Where the Magic funcom?

question

#11

There so many OPEN WORLD SANDBOXES out there. Those ones are doing it better than Funcom. PC we have tons of them. Even consoles are fed up with them. Just like Marvel Omega, Conan Exiles join the party too late. Marvel omega delay there console release and that what killed there mmo off. Take too much time you fade away.


#12

The Conan Exiles servers can’t take another hit. They delay pets for the dlc. This gamer girl no fool. :frowning: I see the update with dlc added same date. Time isn’t on Conan Exiles side. Ark and other open world sandboxes are getting their major updates now. 6 months for a Major past promise at E3 is BS. They need to cut the dlc focus and release Major updates promise at E3. Or they risk Conan Exiles becoming a dead game.


#13

If only Consoles were like PC. Forgot that I needed plus or xbox gold to join other players. Truly PC is the master race. My poor pc down. :frowning:


#14

Well here’s the thing games are made by development studios and those studios need funding from investors and their parent company.

Wildcard Studios devs of Ark has the backing of Snail Games USA which is the sister company of one of the bigger Chinese gaming companies. So money is available

Funcom… Well Funcom is on their own as far as I can find.

Now another misconception, there’s no DLC Focus. The DLCs are entirely done by the Art Team and some drag and drop functionality basically. No coding involved cause the code already exist.

Also not to mention due to the demand on bug fixes it’s been stated in interviews that they basically have all their programmers fixing bugs and maybe one or two guys doing new stuff. Which if you’ve looked at the forums caused a backlash cause they aren’t fixing bugs. Hence it takes longer to make new stuff, cause apparently the majority of players that are vocal don’t want new stuff but rather bug fixes.


#15

I want both. I’m not thinking if this is actually possible or a realistic wish. I just feel that I want some bugs to be fixed as soon as possible (In my case the “physics stop bug” and the “food disappears from thralls inventories/pots without feeding them” are the urgent ones) but also, I want more stuff, more clothes, more build options and more loot/farm objects, more dungeons, more mechanics. And I want both at same priority level. (am I a monster?)
Hopefully soon than later we will have an official community bug list to reach an agreement among players of the priorities, I feel now that we (the comunity in our diferences and rarities) are doing very good proposals and some good advices but it is all the time getting stain because the huge variety of our divergences and our propensity to stand up the axes (It’s understandable, we have been hardened surviving the exiles land)
Also, hopefully (later than soon) we will open a formal and constructive discussion about the relationship devs-players-understanding-money-consumer rights.
And yes, to don’t get offtopic, I want the magic as soon as possible, but I agree with the @Bodin Analysis:


#16

The misconception is yours, I’m afraid. While you might be right that in a perfect world it’d work like that, every single DLC has had bugs galore on launch, reporting and fixing of which take focus and resources away from other bugs.

Bearing in mind I do understand that the DLC is part of what makes Conan Exiles financially viable as a game, if not now then in the future. Of course there’s reputation (which has value in terms of future sales) to think of, so even with no further income, fixing bugs should (and, I like to think, would) happen, but new features are at least in part funded by the DLC. Not directly, since Funcom has promised that all features from the EA days (such as pets, sorcery, city life) would never be hidden behind pay walls should they ever manifest, but that might well be one reason we’re seeing some (relatively) low-hanging fruit DLC.

TL;DR: I don’t mind the DLC. But it’s understandable to dislike it when bugs both old and new continue to be present.


#17

Actually a perfect world isn’t needed, it’s common programming sense. You don’t reinvent the wheel for something you’ve already done. So no, not a misconception and no coding is involved and simply drag and drop simplified.

BUT, I’m not saying you’re wrong either. Just that it’s not a misconception, while there’s no coding involved since the pieces already exist for the code. IF that code is buggy to begin with then any iteration of that code applied to something will be buggy as well.

If the blueprint is perfect but the material is subpar than the finished product will be subpar as well despite a perfect blueprint.

Unless you mean the no DLC Focus part, in which case still not a misconception, just common programming sense once again. Most major bugs aren’t as easy as people make them out to be, for instance the invisible people bug. It’s irreplicable under controlled circumstances, some people are effected by it more then others. (For me only 1 in 20 is invisible after a bit). A royal pain in the code since there’s nothing to lead by other than somethings weird with the rendering of dead bodies causing invisibility.

That’s like saying my car doesn’t run sometimes with no additional information.

N honestly from a programming perspective, I’d rather they fixed stuff they can actually fix instead of sitting scratching their heads going code blind for a bug they got no clue what’s causing it or anything to go by.


#18

Yes yes in theory, but clearly it doesn’t work that way, or we wouldn’t have new bugs with every DLC :slight_smile:

Well sure, but that’s rather nitpicky, I am just trying to look at the result to the end-user, since at the end of the day that’s what matters.

I don’t know exactly how many people Funcom have, or what their specializations are or who is assigned to what. It probably varies, if it’s like any studio I’ve ever been at: priorities shift, as do team sizes. But even if the ones fixing bugs don’t ever do anything else, collecting information about the DLC bugs, reproducing and fixing them etc, all take away resources from something. Doesn’t mean the whole CE team is focused on DLC, and if that’s what you’re arguing against, we’re definitely in agreement.

Of course they’re not easy, if they were they’d have been fixed long ago :slight_smile: No-one wants to fix these things more than Funcom, I am quite sure. For me, the stakes are mild annoyance and the occasional bit of time lost. For them it’s their livelihood and professional pride. I am well aware who has the most riding on this!

Eh, it’s difficult to make a good analogy, but while some bug reports are indeed very basic, some people go above and beyond to submit very detailed ones. In any case, if I bought a car and it was still under warranty, and I brought it back to the dealer, a basic description of the problem I as a user experience it should be enough, I wouldn’t be expected to crawl around under the car with a flashlight and a spanner before handing it in.

Sure, but that’s a bit of a strawman, because I don’t believe those are the only two options available.


#19

Would be a giant post if I qouted everything but for context I’ve done game programming in the past so that’s where I’m basing things on in general cause I know it’s not the easiest job in the world compared to how some consumers make it seem.

1 n 2: Nitpicky, not really. Point was that if the things they drag n drop (Code) is already bugged to begin with than it doesn’t matter what the art team does since the end product will still be buggy.

3: Yup, they’re not all on the DLC, like I stated it’s probably primarily the art team creating the new “textures” than adding existing code functions onto it. Hence 1 n 2 that if the code the art team adds to the final product is already buggy than bugs will follow with the final product… Pesky little things.

4: I’ll admit I was mostly ranting at that point with a bug people seem to think is super easy to fix.

5: Analogies are always hard. :stuck_out_tongue: But ofc no one would expect you to crawl under it before handing it in, but don’t expect it to be done the same hour, even day unless you can give some kind of basic description to help replicate and narrow down the issue.

6: That was from my own point of view, god knows how many times I had several small bugs and a major fatal bug n in my youthful optimisim thought I’ll fix the big one first the small ones are quick and easy only to stare at the code for so long I can’t tell the difference between movement code and inventory code. Obviously there’s probably more options. :slight_smile:


#20

Regarding “same bugs”:

Well, we’re seeing bugs in the DLC building pieces that are not there in the “vanilla” building pieces, even the ones of the same tier (T3), so it’s not really “the same bugs being copied”, it’s new ones introduced by the DLC. In any case, it’s not so much the source of the bugs as it’s the fact that they exist which means they need fixing, which takes time and resources no matter how you slice it.

Fair, but I think for some of these bugs we’re way beyond “done the same hour/day” now. We’re talking months of the same bugs, some even stretching back into EA days. I get that they’re hard, like I said, but let’s not pretend that everyone is unreasonably frothing at the mouth for same-minute fixes, either.

Oh I’m a big fan of fixing the easy/small stuff first (assuming reasonably similar urgency otherwise), it gets you started in a good way, and it gives you something to feed the ravenous hordes (managers and fans alike) while you tackle the really hard problems.

You’ll never hear me say “they fixed X, but not Y, rage rage”. But I am somewhat sympathetic to irritation at seeing DLC developed and fixed while other issues are (seemingly) neglected, even if I understand how and why that can happen, and I know it’s neither greed nor laziness/malice/indifference.


#21

So go play them. By posting here you drive hype in their forums through discussion. If you truly believe a word you are saying, then disappear without a trace.

But you haven’t convinced yourself to do that. How you gonna convince others?


#22

Then what is it?

Knowing that:

And knowing that it sales grew to 1.6 - 1.7 Million copies. So for me, it does sound like greed/malice. We have paid Funcom for CE, Funcom is using it as a crowdfunding for their new projects instead of investing it further in the development of CE, while it is their money and they have the right to do that, it does not come across as being right. It will surely come back and haunt them, a reputation can be broken very quickly, however it cannot be regained quickly. If they do not even allocate the resources to fix the most simple things like setting the right values in the right tables, how can we expect them to have the resources allocated to fix the complex issues? People who say that Funcom is releasing DLC to fund the ongoing development are Hypocrites -> My personal opinion.


#23

It’s this:

Considering that we are getting new features and bug fixes for CE. If they’d totally abandoned it by now, you might have a point.

Well that’s certainly your right. We might also be called realists. Game productions cannot run like “recouped our costs, now everything is great!”. If they do, they’ll break their back, sooner or later. And do bear in mind that while there’s been further sales since that article, there’s also been further costs. In the end, Funcom’s economy is their business (well their shareholders’, anyway). As you say, it’s their money.

As I will often point out, it’s been (a bit more than) a year and a half since EA launch. Since that time, some bugs are somehow, mindbogglingly still present. Many others have been squashed. New ones have been introduced. It’s a mixed bag, and I’m certainly no fanboy. But I’m not a hater, either - rather somewhere in between. But there’s certainly been continued development on the game, also after “real” launch.

We’ve also gotten a bunch of new features, I don’t want to enumerate them as I’m sure you’re aware of them. I am as disappointed as anyone in the state of AI and city life, one of the features I was looking forward the most. Its cancellation made me give up the game in disgust for a LONG time. Sorcery can come or not, I’m kinda meh on that one.

What I’m saying is, I don’t begrudge Funcom adding some (largely cosmetic) DLC, that we can buy or not buy as we please, and if it helps keep Conan Exiles financially interesting, leading to more stuff to play with, I’m all for that. But I do bloody want my bugfixes, too, and I haven’t quite given up on getting those: but I do certainly think it would be nice for some serious progress (not promises) on that, before we see more new features, whether paid or not.


#24

For me, it feels just like that. They have some people working on it, a handful maybe, but not nearly enough to get into an acceptable state.

I totally agree on that in essence, but the further costs are surely much less compared to the initial development cost. When the game has generated 6 times the development cost and you reinvest only a tiny bit of it back into the game(Not even mentioning new things but rather fixing the existing stuff) it comes across as greed to me. Again, this is my opinion and I do have much respect for yours, like you said, you are neither a fanboy nor a hater.


#25

So where the promised Magic? :frowning:


#26

If you’re game makes up the entire development cost. The smart choice would be to focus on that game. You would think a development team would improve and focus on a hit game in less than two weeks. :frowning: Seems the company is greedy and Lazy. So we the preorders and buyers should pay them to make another game? I say no. Fix the bugs and glitches. I paid for a product. I want what was promised to me at E3. DLC is basically funding Conan Exiles now. They already spent development cost or future promised updates on making a new game.Feels like assassin creed. Forget the old and run to the next game. Full Price for half finish game. >:(


#27

Well, it was done. Then they started the final test and cast invisibility. It worked great! But now they can’t find the update. :stuck_out_tongue_winking_eye:


#28

The QA team took it with them when they left Funcom :wink:


#29

I wanted to jump into this thread and address some of the things that have been brought up in the discussion :slight_smile:

First off, thank you for all your input and for sharing your opinions. I completely understand that it’s frustrating to not know anything definitive about such a hot topic as sorcery so hopefully I’ll be able to clear some things up.

To put it bluntly: Magic is still up in the air. Right now our current focus is finishing and releasing the three remaining dungeons that were on our roadmap. Sorcery is very, very early, and we don’t even know what it might look like or if it will be implemented at this point.

Finally, I wanted to clear up some of the things that was brought up regarding the money we’ve made and spent on Conan Exiles.

Conan Exiles made back it’s initial development cost during its first week in sales. However, that doesn’t mean that all the money made after that is pure profit, nor that all of it is funneled back into Exiles.

Some of the money was put into Conan Exiles when we saw that it was a success, meaning we extended the development time and were able to hire more people. More money put into a project doesn’t necessarily mean that bugs will be fixed faster.

We’re a company with over 100 employees, split across 2 studios, all of whom need to earn a livable wage, and about half of them are working on Secret World Legends, Age of Conan, Anarchy Online, or the upcoming game being made in our Durham studio (Exiles was made in Oslo, at a different studio). If Conan Exiles was our only game things would be different, but we want to maintain SWL, AoC and AO as well.

Even though the discussion has been civil and friendly I do feel like it’s gone off-topic from its original intent and so I’m going to lock it. I should also add that none of us can’t go into further details about Funcom’s financials in a public forum such as this.


A new year and still no sorcery
#30