You're right, it is a recurring ask, but unfortunately, I don't have a timeframe on when/where these are in the pipeline if they are at all. As pointed out in a previous post I made, not all of the feedback we get receives immediate attention. However, it is noted and documented extensively, and the information is updated daily as it arrives.
Please keep in mind, that this is a long-standing game, and as such has grown over the years with very deep-rooted systems that aren't always particularly easy to manipulate in any given situation.
"Please keep in mind, that this is a long-standing game, and as such has grown over the years with
very deep-rooted systems that aren't always particularly easy to manipulate in any given situation."
I am a professional programmer with many years of experience. I speak several programming languages and have developed systems of varying complexity. Believe me, I can estimate the complexity of the system and the approximate time required to develop, make changes and add new features to the system. Most of all, it looks like your programmers are simply “fooling your head.”.
It's very sad that you have to do the same with the players. I have already written some
recommendations for your development team.
The game contains very good and strong mathematical and possibly economic models.
But from a programming point of view, this is not particularly difficult, and certainly does not take up the amount of time that you are talking about. A clear example that your programmers are incompetent is that they still cannot solve the problem of accurately
replaying battles based on a
very strictly defined set of input data. I have already heard this tale about supposedly artificial neural networks. This is all complete nonsense! Any artificial neural network is a mathematical model. If it does not change its internal state, and this is the case, because its work is on the side of the player, then it is a
static mathematical model with a
deterministic state, i.e. with the same input data, we will receive only a
strictly defined set of output data, i.e. the system is completely deterministic - the result will
always be the same, which cannot be said about reproducing battles in your game. There is also no need for fairy tales about how these artificial neural networks supposedly learn themselves during battles. It is quite possible that they are trained, but not during a battle between players.
And those problems and requests that players talk about on the forum, their implementation has nothing to do with artificial neural networks at all, and often their implementation
does not require any complex programming work at all and does not take much time. The fact that a system has been developed over the years
does not indicate its complexity. Another thing is that your programmers cannot figure it out themselves, which once again
confirms their incompetence - this is more like the truth.
The thing is that all the basic functionality of the game has already been worked out,
everything works correctly and without errors. As a rule, we are talking about some kind of cosmetic improvements to the game interface. But it
doesn't take much time. There is also an example on this topic. You have problems with the encoding of the alliance name in the list of battles. Believe me, fixing this is a couple of trifles, but someone out there is telling you about the incredible complexity. Complete nonsense!
P.S. There are no questions or complaints to you personally at all, but to your development team.
P.P.S. If only you knew how lousy this all looks from a professional point of view. Imagine if you ordered a salad in a cafe, and they started telling you how difficult and time-consuming it is to prepare, because you first need to grow the vegetables for this salad.