1-Stop using customers as QA, 2-dev clashes as balancing reference and 3-missions as power-creeping

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KRBLACK

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In PDS's defence
Making GSGs is EXTREMELY hard and given a (relatively) small team they are working with I'd still say that they are doing a really good job all things considered.
I'm not sure what is the specific structure of Paradox's Studios but oftentimes a game being released in an unfinished state is up to the "higher ups"/management rather than the devs themsleves(ie. people directly working on given title), a closest example for me is Age of Empires 2: DE, where the dev team was basically a conglomerate of multiple smaller studios and the decision to release the game in broken state came from Microsoft who had absolutely nothing to do with the game.


Having had a chance to talk to some EU4 devs I have no doubts that they are all great people who really do want all the best for their game. It's just that I feel that the development of EU4 over past 2+ years has been very directionless, possibly hindered by engine's limitations and tight schedule.

I really, really hope that PDS can find a way out of their current state.

I don't blame the developers, as I don't believe they have too much to say about a release date. I don't personally know these people so I don't intend to flame them for it.

I do blame PDX as a company. It sells a product, which should work as advertised the moment I pay money for it.
I understand game development is probably much more difficult then one would expect, but that is no excuse. If testing is needed, release a beta. The Emperor release was so blatantly unfinished* that I will not buy any more titles unless I am absolutely 100% certain they work as advertised.

*
By this I mean:
1. Reformation could be postponed indefinitely through the use of ''investigate heresy'', this meant the Age of Reformation would never trigger and hence I consider this gamebreaking
2. Imperial Authority balance was nonexistent, reforms sometimes being finished before 1550
3. HRE UI was (and maybe still is) bugged, in that when you select support for centralized reforms, it automatically also selects decentralized reforms. I admit, this is a minor issue.
4. Crown land could and can still be sold, even though you only possess 0,1%. This allows you to have a large sum of starting cash in every campaign. At release I do believe you could accept the event that offers you a large amount of crown land in exchange for getting a bad nobility privilege, and immediately cancel said privilege.

As I stated yesterday in a deleted post, I remember Jake stating something along the lines of ''reviews are pennies and sales are pounds'' in regards DLC success. While I appreciate his brutal honesty, this does come with a problem. A purchase made by an unhappy customer still counts as a sale, in the future however this will hurt sales.

In my case, I haven't tried Imperator or CK3 and haven't played HOI4 or Stellaris in a long time, because of bad releases of EU4 DLC and the fact CK2 crashes a couple hours into every campaign (which is a real shame because I think its a great game otherwise).
 
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R.Graymarch

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I wish we had better communications.

When I saw a topic for hotfix on Tuesday Jun 23 (Tuesday is the normal day for EU4 dev diary), it seemed very fine to me. In my head, I know that we should not expect any change in July (as they are in vacations and I'm fine with that) so I imagined that a "final" hotfix would come on Jun 30th. Or another day in the vincinity. Then they left and there was no communication on future patching for main issues. I can understand they don't know when it's fixed but a communication such as "we are aware of issue XYZ, we will work on this but now most of the team will leave so it won't be done before [date] but we'll get back to you for a status point on Aug [date]" would have prevented part of the disappointment.

I'm very glad that neondt stayed and kept the Tuesday' dev diaries on another subject but without any communication, it was quite predictable that many people expected something else for a developper (here content designer) topic.

As usual, "Communication is key". Most people will understand if things are explained and clear. Even a "We don't know", "we do our best but keep that in mind and will come back to you" is better than silence.
My 2 cents
 
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MrMarcinQ

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Couldn't agree more. Here is a screenshot of macro interface where you can see the Coastal Buildings shifted a little bit to the left. it happens besouse of wrong X value in a gui file. If the game would be tested this bug wouldnt exist as you can fix it in 10 sec.
asdasdasd.png
 
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KRBLACK

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Couldn't agree more. Here is a screenshot of macro interface where you can see the Coastal Buildings shifted a little bit to the left. it happens besouse of wrong X value in a gui file. If the game would be tested this bug wouldnt exist as you can fix it in 10 sec.
asdasdasd.png

LOL I thought I was the only one that can't stand these little things XD
 
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Brian Shanahan

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Of course are they on fixed salaries. Wouldn’t be surprised if in Sweden there are next to no non unionized jobs even around. If their salary (and thus livelihood) depended on sales, I guess we’d see much higher quality and more responsiveness from them and a bigger urgency to fix things instead of planning a month long vacation and the next one around the corner in 3 months

You've obviously never worked a day in your life.
 
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Don Fluffles

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I just watched the video and for everyone else who plans to watch it:

The first 7 minutes are just him complaining about stuff that isnt even relevant and just plain wrong most of the time as well.
Yeah, sure, the new expansion only updated some mission trees, right ? Fuck the new merc system, fuck the new estates. Only missions.
And the new government cap completely prevents you from expanding further, right ? LOL.


Anyways, after i sat through those completely braindead first 7 minutes, he got to the actual point: razing is bugged, you don't get the money. Which is bad, i agree.
It should have been fixed a while ago.
 
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EarlKonrad

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Holy crap.... I didn't even realized that hordes were bugged too and still left like this after 3 patches... :eek:

As far as I know, razing wasn't bugged in 1.29. i remember playing as Oirat and getting the ducats from razing.

Anyway, hordes have been neglected for the longest time and it is apparent how low of a priority they are. terr corr destroyed them for a couple of patches and the new state system for them is awful. Hell, even Theocracies have been getting more love than hordes! Granted, there were some Theocracies in HRE and no horde there, which may explain why the former got some love while the later hasn't.
 
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love sweden

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I just watched the video and for everyone else who plans to watch it:

The first 7 minutes are just him complaining about stuff that isnt even relevant and just plain wrong most of the time as well.
Yeah, sure, the new expansion only updated some mission trees, right ? Fuck the new merc system, fuck the new estates. Only missions.
And the new government cap completely prevents you from expanding further, right ? LOL.


Anyways, after i sat through those completely braindead first 7 minutes, he got to the actual point: razing is bugged, you don't get the money. Which is bad, i agree.
It should have been fixed a while ago.
Merc rework and estate rework is not part of the expansion. So not even you could list up anything the expansion adds.
 
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Don Fluffles

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The paid features.
Makes sense. Don't know what the official naming conventions are, but i was thinking about both the free and paid features, when i criticized him.
Of course, i could also have taken revolutions and hegemonies as examples, to stay in the paid feature realm. Or major overhauls to Catholicism and the HRE, but right there he was playing an eastern horde who probably won't bother with the HRE or the papacy.

Anyway, he criticized the expansion for being "too bland" and "it's all just missions, basically", which i found wasn't exactly true, regardless whether you only look at the paid features or the whole update.
 
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Leoreth

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Of course are they on fixed salaries. Wouldn’t be surprised if in Sweden there are next to no non unionized jobs even around. If their salary (and thus livelihood) depended on sales, I guess we’d see much higher quality and more responsiveness from them and a bigger urgency to fix things instead of planning a month long vacation and the next one around the corner in 3 months
Haha, get your cringe reaganomics out of here, this isn't how the world works. I will conclude that your parents signed you up for this forum right after your birth (good for them, tbh), because literally only 13 year olds believe this.

This is a consequence of mismanagement, and "lazy developers" as a reason for issues at this scale only exist in your imagination. If the staff was overworked because "back of the box" features were prioritised and QA fell by the wayside, a union can help with that. If not enough QA is on staff, a union can help with that. Decision makers and stakeholders, who btw I am pretty sure ARE compensated in stock and may have bonuses based on sales, in other words ARE compensated based on the game's success, created those conditions. They decided to downscale QA, they decided to prioritise features over quality, they decided to rush the release date for reasons unrelated to EU4. Do you think random union developers are twiddling their thumbs or randomly decide to implement another feature instead of doing the QA they were assigned to? Come on. The outcome we are seeing here is the consequence of your line of thinking in action and it is failing.

And by the way, compensating workers with a percentage of the profits (on top of a living wage of course, since they are also people who have rent and expenses and dependents) usually is a union demand, not a capitalist demand, especially in software development. That's why you are not seeing it happening out of the goodness of private businesses hearts. Corporations like to keep profits to themselves, and their stockholders.

(This is not to say that developers are beyond criticism, for example the way certain balancing decisions or gameplay implementations were done were certainly their decision. But attributing structural issues and lack of QA on individual developers is literally accomplishing the opposite of the improvement we all desire.)
 
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