I didn’t even know what any of this was about so i checked Leviathan on Steam.
I don’t think i’ve ever seen a rating that bad.
I don’t think i’ve ever seen a rating that bad.
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DLC reviews on Steam are heavily misleading. Lot of the comments are to the patch, not to the DLC mechanics. And a lot of down votes are about pricing, where reviewer checks the price and say, "it should cost <insert price/2>" or "it should be in base game for free" and ticks downvote. So always base game has higher rating than DLCs.I stand corrected on that point then, but still, 57% is barely positive. I wouldn't brag to my friends and family about getting 57% on a test. Anyway, I still love the devs. I just wish that they could get the proper support they needed to truly release their ideas in the state in which they were intended to go out to the customers.
Would never tired to reiterate again, Dan.I posted some thoughts around the article on reddit yesterday so might as well repost here:
- Its a bit unfortunate that stuff gets mixed up with our dev diary notes and responses to Leviathan and other games because it muddies the water a lot when trying to discuss the problems. What happened on HOI is that we had a lot of feedback on the second part of the Poland diary. Some of it was because we failed to explain how some stuff worked, some of it was good feedback which are are looking into fixing, but a lot of it was phrased in really horrible ways to devs which makes people wonder "is it worth wading through this feedback to find the important stuff?". If you want to be heard a good way is not to start by insulting the other side - its human nature, and devs are human beings.
This doesn't mean that its trying to downplay people not being happy with a release or say that negative feedback is toxic etc.- I think its sadly like this because we have lost some trust. Not to make excuses but its harder and harder to communicate well when the community is so big and a lot of us are used to get pretty personal when we talk to fans. Its very easy to get angry instead of constructive when you don't see the other person as a fellow gamer. I would absolutely not place the blame on devs or on fans - in fact both sides are at fault when communication doesn't work out. We need to talk openly, and you need to be constructive and remember that we are people too. When either of those things don't happen stuff breaks.
- I am also aware that talk is cheap if not backed by action, but it doesn't mean that open communication aren't important. As a dev its easy to forget this and go "shit I gotto fix this", and buckle up and do that. And of course fans assume you aren't actually doing that because you didn't communicate
Its a difficult balance to get right and would be easier if both sides were less willing to attribute malice when its usually simple fuckups
i saw the other thread here with people saying we had DLC locked a portrait for Spain to make money or something when in fact we had a typo in the name of the portrait etc... but yeah this happens because we don't talk enough for you guys to trust us
- While I'm at it, I also wanna highlight that we make these games for ourselves and with a community this big (we are close to mainstream on hoi somehow) there will always be people who do not like the direction you go. On hoi especially there is pretty clear dividing lines between hardcore history-only fans and people who play mainly for alt history and it always has been. We think focus trees is a good way to give something to both sides with choices and its a bit frustrating when people think that add X somehow affects the game for people who dont like that part. If you dont like a path personally, there is usually another 5 choices to pick from.
I know you mean well but the "evil bosses" cliche needs to go. I know its an attractive thing to cling to but without knowing how a company works it can be very misdirecting. If the hoi team releases a buggy release that is ultimately my fault because I am responsible for hoi4. Do people ask me if we can make more money? yes of course its a business ;D but if I would ever get overruled and told to release something I havent signed off on I wouldnt be working here.You and your team are good devs who did your best to make great games for us all these years, and i thanked you for that. It's just, well, your higher-ups who controls your team and your supply of resources and managing developers can sometimes are a bit annoying with their priority between improving the existing games and creating new ones.
Someone reminded me i get them for free ;P
Well, Gab told us this:and also often more manpower doesnt make stuff go faster or better, its a common fallacy.
Codeworking is for the programmers, right? Let's see how many worked for them in past two DLCs... only 8 (including you). And even less for content designers, which is 6 (Gab, Meka, Buzz and other 3). But unless you guys actually has 15 content designers working for Barbarossa including my guy, then i would be a bit relieved.I really wanted flamethrowers to give bonuses to fort attack and urban fighting, but unfortunately the way terrain modifiers work is very much tied to subunits on the code side. I pushed pretty hard on this, but when every day of code work uncovers three more days of code work that needs to be done, sacrifices must be made before they endanger the entire feature.
Adding programmers can be tricky. With every programmer added, the added costs of communication harm their individual efficiency, because every additional programmer is not an autonomous unit unless his job is very narrow and self-contained.Well, Gab told us this:
Codeworking is for the programmers, right? Let's see how many worked for them in past two DLCs... only 8 (including you). And even less for content designers, which is 6 (Gab, Meka, Buzz and other 3). But unless you guys actually has 15 content designers working for Barbarossa including my guy, then i would be a bit relieved.
And you already told us that you have listed the suggestions from us in past 5 weeks (for this patch alone), but have limited time to implement them unless you all burdened yourselves heavily. In my view, you clearly needs more men to help implement that.
Thanks for listening, anyway. I only hope your stress can be relieved a bit.
Fair enough, but then again, there is time constraints, and double task to fix existing bugs and creating new contents (preferably without additional bugs). Achieving those two (preferably three) within the time constraints are surely hard, i do not want to overestimate the capacity of any programmers here, unlike some of my fellow Indonesians who wants to hire a programmer who can do bajillion things that better suited for a supercomputer.Only 8 can be quite a lot. I don't think PDX games are such massive, uhm, leviathans, as players portray - throwing more programmers on them might do more harm than good.
Business decisions are not easy.For me personally, when the company are making so much money with a bit bugged games (HoI4 provides 1/5 of PDx's revenue in 2019), sacrifice some money to fixing it would pay off much better in the long run than leaving off as it is and instead gambles in form of creating an entirely new franchise. That way, more people would love to buy the unbugged games, and in turn more money for the company to create new games.
*looking at a certain game that has... a bit of problem... just recentlyDo you know enough about the business figures of PDX to judge that?
Already too much if i can say....Diversifying investments might be a good idea... But not too much of course...
Considering what they did to imperator, it feels like they're doing neither and both at the same time.Investing in only one game that runs good today, would be putting all eggs in one basket...
Diversifying investments might be a good idea... But not too much of course...
I am not gonna comment on the numbers and whos working on what other than to say that its all wrong"Only" 8 can be quite a lot. I doubt that PDX games are such massive, uhm, leviathans, as players portray - throwing more programmers at them might do more harm than good.
Ah well, you do you..... Would love to have a chat with one of the content designer some time...I am not gonna comment on the numbers and whos working on what other than to say that its all wrongbut I do wanna say that 8 programmers is A LOT. HOI4 base game was made primarily by 3 programmers even if a lot of ppl chipped in towards the end on various bits
Yeah thought as much.I am not gonna comment on the numbers and whos working on what other than to say that its all wrongbut I do wanna say that 8 programmers is A LOT. HOI4 base game was made primarily by 3 programmers even if a lot of ppl chipped in towards the end on various bits
I have seen very different quotes about how many people working on the team there are, and no one has ever been within the 50% percentile of being right.Well, Gab told us this:
Codeworking is for the programmers, right? Let's see how many worked for them in past two DLCs... only 8 (including you). And even less for content designers, which is 6 (Gab, Meka, Buzz and other 3). But unless you guys actually has 15 content designers working for Barbarossa including my guy, then i would be a bit relieved.
And you already told us that you have listed the suggestions from us in past 5 weeks (for this patch alone), but have limited time to implement them unless you all burdened yourselves heavily. In my view, you clearly needs more men to help implement that. But well, you do you, you are the game designer (and one of the 8 programmers) after all....
Thanks for listening, anyway. I only hope your stress can be relieved a bit.
For perspective also why this didnt get jumped in prio (age of a bug has no impact on prio generally)An example of this is a recent popular thread about Jose Diaz missing. Now I did check and I did report this back in 2020, so why wasn't this fixed you ask? From a consumer POV its easy to assign blame to QA since we missed it, but we did not. Ok, so was it the content designers who did not fix it? No, because they were probably knee deep in other fixes and somewhere along the line it was missed.
Wait, you are suggesting that Devs are not well trained enough to handle abuse and the internet is a bad place and others have it worse?I don't support abuse of anyone, but for a company with $60m of annual profit to be publishing articles complaining about its customers is pretty ridiculous, especially when the abuse is on company run forums. It seems obvious they're trying to distract the conversation their botched DLC release of EU4 Leviathan.
It's well known that there is toxicity on the internet. Other companies suffer far worse (e.g. female journalists). They should be providing training for employees so that they are not surprised, or overly upset, by the inevitable small minority of abusive comments. If I were their boss I'd tell them not to care about anything on the forum except as a source for ideas. The way they know if they've done a good job or not is if the DLC sells and secondarily generates positive reviews on steam. What a tiny minority of forum users think is a long way down the list.