Not quite. On the contrary, decisions are taking around 1-2 minutes for new features - while they shouldn't be decided in such a short timeframe. Yes. They are not even get discussed on internal-chat. It's getting decided on calls - on spot. You can't possibly think all the good and bad effects of the feature in 2 minutes and give decisions. But this is exactly what's happening at the moment.Workplace troubleshooting conversations can take days rather than minutes.
For bugs, probably they are not even "deciding" anything but simply changing the order of their sprint/backlog. And since siege is working in some scenes - they might not be spending all resources in there.
I bet only 1 guy is checking this problem at the moment. Because for AI - they don't have a huge team anyway and they also have other problems like stupid AI on several occasions - getting stuck on some scenes because of pathfinding etc. And it's not easy to hire new people that are comfortable with C++ for the game industry in Turkey. This especially hard if your codebase isn't related to any known pattern but simply an ad-hoc implementation over the years
That's what I thought too but it seems like this is not the case. Release date decision for EA is taken in Summer - it wasn't a last-minute call after seeing that COVID goes wild and people stuck at home. But that overlapping events certainly benefitted TW.Then there's budgetary pressures. I imagine that is why we're in EA in the first place.
This is not a design issue. This is old codebase spaghetti issue. Design is clear. "Don't mess up sieges. Check Warband in doubt. Improve that." And you can't buy your way out as I previously explained on top. And TW's engine code is only touched and known by a handful of people in the company - and nearly all of them are Veteran Taleworlds employees ( i.e. Cem )To ensure that there is reliable income to buy a small design team enough time to work through time consuming issues like this.
I'm not saying that you can't have poorly written or performing code in your legacy codebase. That's perfectly understandable. But if this mess is causing you so much trouble that even your promised core functionality fails for a year that you can't fix it in one month - it's a red flag. Like, big ass red flag, like in the main menu.
And since talking about flags, you can hide away and say "Banners aren't priority cuz they are cosmetic" but you can't say "Sieges aren't priority cuz they are cosmetic" so you have to fix that. It's not maybe but question but yes or not question for them. And answer is yes. Yes they have to fix that.
Taleworlds Devs or managers are not giving a damn about Forum. I think earlier you guys realize this is better. They are relying on Dejan to bring suggestions - Arda and others to bring issues. They won't engage discussions with playerbase - and half of the company don't have enough "knowledge" about the game itself to even keep up with discussion anyway. The reason why mexxico is loved by many people is that he knows the game. And he is also playing it or at least focusing his part intensively. For him, it's not a simple Jira task.I mean, this thread has what, a hundred or 2 views,