Be honest... is Lumberyard the issue?

I have. It tends to be used when a dev/team can’t replicate the issue so have put in a fix that they think should sort it out “in theory”. I’ve also seen it used when somebody doesn’t have a bloody clue why the problem is happening so they change a load of stuff in the hope it works (don’t ask me why I know this one as it’ll likely give you nightmares)

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Are you kidding me, just because they got awards doesnt mean they arent clunky messes full of bugs. The two arent mutally exclusive.

dont think players care “what” the issue is anymore, 90%+ of them left

There’s nobody left to buy the microtransactions, sand is ticking in the hourglass as they say.

Getting awards with a bad running game isn’t easy, you’re lacking any common sense in regard to game development.

Also you’re ignoring anything I posted, and you’re clearly not up to the task to make a statement about engines.

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You arent up to the task to say anything of value so im blocking you. Argue with someone else.

Last time I asked I was told all of this was the devs’ fault and that the engine was basically responsible for rendering a tower and enabling you to move an actor to it.

In my opinion, there just isn’t one problem though. It’s that they keep making problems then not addressing them. They’re in a constant war against themselves.

Thank you for all the replies by the experienced people. So far I’m guessing lumberyard is not really optimal but runs everything the way it’s supposed to (mostly) and NW issues are a mix of everything (decision making; technical issues; inexperience; communication; fundamental game designs; lack of content and lack of vision for the future of NW and much more).

Still, can’t fathom the amount of unpredicted bugs with every patch, which is supposed to fix existing ones. I’m struggling to believe that this game studio, backed by a billion-dollar-tech-mogul-company, is incapable of doing the bare minimum of tackling all these issues or even avoiding them through rigorous testing. There’s like a tone of desperation by the dev team in each attempt to explain new bugs after every patch.

Guess I was trying to find a different source of problems than the team, but my god, since day 1 of this game it really did feel like a “small-indie-company” and frankly, still kinda does.

We all know MMOs ate a masterclass of game development of its own, but there aren’t a lot of examples of other “new” companies with such a rough start as New World had. And by rough start I mean all 128 days (4 months) since launch 'till now.

I’m hoping these struggles will eventually be mastered and this game can develop according to the crazy potential it has.

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I think in regards to Amazon cash not buying us a decent game, it really does just come to a vortex of every feature. These guys were not MMORPG winners before they came to AGS and MMORPGs have evolved, a lot, and are a huge undertaking these days.

I don’t think anyone, higher up or lower, at Amazon or AGS understood what they were getting into, unfortunately. From that, all other issues are stemming, or so’s my guess.

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Does lumberyard cause developers to create bugs?

Does lumberyard cause developers to institute unnecessary grinds and time gates?

Does lumberyard cause developers to limit end-game content?

Does lumberyard cause developers to allow some companies to generate 3m gold a week?

Does lumberyard prevent bots from running wild?

Does lumberyard require you to allow companies to kick people from wars/invasions?

Does lumberyard require PvP to include lots of PvE?

I could go on and on. So no, I don’t think Lumberyard is the issue. What’s the best part of this game hands down? The environment. Supposedly, that’s because of lumberyard.

You’re listing a bunch of game design problems. Think you didn’t get were I was coming from (I agree on most of your points btw.):

Sure the game looks stunning and that speaks for the engine, but the amount of unpredictable bugs that come with standard bug-fix-patches are unreasonable and I struggle to believe it’s only due the team’s incompetence. Doesn’t sound unreasonable to me, since AGS is still new to the gaming world and the whole “experience” they have are 2 failed games that got scratched.

Just tryna look for more possibilities as to why the handling of new bugs and especially the long-lasting ones (since beta) has been less than satisfactory.

I don’t. As a part of my job looking into dev process of companies I’ve seen a lot of reckless or even borderline illegal bs going on inside front page companies. Additionally small mistakes early on can have massive influence over time.

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New World is the perfect corporate MMO.

It was made by people who are programmers and not gamers, also by programmers that have no real MMO experience. It was check the box in the most efficient way possible but no passion. Most of the mistakes made in this game have been made already and the lessons learned long ago. AGS looked and said no one else is doing these things, without understanding why no one else is doing them. Then they used their mobile experience and time gates instead of adding content, because in that world it’s the most efficient way.

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This seems likely. I imagine the devs on day to day fixes are no worse or better than most, and should be able to close tickets under normal circumstances. Runaway tech debt from before their time would cause what we are seeing now.

If Lumberyard is developed by people that are working on the game right now, it’s definitely an issue, but not the only one.

Scotlane is the issue.

I’d say Lumberyard played a role in SOME of the issues, but definitely not all of them. I mean look at the decision-making. We still don’t have a roadmap FFS.

From a pure development perspective the root cause of patches introducing new bugs is often due to the programmers not having an in-depth understanding of the architecture and implementation. This happens when you lose employee continuity or you take a silo approach where some people only do this and some people only do that and there is communication failures. Often, organizations that lose employee continuity switch to a silo approach out of necessity. Treating people as plug-and-play modules increases the likelihood that continuity is never recovered because most people do not enjoy working under those circumstances.

It is also an indication that there is a testing suite short coming. What is a testing suite? It is a library of test recipes i.e. do these 25 steps in this order and this is the expected outcome. There are tools out there to script all this testing, collect the results and generate statistics so a human can sit in judgement. This is also referred to as regression testing.

As someone who has been everything from a programmer to a department manager I suspect that NW is in an all-of-the-above situation.

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Pretty much is. When they released the game we only had that Lumberyard Engine, after so many bugs we faced and a few patches, a new “Azpth Engine” started to appear on launching screen. They are trying to rebuild the game from 0 on another engine, thats why we have like 0 response and communcation. They launched a game that wasnt ready, completely broken and not finished. Now the game entered a place where its not sustaining itself

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Well said.

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