Meet
the guy who is now in charge of IFCS
@ 37:10
Store Citizer: Around the loving Verse
The Physics of Atmospheric Flight
with
David Colson
David Colson:
Ehm, we've had ISSUES as well, particularly where... say QA or EVOCATI are testing the game, and they have some FEEDBACK that isn't really SPECIFIC, like they'll just say, 'Oh!', say GRAVLEV BIKES for example, 'they don't HANDLE WELL', and like, WHAT DOES THAT MEAN?
Like what eh... why... why?
Can you... can you not TURN quick enough? Are they loosing CONTROL too much? Like there's so many things that could potentially contribute to 'it doesn't feel good', in the case of GRAVLEV it's usually LOTS OF THINGS.
So we have to try and sort of... FIGURE OUT... what in this system could actually be giving you the behaviour that you have, and how can we fix that... um... that doesn't sound like too much of a technical issue but from a design side it's really really hard to do... that... uhm... and it's a THING that we're constantly sort of learning about as people play the game and test it... uh... we're FIGURING OUT you know... THIS isn't working or... this isn't really FUN we need to try and RECONSIDER this.
Uhm.
And then we have to again... convert this like, vague, 'IT'S NOT FUN' feedback into actual like HARD TECHNICAL FEEDBACK where THIS little force is being applied too much, or, you know... we're rotating the ship a fraction too much here, whatever it is, ehm... and that... TRANSITION is... HARD... it's REALLY HARD