What he said makes sense. I'm just saying that crunching to get the game out as soon as possible is not a bad thing, especially if the scope of a game is as big as the witcher or cyberpunk.
Having a nonstop crunch of weeks at a time is a different issue and not what I was thinking of when I was saying the things. I also think that nobody here knows what it's like to work at CDPR, and all we have is either rumors or, stuff blown out of proportion to make the company look bad. I think there's a much larger chance that a special snowflake or two were working in the company at decided to complain, and the media just eat that up like hotcakes. It doesn't mean that such issues do not persist, I just don't believe they're as bad as they're made out to be, otherwise we'd have a much larger scandal by now.
On July 04 2018 18:08 abuse wrote: What he said makes sense. I'm just saying that crunching to get the game out as soon as possible is not a bad thing, especially if the scope of a game is as big as the witcher or cyberpunk.
Having a nonstop crunch of weeks at a time is a different issue and not what I was thinking of when I was saying the things. I also think that nobody here knows what it's like to work at CDPR, and all we have is either rumors or, stuff blown out of proportion to make the company look bad. I think there's a much larger chance that a special snowflake or two were working in the company at decided to complain, and the media just eat that up like hotcakes. It doesn't mean that such issues do not persist, I just don't believe they're as bad as they're made out to be, otherwise we'd have a much larger scandal by now.
So far it's been pretty much confirmed (as much as it can be on the Internet with NDA's and people not wanting to reveal their true identity) that crunch periods in CDPR can last years (note the plural form).
I've never said that with good management you never have to crunch, just that crunch periods are kept within reasonable frames (usually happen close to deadline with last minute rushes and don't last more than a week or two), because people managed to get most, if not all, of the work done on schedule.
Another thing is that with good management they could probably release the game sooner and with less people involved without having to crunch so much. If they have chaos in the management and their codebase is not documented well and not tended to enough (accumulating technical debt due to rush jobs is pretty common) this can lead to serious delays and a lot of required overtime.
On July 04 2018 19:28 Manit0u wrote: So far it's been pretty much confirmed (as much as it can be on the Internet with NDA's and people not wanting to reveal their true identity) that crunch periods in CDPR can last years (note the plural form).
the way I read this is that it is not confirmed at all. Honestly if it really was that bad then people wouldn't work there, and as I said, we'd have a much much larger scandal about it by now. I've also seen yongyea's videos and whatnot, but it's really not anything that reliable.
Yeah i also work in company with a lot of stress for delivering SW fast with plenty of overtime but its much more managable than the stories i have heard about CDPR (and i have friends working there) also all overtime here is 100% voluntary while in CDPR You are pretty much expected to work overtime.
I remmeber when one foreign managers got overboard with overtime all it took was to remind him that its against polish law to plan work for overtime. If You cant get something done in desired timeframe You need to hire more people or move deadline. Overtime needs to be something special not basic mode of work. Burnout is a real thing and CDPR managers could and should do something about it. Not to mention that tired people work less effectively and make more errors.
On July 04 2018 19:55 Silvanel wrote: Yeah i also work in company with a lot of stress for delivering SW fast with plenty of overtime but its much more managable than the stories i have heard about CDPR (and i have friends working there) also all overtime here is 100% voluntary while in CDPR You are pretty much expected to work overtime.
I remmeber when one foreign managers got overboard with overtime all it took was to remind him that its against polish law to plan work for overtime. If You cant get something done in desired timeframe You need to hire more people or move deadline. Overtime needs to be something special not basic mode of work. Burnout is a real thing and CDPR managers could and should do something about it. Not to mention that tired people work less effectively and make more errors.
Game making is also a creative action for many positions. If you want people to bring out new and interesting ideas then breaks and good rest probably bring in more than more hours does.
My thoughts: Thought it looked fine, but nothing as impressive as all the hype that was garnered through previews. Gunplay looks fine, and the damage numbers are acceptably small. Not a big fan of the Fallout 4 style dialogue that can obscure what you intend to say or do. The open world looks nice enough and bustling, but I did see a little pop-in at the beginning when you enter the streets. Graphically nothing too amazing, but I'm not complaining too much. But I'm a little concerned it does seem to be following more in modern AAA trends than defying them. Big plus for at least allowing you to skip the "cutscenes" that are integrated into the gameplay.
On August 28 2018 03:10 Grettin wrote: Looks really amazing. Glad they went with the FPS route. The city looked so lively too, which is pretty hard to nail.
FPS allows them to have a more claustrophobic feel, which isn’t obtainable when a third person camera and model exist. I like the decision. I hope they can nail the look and feel shown in this demo, even if there has to be some concessions to make it run on real people computers.
On August 28 2018 18:49 Manit0u wrote: The world looks great and immersive. How they did combat is not my cup of tea though. Looks really boring.
I hope there will be other ways to go about the game than pew-pewing everything.
What do you mean exactly? CDPR did mention there would be full melee combat system. Demo clearly showed you can try the diplomatic approach, so that should help too if you don't exactly dig the combat.
I'm sure we'll have harder difficulty option(s) too.
Imo RPG style numbers combat and shooting doesnt mix well. It reminds me a bit of borderlands, but that game was going for a cartoony vibe so they could get away with it. Cyberpunk is meant to be more realistic. Shooting someone in the head 15 times until his health bar is gone... kinda takes me out of things.
On my 5th watch of the gameplay. Shooting seems fine. But the numbers could be a problem for some. Either numbers or a healthbar just to know how much damage is being dealt, but not both. Clutter imo. The dialogue seems a bit stiff IMO, could be a bit more natural and believably delivered.
That's pretty much it. Everything else looks good. The world has repetitive characters walking about. Could increase the base a 10-20 to vary how frequently we see Mr Cool Pink Shorts.
It is a game in progress, so I have to assume the UI will be cleaned up a bit. I feel the numbers and health bar exist to assure people the game is an RPG during the demo.