What causes connection issues in this game?
PeterQuill Posts: 1,373 ★★★★
From a learning perspective, can anyone shed light as to how connection issues are so consistent in this game? I know its not fair to compare a mobile game like this to say call of duty, but on a large scale game like call of duty, I almost never have connection issues in a game where there are 100 people in the same server. I understand they have a larger budget and funding obviously, but what can cause months of unstability in this game?
Great questions. I thought there have been times over the last couple years where they were working on the back-end servers to make the game more stable. Sometimes I wonder where all the money made by this game actually goes, because it makes a lot. Too bad they're not a US-based company, because their status as a publicly-traded entity would make for more information to be available. South Korea must not have the same requirements for disclosing the details.
1. We know MCOC generates a lot of revenue. We don't know how much goes to Netmarble, and how much of that goes to Kabam, and how much of that goes to supporting MCOC (the biggest draw on a game development company's finances is usually new game development: existing games fund new ones in the pipeline).
2. If a "good coder" existed that could do that, he'd just be bouncing from game developer to game developer, making the world great for game players everywhere. The truth is a lot of people think this is easy, and unfortunately for us none of them actually do game development programming.
3. Here's the dirty secret of game development. A bunch of people build the game. These people have the institutional knowledge to know how every part of it works together. But no one stays in the same company forever. Either they move on because they get bored supporting something old rather than making something new, or the company decides to get rid of them because they are expensive and they can be replaced with cheaper people. Either way, second generation dev staff are never as knowledgeable as the first generation ones. They don't know everything, and can't do everything. They mostly build upon the foundation of the previous people. The third generation developers know even less, and now are genuinely dangerous: they can break things left and right if they tamper with the wrong thing, so they try to do as little as possible. By the fourth generation, your internal dev team is probably more afraid to make changes than willing to make changes. You're often hiring outside contractors that are experts at your platform to make anything more than simple changes. These guys are expensive so you can't keep them around forever, nor would they stay no matter what you offered them. And they get paid to hit and run, so while they can produce great results, it isn't the most transparent work in the world. So what they leave behind is even more complex, and even less maintainable. Eventually, your game might as well be powered by voodoo magic.
There's probably a special circle of hell where every game player that ever said "this should be easy to solve" is assigned the task of working on that problem until it is solved. And I suspect there's not a lot of turnover in this particular part of hell.