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It's been almost two full months since release that a large percentage of your customers can't use FFB on their products.
It's been two years since VR was 'implemented' in such a way as to be nearly unusable.
Volumetric fog continues to make night races unplayable (fun fact, Bahrain at night was literally the FIRST RACE of F1 23, immediately showing this problem, and you people released the game anyway?). I'll say it again for those who need to hear it a second time: THE FIRST RACING EXPERIENCE OF THE GAME SHOWCASES THIS BUG.
Red flags are still broken.
Safety cars are still broken.
You want to know why your sales are down year after year? It's because you're incompetent. You advertise new features that don't even work, and clearly don't do any testing of your own product before releasing it.
Not once has anyone from EA apologized for the state of the game. People who value integrity would've delayed the game in the first place. People who simply have integrity would've at least apologized.
You did neither.
I look forward to watching your sales numbers plummet until the series has to be canceled and the license goes to someone who actually cares about F1, and their customers.
Edit: One more thing - you took two weeks to fix the cockpit camera bug that YOU CAUSED. Other gaming companies would have shown respect to their customers by immediately implementing a hotfix patch to fix their own screwup, but not our good ol' EA buddies! Nothing lights a fire under your backsides. Not broken FFB, not bugs your own incompetence caused, not major "new" features that don't work.
The only timeline you pay any attention to is your own convenience. To hell with those fools who actually pay your salary, eh! Those pesky customers should be grateful they get anything at all, am I right?!
I am trying to do some TT laps my force feed back went dead 4 times in one lap.
I have reported this time and time again.
This game is £100 a year!
That is iracing money.
Guess what game I am getting next..
F1 22 took it out of me, F1 23 bugs have now killed this game for me.
- 2 years ago
Also, I have to say, if it's true that Codemasters uses 2 different teams building 2 separate games from one set of code every 2 years, as opposed to taking one game, fixing that and then using that as the base of next year's game, then the problem's right there. Blindingly obviously so (again, assuming it's true). Hence why 23 has all the same bugs that were already fixed with F1 22. They're having to start all over again and it's a massive waste of time, effort and resources. It doesn't make sense. Left hand doesn't know what the right hand's doing on a blank canvas. If it's true, I can't imagine getting my head around the reasoning they would give for it.
Also, everyone who mods the game knows about how there's so much left over code from the older games, some of it way back from the 2012 era, having the game in such a mess also causes problems. I've seen multiple instances of a bugfix being, essentially, something that's been done back to front. There's also possibly fixes being implemented where there's still leftover code the current team forgets about or isn't aware of which then causes a conflict and prevents the fix from working correctly. I remember when as an 11yr old, I tried getting into coding text adventures. A whole differen't thing, I know, but the number 1 rule I was taught was, in so many words, "keep it tidy, because if there's a problem, you want to be able to know exactly how to fix it. A game in a mess is going to be a lot harder to fix." Literally a number 1 golden rule for an 11 year old, and Codies, a multi-million £££ company haven't done that. The game is, quite literally, a mess.
The terrible thing about all of this is the only way to truly fix it is to start from scratch, 1 team for continuity's sake and, again presumably the first point I make is true, only ever work upon an existing game. Fixes will stay implemented, continuity will carry knowledge of existing code through, time and effort wasted on refixing already fixed bugs will no longer be a thing. I mean, it just makes sense, right?
- mariohomoh2 years agoHero (Retired)
@s00zster That story about being two teams... Every time I see that thrown around – and I see that a lot and everywhere, from Discord to Reddit – and can't help but feel a bit sorry for it. Back when people mostly complained about reoccurring bugs from year to year, I made one of those "whatever, have nothing better to do with my life anyway" posts of mine with diagrams and bold and italicized text and all that jazz saying how common it is in the games industry and annualized franchise to have two teams focusing on different features so that every new game has something seemingly fresh to offer.
Call of Duty and Battlefield, FIFA and PES, Assassin's Creed, Far Cry, etc. All are or used to be for a good while annualized franchise. But even then, every game took 2-3 years to make. How do they pull that? By having different studios always working on their respective entries in the case of the big ones, or different teams in the same studio working on different features to always have a constant stream of new headlines for marketing to spiel year on year in the case of "smaller" ones.
When you have such a structure, say you've got a team of devs, animators and storywriters working on a feature like Braking Point. And you've already established that this mode won't feature on every new release. So you can have that team working every day on this project that usually takes 2 years to complete, and be done with it.
Now you want every new entry to feature a new Braking Point volume? Well, you can't/shouldn't cram a 2-years project in a 1-year pipeline, so you hire more people, have someone to spearhead the whole project and oversee a the main thread, and have two teams working so that every year there's one 2-years project being shipped. All those folks are still working every single day, and their output still takes 2 years to ship, but since they're on different timeframes so to speak we've got one brand new volume in the BP saga every year.
Now just expand that for all the different aspects of the game. Everybody is working non-stop, but they have different focuses and different timeframes, and you've got people managing it all from a step or two higher in the ladder.
What happens if a bug is flagged in a string of code that affects a main aspect of the game? It depends. If it was flagged and fixed by a small, focused taskforce that had only to offer post-release support for say the 2022 title, it will most definitely be flagged to all relevant teams, but they're not sitting idly there. They're working on their own list of tasks and goals, so for the 2023 game to ship with that specific line of code patched already whoever is responsible for that part needs to have received the memo from the small post-release team and have worked their way through it.
Shifting environments, I'm a lawyer. All of my firm's documents have a specific, standardized layout with headers and typefaces and footnotes. Say I'm working on this appeal for the last 10 days, it is due in 5 more days, and I'm swamped. Then the people responsible for our branding changes the layout for all our documents today, the 10th day of my 15. No one's going to touch my doc, it's sensitive and it's a work-on-progress. And will I interrupt my workflow to implement those new beauty marks and layout? Heck, no! I'll keep on working my backside off until deadline. If it happens that I complete this project in time, have worked my way through all other priorities and pending tasks, and have finally come across the "adopt new document template" task of my agenda, then ok: from now on all my output will be in the new style.
Bottomline is, no one's going to touch my pending docs to change that for me because it's sensitive and their changes unintentionally affect something, they don't want to take the heat and I don't want to do the necessary rework. Even something as mundane as a highlighted note to myself being reformatted to plain text can mess things up big time.
Yep, the franchise is most definitely a mess. But it is never as simple as Joe and Mike working on different days of the week and simply not talking to each other.
Obviously don't mean to imply that you @s00zster is painting this picture like that, I know you get it and can envisage how complex game development can be 😉
But I often get genuinely baffled by the ridiculous reductionism ad stultitiam people often insist on.
- 2 years ago@mariohomoh Yeah, I'm just taking the basic thing I keep seeing, "there are two teams working on 2 versions of the game" and putting my own simplistic conclusion to it because it's never made sense to me. Obviously it's a whole lot more complex than that. I can't actually imagine how intricate it must be to manage it that kind of structure without mistakes being made.
But there's also a point where, after several years of customers being not entirely happy, if they really wanted to, could think about changing things for the better. But obviously that's the business equivalent of moving house, I guess.
- Ultrasonic_772 years agoHero
@s00zster wrote:Also, I have to say, if it's true that Codemasters uses 2 different teams building 2 separate games from one set of code every 2 years...
This is often repeated but isn't actually true. See the following clip (should start at the right point) for what actually happens:
- 2 years ago@Ultrasonic_77 Thanks for that. I see now at the 31 minute mark, he talks about an extra third of the team starting a year ahead, and then the rest of the team catches up, like a caterpillar movement I guess, but still one team.
I don't even know where or how the rumours of two separate teams originally started, but while it's good to know that it's one integrated and dynamically operating team, there's less of an excuse for everything being so disjointed and broken now! 😁
- 2 years ago@Cloister7 I'm afraid of what will happen to WRC 23... bugs everywhere
- ScarDuck142 years agoLegend
@RobbyJr24Actually you’ll probably find as they are building it from the ground up there will be far fewer bugs. Most bugs are because off yearly released games code become spaghetti from being ported over from one year to the next with different devs working on code that was done by devs that no longer work for the company. It’s becomes messy over time.
- 2 years ago@ScarDuck14 So true, i agree!
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