Working as a software developer who's developed different products on Unity as well (game-engine that Dominations uses) I never thought I would see a product with such bad quality. By being active player for years, I thought it's not possible to surprise me anymore. But I was wrong.
I rarely find myself at a point where I'm willing to sign up just to post my frustration, but this was the last straw:
https://www.youtube.com/watch?v=PQZD...&feature=share (Focus on looters behaviour).
This is by far the only game I know that keeps getting worse with every update. In addition, every update delivers content that players don't want (useless and annoying Marco Polo focus, Pre-Battle screen, "Need to upgrade" tab etc) and at the same time the important bugs/issues are pushed aside and being broken for years. Each update brakes previous content and introduces new bugs to the game. Forums are also flooded with posts about cheaters - who's having multiple Silos, 10+ houses, exploits are treated as a replay issue and so on. I mean - how hard it is to write a scheduled task to select players where amount of player's buildings exceed the allowed amount and run it on a daily basis? You do use AWS and your product uses storage mechanism that runs on a database engine where SQL-statements are supported, right?
I'm asking you TinSoldier as a communication bridge between Big Huge Games and players community - How do you justify the amount of bugs and lack of quality in your own product? Do employees plan to start playing their own game so they'd become familiar with it before releasing updates and introducing new content?
If possible, I'd really like to read the explanation behind the mentality among Nexon/Big Huge Games offices.
Thank you.
I rarely find myself at a point where I'm willing to sign up just to post my frustration, but this was the last straw:
https://www.youtube.com/watch?v=PQZD...&feature=share (Focus on looters behaviour).
This is by far the only game I know that keeps getting worse with every update. In addition, every update delivers content that players don't want (useless and annoying Marco Polo focus, Pre-Battle screen, "Need to upgrade" tab etc) and at the same time the important bugs/issues are pushed aside and being broken for years. Each update brakes previous content and introduces new bugs to the game. Forums are also flooded with posts about cheaters - who's having multiple Silos, 10+ houses, exploits are treated as a replay issue and so on. I mean - how hard it is to write a scheduled task to select players where amount of player's buildings exceed the allowed amount and run it on a daily basis? You do use AWS and your product uses storage mechanism that runs on a database engine where SQL-statements are supported, right?
I'm asking you TinSoldier as a communication bridge between Big Huge Games and players community - How do you justify the amount of bugs and lack of quality in your own product? Do employees plan to start playing their own game so they'd become familiar with it before releasing updates and introducing new content?
If possible, I'd really like to read the explanation behind the mentality among Nexon/Big Huge Games offices.
Thank you.
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