this terrible game a better one instead of trying to getting out an abacus for you. As I said, please quit and unsubscribe forever.
Brujo Loco
Brujeria Teologica
#15 - 2011-12-08 17:49:13 UTC  |  Edited by: Brujo Loco
OMG Isn't it PRETTY OBVIOUS????

The amount of time/work it takes for them to change something is inversely proportional to the amount of SUBS they lose, so the more subs they lose, they less time it takes for them to DO ACTUAL REAL changes to the game, see PAPERCUTS for example. Evil


Since for the past years SUBS were actually GOING UP, that meant CCP's time of doing things was super slow and they kept releasing half baked xpacs, broken dynamics and a lot of completely irrelevant things, like Nex and even Incarna, so after that, they began to lose subs and you see they finally did in a couple of months what they should have done about two years ago.

I'm a health worker and sometimes my math is wrong, but I think this is kinda simple, am I right?


Pretty simple and neat.

Inner Sayings of BrujoLoco: http://eve-files.com/sig/brujoloco

Callic Veratar
#16 - 2011-12-08 18:58:05 UTC
I work in software development, so I may be able to shed a bit of realistic, non-sarcastic light on this.

Changing something like how much damage a weapon does is a trivial change. Check out the file, change the number, build to make sure you didn't accidentally type a o instead of an 0, and check it back in. The bigger part of the change is a little thing called regression.

Once you've changed the number, you have to make sure that any ship that's using that weapon isn't suddenly the only thing that's worth taking into a fight. Yes, something like supercarriers might get through, but it took the players a while to figure out how amazing they suddenly were, build far more than CCP is capable of testing with, and using them to demolish whatever.

Balancing errors are incredibly difficult to catch, though, so you need to do as much testing as possible. However, there are diminishing returns, the more you test the less useful stuff you'll find, especially when you want to get on to building something new, you start to ignore potential errors.

Something bigger than a balance change (like the font) is a fair bit trickier. It's not just a matter of changing some variable from old.ttf to new.ttf. Every single window that has text should be checked to make sure nothing has gone crazy. On top of that, changes to the text wrapping in a window may affect something else in how the window functions, it can be an insane mess that's hard to follow.

Many assume that writing software is like writing a book. Once you've written everything you want, the reader can just figure it out with their imagination. The problem is that a computer has no imagination, so you have to write that too. Also, if you make a single spelling mistake, if it doesn't understand it stop reading until you reprint the book with the typo fixed. If it thinks it understands... who knows what might happen. (*cough* boot.ini *cough*)
Aiwha
School of Applied Knowledge
Caldari State
#17 - 2011-12-08 19:05:47 UTC
Coming from a networking student, programming sucks. How those masochists sit there doing it all day is beyond me.

Sanity is fun leaving the body.

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#18 - 2011-12-09 09:10:54 UTC
Callic Veratar wrote:
I work in software development, so I may be able to shed a bit of realistic, non-sarcastic light on this.

Changing something like how much damage a weapon does is a trivial change. Check out the file, change the number, build to make sure you didn't accidentally type a o instead of an 0, and check it back in. The bigger part of the change is a little thing called regression.

Once you've changed the number, you have to make sure that any ship that's using that weapon isn't suddenly the only thing that's worth taking into a fight. Yes, something like supercarriers might get through, but it took the players a while to figure out how amazing they suddenly were, build far more than CCP is capable of testing with, and using them to demolish whatever.

Balancing errors are incredibly difficult to catch, though, so you need to do as much testing as possible. However, there are diminishing returns, the more you test the less useful stuff you'll find, especially when you want to get on to building something new, you start to ignore potential errors.

Something bigger than a balance change (like the font) is a fair bit trickier. It's not just a matter of changing some variable from old.ttf to new.ttf. Every single window that has text should be checked to make sure nothing has gone crazy. On top of that, changes to the text wrapping in a window may affect something else in how the window functions, it can be an insane mess that's hard to follow.

Many assume that writing software is like writing a book. Once you've written everything you want, the reader can just figure it out with their imagination. The problem is that a computer has no imagination, so you have to write that too. Also, if you make a single spelling mistake, if it doesn't understand it stop reading until you reprint the book with the typo fixed. If it thinks it understands... who knows what might happen. (*cough* boot.ini *cough*)


Thanks thats pretty enlightening, programing seems like some strange magic (no hat) to me. But you give an idea at how much work, scales up, when you change even trivial things... or at least what i thought was trivial. Straight

No Worries