Burden of Command

Burden of Command

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I'm really disappointed with the quality of this game.
The number of bugs and the lack of proper save options are driving me crazy. I understand the idea behind limiting saves, but combined with constant glitches, playing this game is incredibly frustrating. It honestly feels like they released the product without any testing at all.
Originally posted by GreenTreeGames:
Originally posted by SkyRideR:
The number of bugs and the lack of proper save options are driving me crazy. I understand the idea behind limiting saves, but combined with constant glitches, playing this game is incredibly frustrating. It honestly feels like they released the product without any testing at all.

Sorry for your frustration. I would feel the same.

For context we are perhaply overly ambitious as what amounts to one coder to do a 70+ hour campaign coupling a tactical engine with a scripting engine and dynamic event system.

That being said, we have had about 150 playtesters go through. We did lots of bug work till bugs weren't obivious. Then we had demo, same drill. Now we of course face 1000s of players testing the engine (implicitly) which leads to new bug discoveries.

As an objective statistic I can tell you the rate of bugs per the number of people paying is quite low. But that is no consolation if you are in that minority :-( On the other hand the literal quanity of small bugs is fairly high. So pick your perspective on that :-) I would think of it as we hit the big ones decently but then complexity of engine plus 1000s of players reveals lots of little nasties.

What I can only say in the end is we are working diligently, but there is no way for us to predict the impact of 1000s of people of playing in diverse ways in a game with many choices when we can command only a much smaller amount of playtesting.|

But I promise you we did tons of testing. There were just limits based on scale. And perhaps my own inadequacies as a former research rather than hard core developer :-(

So thanks for your patience. Rest assured we are highly motivated and are working steadily each day.

If you want to wait a bit we will of course gradually become more stable (though perhaps not me mentally :-) )

And again really appreciate your reaching out and giving your feedback.

Best,
Luke (lead)
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Mad_Russian_OTS  [developer] Apr 16 @ 7:39am 
The game had 'multiple' playtest groups play it.

The bugs found by them were addressed. Once a game goes public it then gets thousands of plays and far more bugs are found. That's normal.

Each of us that finds a bug thinks they are common to the game. Usually that's not the case.

We knew there would be a lot of bugs found by you gamers and we set up shop to be able to deal with those as quickly as possible once the game was released.

Hope this helps.

Good Hunting.
The author of this thread has indicated that this post answers the original topic.
GreenTreeGames  [developer] Apr 16 @ 9:11am 
Originally posted by SkyRideR:
The number of bugs and the lack of proper save options are driving me crazy. I understand the idea behind limiting saves, but combined with constant glitches, playing this game is incredibly frustrating. It honestly feels like they released the product without any testing at all.

Sorry for your frustration. I would feel the same.

For context we are perhaply overly ambitious as what amounts to one coder to do a 70+ hour campaign coupling a tactical engine with a scripting engine and dynamic event system.

That being said, we have had about 150 playtesters go through. We did lots of bug work till bugs weren't obivious. Then we had demo, same drill. Now we of course face 1000s of players testing the engine (implicitly) which leads to new bug discoveries.

As an objective statistic I can tell you the rate of bugs per the number of people paying is quite low. But that is no consolation if you are in that minority :-( On the other hand the literal quanity of small bugs is fairly high. So pick your perspective on that :-) I would think of it as we hit the big ones decently but then complexity of engine plus 1000s of players reveals lots of little nasties.

What I can only say in the end is we are working diligently, but there is no way for us to predict the impact of 1000s of people of playing in diverse ways in a game with many choices when we can command only a much smaller amount of playtesting.|

But I promise you we did tons of testing. There were just limits based on scale. And perhaps my own inadequacies as a former research rather than hard core developer :-(

So thanks for your patience. Rest assured we are highly motivated and are working steadily each day.

If you want to wait a bit we will of course gradually become more stable (though perhaps not me mentally :-) )

And again really appreciate your reaching out and giving your feedback.

Best,
Luke (lead)
Last edited by GreenTreeGames; Apr 16 @ 9:15am
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