GuntherBlobel wrote: My guess, and this is only my guess, is that it is harder because Marvel is protective of their property. Every line of dialogue and "plot point" might undergo a level of scrutiny and approval that makes Demiurge more interested in developing other content.
fmftint wrote: It's not necessarily hard, all story elements and dialogue have to be approved by Marvel, but the biggest reason they've given is, it doesn't make them any $
Vertigozooropa wrote: GuntherBlobel wrote: My guess, and this is only my guess, is that it is harder because Marvel is protective of their property. Every line of dialogue and "plot point" might undergo a level of scrutiny and approval that makes Demiurge more interested in developing other content. *cough* No line of dialogue undergoes any level of scrutiny. They recorded a seven-year-old playing with action figures, and they published the transcript.
notamutant wrote: Vertigozooropa wrote: GuntherBlobel wrote: My guess, and this is only my guess, is that it is harder because Marvel is protective of their property. Every line of dialogue and "plot point" might undergo a level of scrutiny and approval that makes Demiurge more interested in developing other content. *cough* No line of dialogue undergoes any level of scrutiny. They recorded a seven-year-old playing with action figures, and they published the transcript. As someone who tried to act out the stories for youtube, I can confirm I felt like a 7 year old.https://www.youtube.com/watch?v=ahibjvS ... 8NPbr7jB1D
GothicKratos wrote: If it were me balancing resources to the following things; * Spending resources (time, money, etc) to code "new" PvE content, that is for all intent-and-purposes is not new at all, it's just some pictures and some node layouts. Spending resources (time, money etc) create art for said "new" PvE content. * Fixing bugs, creating actual new types of PvP/PvE, creating new characters, balancing characters and mechanics, etc. Personally, I'm going to pick number two 99.9% of the time.
El Satanno wrote: GothicKratos wrote: If it were me balancing resources to the following things; * Spending resources (time, money, etc) to code "new" PvE content, that is for all intent-and-purposes is not new at all, it's just some pictures and some node layouts. Spending resources (time, money etc) create art for said "new" PvE content. * Fixing bugs, creating actual new types of PvP/PvE, creating new characters, balancing characters and mechanics, etc. Personally, I'm going to pick number two 99.9% of the time. Okay, except that for what we've seen, it's only the third part of Number Two there that gets any regular attention. Bugs? Once a month, at most. New types of PvP? Umm...never? New types of PvE? Isn't that what the OP is about to begin with? Creating new characters, check! Balancing characters and mechanics? Again, once a month at most...and being very generous besides. And while I'm banging on, let's not forget that the last time anyone but the devs were happy about these "balance passes" was Magneto. So I guess your choice of Number Two boils down to mostly Creating New Characters and...etc. I'm thinking about a different "number two" here...
GothicKratos wrote: Have you ever tried to debug complex code? It's not as easy as checking a box and unchecking it. It takes manhours. You have to fix the bug, then you have to make sure your fix doesn't break other things, then you need to make sure you've removed all occurrences of the bug, and if you haven't, have fun doing that all again! You better pray your next fix doesn't unravel your previous work too! Now, let's add in that you need to debug for Android and Apple, and the literal hundreds of forks in those platforms. Now, then, you have to pass the information to the publisher, to Marvel, to Apple, to Google for approval. Dismiss them all you want, but there's a reason they've maintained Marvel Puzzle Quest for almost two years now, despite dozens of Apocalypse Now rumbling chants, and not programming the next Here for a Month and Then Gone Again Quest. Also, as a final note, the OP did not ask about new PvE types (i.e. Ultron, Gauntlet), they were asking about PvE stories (i.e. Enemy of the State), and my post was simply stating that it's probably not "hard", in that it's not difficult, but simply there are better places to put that time and effort.
Kirestananderson01 wrote: I think enemy of the state was the last new storyline and that came out in December. Ddq and ultron were great additions but have no storyline at all. And of they are going to tote ant man as adding their new content within the past 3 months
Pinko McFly wrote: My main issue with GK defense of the developers is that it does not require the programmers ( who should be doing the code debugging ) to do much at all. New cutscenes and dialog, new map art, that should all be designers. I am a programmer and I can write functionality for a website, but if the client wants it to look a certain way, I go to the designer. In this game, it seems that the designers are in charge of the art, matchups and most importantly to them, making new characters. They have shown that they do have a separation between the design and developer roles, so the issue of new pve storylines rests soley on the designers, not the developers. And yes code can be complex, but from a programming stand point a new pve node should consist of setting character a to this, b to that and c to the third option. If its more complex than that for the developers, then they need to reevaluate their code design. As a programmer, I respect that code can be complex, and debugging is a pain, and I also no that 9 times out of 10 I have an idea of what part of my code could be causing the problem. In regards to the OP's complaint, I see it as directed at the design team and defending the development team is just a misdirection to the argument.
raisinbman wrote: if anything, it's alot like my job where your plate is so full that silly things like story content get pushed back forever and ever until they become the elephant in the room
El Satanno wrote: But we don't need to go much further back than the recent Scarlet Witch debacle to see how timely some of these "bug fixes" are.