JohnL83 wrote: ↑May 12th, 2019, 7:54 pm
Is Sims 4 just as buggy
My experience with 4 is I made my Sim self on a copy a friend bought me, tried to play it for 30 minutes, rolled my eyes and uninstalled but it does seem to get pretty big patches every couple of months so... yes?
igazor wrote: ↑May 12th, 2019, 8:43 pm
We do have to take into account that things he and other mod developers with his skill set and without the overhead of whatever stresses EA put on its disjointed development teams found and declared "easy to fix" might actually be quite complicated to others. Even the game developers themselves.
Yes, the environment game developers work in is exhausting. Most of the issues with games aren't due to lazy or untalented people but people who are working outrageous hours and trying to cut as many corners as they can to meet impossible deadlines.
igazor wrote: ↑May 12th, 2019, 8:43 pm
I believe the overhead and development environment has to be why whenever the subject of NRaas and other talented developers working for EA comes up, the notion is not met very enthusiastically by the developers in question. Guess I shouldn't speak for Chain, but in Twallan's case you could see the Nauseous moodlet suddenly appearing whenever players asked about the possibility.
Yeah, no thanks. Creativity dies in those environments. Anything I've created is because I felt like it at the time and was able to see it through to my final vision. I can't imagine being forced to mindlessly code things you don't really care about... and having to utterly slaughter anything you do care about because deadlines won't let you perfect it.
igazor wrote: ↑May 12th, 2019, 8:43 pm
A bit off topic now, but one thing I've never understood is how EA could have some form of error trapping and data trash collection in place, their version of ErrorTrap if you will, for development purposes as has been stated but never bothered to put these elements into the finished product. Many players may not understand the NRaas version's method of communication by way of script logs right away, but I would think most would have been thrilled with the results and the positive impact it has on our games.
I'm not sure what EA had for development purposes but the core has no data trash collection methods outside of cleanup functions which rely on the developer to remember to write them (rarely happened). It does have exception detection which is disabled in release and ErrorTrap re-enables so that's probably what you mean. I think it being disabled falls back to the notion that they are meant to be shipping a bug free product so any proof of anything else would look bad. It may also go back to the fact that Sims 2 had script error reporting enabled in release and it seemed to create more confusion than it resolved. Most of the target audience for this game have no idea how computers work so a window with code appearing just causes a meltdown. Still I recall having those reports did help them nail down a few advanced bugs so I agree with some guidance it would have been more helpful to have it enabled.