Cities: Skylines II

Cities: Skylines II

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User Nov 16, 2023 @ 4:45am
Hire new developers!
Ive just realized that they have mentioned that hey have a small team more than 5 times since launch.

If you guys having trouble on overload, please hire new developers with the money we paid you.
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Showing 1-15 of 24 comments
MoistGamer Nov 16, 2023 @ 4:47am 
You don't want to be waiting for a complete game for 11 years like 7 days to die?
s.aitken88 Nov 16, 2023 @ 5:02am 
Yeah the 'small team' thing is ridiculous. Paradox is such a large company it's publicly traded on the stock market. The indie dev argument doesn't work here. Their staff numbers are low because they chose to not employ people.

I mean just look at QA. Oh wait, there is almost no QA. Because they don't employ enough testers either.

Very poor form for such a large production house.
fragbucket Nov 16, 2023 @ 5:26am 
have you not heard making $40million on an AAA release that wasnt finished is not enough money. It should've been somewhere between $200 and $400m, but I'm guessing it was much closer to $40m. 5 people is the max budget here.

IDK what to say. QA almost non existent , its obvious there is too many ♥♥♥♥♥♥♥ features in the game underdeveloped or not developed properly in conjunction with other members of team writing the other stuff.

Why not take the hit and actually accept this? It isnt going to help sales, and, hell, things may well just pull thru if we just pretend everything is fine.

heh heh
Last edited by fragbucket; Nov 16, 2023 @ 5:26am
Potat al Gaib Nov 16, 2023 @ 5:27am 
Originally posted by The King:
Ive just realized that they have mentioned that hey have a small team more than 5 times since launch.

If you guys having trouble on overload, please hire new developers with the money we paid you.

You know the punchline? Originally they were 10 when they made Skylines 1, and they ramped up the team to 30 for Skylines 2..
Let that sink in
Last edited by Potat al Gaib; Nov 16, 2023 @ 5:28am
dan0812 Nov 16, 2023 @ 5:32am 
Watch one of the youtube channels streams and see where their staffing money goes. It's not good.
fragbucket Nov 16, 2023 @ 5:33am 
This actually is starting to make some sense, When you triple team size but don't take into consideration that having more ambitious design goals, and ridiculously ridiculously ridiculously so in their detail that any straightminded developer or engineer would see the danger immediately by the way, that having a team that is 300% bigger and ambitions almost 1000% bigger is a 3000% multiplicative disaster.

That said I do really like the game. The potential is obvious. The over-engineered, unnecessarily so simulation, that they had to patch it into being a non simulation and invent names for 'subsidy' when it really probably should be called 'we ♥♥♥♥♥♥♥ broke the game engine so bad we had to invent a variable oddly out of place called subsidy to achieve budget game ticks because the overhead is seriously game breaking, so here is subsidies... subsidies.... yay!"

To think I am probably scarily closer to the truth as someone with a little bit of experience making software and hardware things go clap
-1
-1
-1
(thats the budget tick counter when performance degrades and it starts incrementing by imaginary values the budget.) eh city simulator, deep simulation, real.

please dont be negative they say

frankly please , something yourself off
Last edited by fragbucket; Nov 16, 2023 @ 5:35am
Billy Lee Nov 16, 2023 @ 5:35am 
Originally posted by The King:
Ive just realized that they have mentioned that hey have a small team more than 5 times since launch.

If you guys having trouble on overload, please hire new developers with the money we paid you.

small? 30 person company (Number of employees: 30 (2022)) have only only 5 dev team? another company where 10 people don't really know what I'm doing, and 10 invent things to pretend they're useful.



Originally posted by s.aitken88:
Yeah the 'small team' thing is ridiculous. Paradox is such a large company it's publicly traded on the stock market. The indie dev argument doesn't work here. Their staff numbers are low because they chose to not employ people.

I mean just look at QA. Oh wait, there is almost no QA. Because they don't employ enough testers either.

Very poor form for such a large production house.

they hired a company from Poland for testing + a lot of people from outside such as modders etc. You will find it in the credits and there was a topic on the pdx forum about it somewhere. Unfortunately, this raises more the question of how CO took the feedback, because it didn't take it to heart
fragbucket Nov 16, 2023 @ 5:36am 
-1
-1
-1
we is a budget
we is working nicely
subsidy mybudget
+1,000,000
-1
+1
-1
user: wtf going awn co?
paradox: ban ban ban ban rudeness hatespeech get emmmm
Potat al Gaib Nov 16, 2023 @ 5:36am 
Originally posted by fragbucket:
This actually is starting to make some sense, When you triple team size but don't take into consideration that having more ambitious design goals, and ridiculously ridiculously ridiculously so in their detail that any straightminded developer or engineer would see the danger immediately by the way, that having a team that is 300% bigger and ambitions almost 1000% bigger is a 3000% multiplicative disaster.

That said I do really like the game. The potential is obvious. The over-engineered, unnecessarily so simulation, that they had to patch it into being a non simulation and invent names for 'subsidy' when it really probably should be called 'we ♥♥♥♥♥♥♥ broke the game engine so bad we had to invent a variable oddly out of place called subsidy to achieve budget game ticks because the overhead is seriously game breaking, so here is subsidies... subsidies.... yay!"

To think I am probably scarily closer to the truth as someone with a little bit of experience making software and hardware things go clap

Yea, they got ambitious with the "deep simulation" and Paradox shareholders were at their throats after investing so much into Skylines 2, so they refocused their remaining months to a "fake simulation"
Potat al Gaib Nov 16, 2023 @ 5:38am 
Originally posted by Billy Lee:
Originally posted by The King:
Ive just realized that they have mentioned that hey have a small team more than 5 times since launch.

If you guys having trouble on overload, please hire new developers with the money we paid you.

small? 30 person company (Number of employees: 30 (2022)) have only only 5 dev team? another company where 10 people don't really know what I'm doing, and 10 invent things to pretend they're useful.



Originally posted by s.aitken88:
Yeah the 'small team' thing is ridiculous. Paradox is such a large company it's publicly traded on the stock market. The indie dev argument doesn't work here. Their staff numbers are low because they chose to not employ people.

I mean just look at QA. Oh wait, there is almost no QA. Because they don't employ enough testers either.

Very poor form for such a large production house.

they hired a company from Poland for testing + a lot of people from outside such as modders etc. You will find it in the credits and there was a topic on the pdx forum about it somewhere. Unfortunately, this raises more the question of how CO took the feedback, because it didn't take it to heart

Yea the QA team for Skylines 2 on behalf of Q-Loc were as big as the entire staff of CO and they did a half assed job... Now suddenly they are present in the forums on all the bugs, everyday interacting with the consumers who payed 50-100 bucks for this game and are beta testing, basically doing their job
Last edited by Potat al Gaib; Nov 16, 2023 @ 5:40am
SlimNasty™ Nov 16, 2023 @ 12:52pm 
Originally posted by s.aitken88:
Yeah the 'small team' thing is ridiculous. Paradox is such a large company it's publicly traded on the stock market. The indie dev argument doesn't work here. Their staff numbers are low because they chose to not employ people.

I mean just look at QA. Oh wait, there is almost no QA. Because they don't employ enough testers either.

Very poor form for such a large production house.

Paradox doesn't develop the game though, Colossal Order does, and it's not always as simple as just hire more people, sometimes there aren't the people available to hire.
Vinz Clortho Nov 16, 2023 @ 1:21pm 
I completely agree. I posted this same thought on the PDX forum and the CEO of CO personally downvoted me lmao
Daveyboy Nov 16, 2023 @ 1:35pm 
Doubling the number of developers won't half the dev time though it doesn't work like that as there's then more people that have to communicate with each other and get their components to integrate properly etc. If each dev can focus on a specific area it's not too bad but several working on the same piece of code at once can be more trouble than its worth due to all the overhead and risk in merging changes together etc. I don't know enough about the development of the game to know if extra devs would help or hinder, but I expect there's a point at which it starts slowing things down development instead of speeding it up especially as the new ones won't be used to the codebase.
Slim Nov 16, 2023 @ 7:17pm 
Originally posted by s.aitken88:
Yeah the 'small team' thing is ridiculous. Paradox is such a large company it's publicly traded on the stock market. The indie dev argument doesn't work here. Their staff numbers are low because they chose to not employ people.

I mean just look at QA. Oh wait, there is almost no QA. Because they don't employ enough testers either.

Very poor form for such a large production house.

Paradox is the publisher. They fund the projects presented by CO. CO pitched the plan to create CS2 and Paradox wrote them a check.

This is a management issue at CO and if we want things to change CO is going to have to find better management.
Estelyen Nov 16, 2023 @ 8:54pm 
Hiring more people at this point in time would be counterproductive, even if a wealth of good software developers looking for a job were available to them.

They would have to be introduced to all of the following:
- The tools used by CO (there is no universal software development app that the whole world uses, every company has their own suite of tools for every day use)
- The workflow and procedures (which again vary wildly by company)
- The code base, which is perhaps the biggest issue. Even though the new developers are most probably familiar with the programming language used, that doesn't mean that they will immediately understand how the code for this particular piece of software works. It takes a lot of time to become familiar with an existing code base.

And in order to teach the new gals and guys how all of this works, some of the existing devs would have to be taken off their usual work. That would mean that for quite a while, the company as a whole would become LESS productive. And Daveyboy is absolutely correct: Even once the new devs have become reasonably familiar with everything, the productive output won't scale linearly with the number of people working on the software.
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Date Posted: Nov 16, 2023 @ 4:45am
Posts: 24