relic's team is clearly to small for what they're trying to do so hire more people."
The post you linked directly undermines this statement, since Valve's Dota 2 team is smaller than Relic's CoH2 team.
Posts: 1679 | Subs: 5
relic's team is clearly to small for what they're trying to do so hire more people."
Posts: 1802 | Subs: 1
Haha nah, my bosses are great, and so is the team I work with. It's just funny because the evidence given in the OP actually directly contradicts the argument it was meant to support. He's saying "Relic needs a bigger team, and to prove my point I'm going to show you work done by a smaller team than Relic currently has."
Posts: 2470
The post you linked directly undermines this statement, since Valve's Dota 2 team is smaller than Relic's CoH2 team.
Posts: 1679 | Subs: 5
which would be a fine argument if CoH2 was in as good shape as DotA2 is.
Posts: 135
Posts: 2470
http://dev.dota2.com/showthread.php?t=127919
Furthermore, Dota 2 has never had a larger team than CoH2. Again, you've given no evidence that adding manpower would equate to more success for CoH2; in fact, the one piece of evidence you have provided supports the idea that smaller teams are more successful.
Posts: 2396 | Subs: 1
the giant bug list for dota2 represents the many times larger player base and better reporting of bugs. one doesn't have play either for very long to figure out that bugs play a much larger role in basic game play with CoH2 than they do with DotA2. part of this is likely due to (what i assume is) a much more complicated back end on CoH2 than DotA2. i'm aware that path finding is horrendously complicated and CoH2 has to mix squad and model path finding plus different pathing types (infantry, vehicle, setup at least) in addition to often having more things interacting at once. it's far from impossible though, supcom 2 being a pretty good example.
you're correct that i have little evidence for relic needing more people. my argument for that is: they have several job postings, issues are not present due to lack of reporting, issues are not present due to lack of time, issues only get promptly fixed when they break auto-match, relic often introduces/reintroduces issues in patches, and they have a (small) history of short staffing their games (see the last several months of DoW2:ret, exigent circumstances not withstanding).
from that i draw two conclusions; 1, relic is systemically incompetent, or 2, relic is understaffed. i think the second more likely.
would instantly adding people, even magically qualified ones, suddenly solve the issue? no, but if manpower is the issue then it should in the future, once people got up to speed.
Posts: 1708 | Subs: 2
from that i draw two conclusions; 1, relic is systemically incompetent, or 2, relic is understaffed. i think the second more likely.
Posts: 2470
The problem these days is that for some while any company activating in any market is trying to obtain the most of it's business with the smallest costs, even sacrificing quality. And one of the most expensive resources in a company are usually salaries, reason for which a smaller number of employees would be more profitable => the number of existing personnel is increased only when there are no other options and usually not with the best people (because good professionals are also expensive) while the current employees are worked to their limits in order to provide the expected results. These are the times, what can you do? It's a good tactic for short-terms but in future this can prove not to be that good, because customers are looking for quality. But if everybody in market are doing the same, the quality differences won't be so obvious and people will be fine with what they get - so in such market this tactic is okay for long-term too.
First conclusion is closer to the truth than you would like to believe.
Posts: 3552 | Subs: 2
Posts: 1708 | Subs: 2
Posts: 2470
I will go with:https://trello.com/b/n9Gdhc9f/coh2-issue-tracker
3: Random People on the Internet are wrong
203 | |||||
39 | |||||
16 |