It's an inevitable trade-off for the amount and cadence of updates. Also, I think GGG are currently working in a "non-standard" mode until PoE2 release. Something like "It's EA, so make it happen first, make it good later". You can see it with the entire endgame thing: in 0.1 it was quickly slapped on at the last moment. Then it took until 0.5 to expand and deliver a good scope. Then it will probably take until 1.0/1.1 for it to stop being a buggy mess.
Nothing new in a software world :)
@NeverSinkDev >even fixes a crappy ISP right before the launch.
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On a serious note, I'm happy for you, man. GL both at your new place and in the new league, and thanks for all of the filterblade work you do.
@luan_luttrix@lolcohol Go with whatever Pohx is gonna play. He goes far and beyond to make sure his builds work well, and are as approachable as possible.
@CDoombeard@fleshsimulator The obvious choice is the direction that, once followed through to it's natural conclusion and the demise of it's opposition, will allow for nuance, differences and tastes.
@tyminski_marek I remember you announcing LotF2 being an EGS exclusive. I didn't like it, but understood the business part of it probably forced your hand there.
The fact you fought back and succeeded in the end makes me just want to buy your game immediately upon release.
Rooting for you.
If anything, Gamergate, it's findings and consequences taught a large portion of the players to look at things that way. That's why things like DEIdetector and other Steam curators have a demand.
You can't make someone pay for your product once they're aware you hate them.
And even politics aside - get burned enough times with half-baked releases, shitty post-launch support and feedback-averse devteams, and you start paying more attention to not just the product itself, but how its' makers behave and what they say.
Eventually, you come to realize good will is all any producer has. Old Blizzard understood that well, I recall Mike Morhaime speaking exactly in those terms:
"You can do things that add value to your brand, and you can do things to sorta “cash-in” on the value that you’ve added and take money, and take away value from the brand."
Back in those days, Blizzard were focused on doing brand deposits, rather than brand withdrawals.
You're incorrectly treating a "turnbased->real-time" as an evolution, when nowadays it is, in fact, a design choice.
It's the same pattern that happened to black-and-white movies vs color ones.
Saying that Sin City or Lighthouse are inferior movies because they don't make use of full visible light spectrum is such a shallow take.
When you're making a game your goal is to maximize fun. Making something turn-based just means a developer decided to draw the fun not from a plane of real-time interactivity, but from planes of mechanical and tactical depths.
I can give you two solid examples of this being true.
1) Owlcat Games and their Pathfinder series
2) Obsidian Studios and their Pillars of Eternity series
Both titles started as party-based RPGs with real-time combat and active pause.
Both had to implement a turn-based mode simply because people demanded it.
Some games are just more fun that way.
@BerseriaA They preach that to the choir. Endless barrage of purity tests is a masturbatory practice for allies and a weapon against foes.
It has nothing to do with morals or sensibilities, unless you buy into their word games, where definitions shift on the fly.
It's good that you don't.
@suikun_tensei Reminds me of how I used to play videogames in my sleep when I was a kid and didn't have enough money for a PC club to to go.
The best kind of delusion :D