Sorry
Posted: Mon Oct 15, 2018 4:26 am
Ich habe überlegt, ob ich das hier in meiner Muttersprache schreibe, mich aber dagegen entschieden.
Please excuse the bad English. I did not want to write this text in my native language, which half of the readers do not understand.
I’ve asked the staff to remove me from the staff. My request was met. Sad to say now my finished but not yet published packages such as collection chests, glyph forging, artifact magic and some minor changes most probably will not find a way into the game.
The short version why I want to stop working for Illarion is simple:
I don’ believe in Illarion anymore. I think Illarion dies and I don’t think the responsible staff is able to change the situation.
I don't want to leave and I feel very bad leaving.
In detail:
1. Illarion is being developed to die sooner or later
Illarion once had a unique feature. But with time this single selling point was watered down while other powerful games discovered just that.
Instead of strengthening the one and only argument to play Illarion the staff focused on the doomed task to catch up in graphics and handling to top titles. That way Illarion became ordinary and exchangeable.
Take the VBU. From the point of the first announcement and introducing VBU rules the player numbers dropped dramatically to a much lower level. And the roll out of the VBU gave the game a short stray fire just to end where it was before. So far all the work invested into the VBU looking worthless from the point of effectivity for the total game. (see https://illarion.org/statistics/de_hist ... layers.php)
It's idle to be upset about this, but hard-to-change structures and endless static quests do not improve the role-play.
The possibility of creating something unique with the VBU was awarded in favor of easily realizable but unnecessary features such as countless NPC’s. Sad to say the track followed by the trendsetting staff even turns away from the only unique feature in Illarion more.
But I must blame myself for not recognizing this in time too.
2. Team work on like
In fact there are only 2 persons able to accept a SW change (Nitram & Estralis). All others have limited capabilities.
This is used to block any developer not liked.
You may be curious why the glyph forging is not in game? It was almost finished 12 month ago in October 2017, is available in test since November 2017 and finally done in February 2018. It was even used multiple times to ease players (e.g. https://illarion.org/general/de_news.php?page=2). But it was not the idea of the trendsetting staff.
Let’s show how I feel Illarion development is working it with an example I invested about 2-3 days, the priest NPC’s.
Not that I like more NPC’s in game. Here’s my PM I sent to the responsible person in that case:
That doesn’t mean my changes were acceptable. To get the changes in game I choose another way. I sent the finished code to another developer who published it. I sent the finished files at the 2018-03-03 and magically the changes were accepted into the game at 2018-03-11.
Please compare it with the onionball adaptations due to Mantis #11643 https://illarion.org/mantis/view.php?id=11643#c16767 prepared for upload at the 2018-02-28. These are still not accepted.
3. Why should I believe in a game, the predominant developers don’t want to be promoted and predominant player don’t believe in?
One of my tasks was to force public relations. For details see here: viewforum.php?f=77
Since PR is a never-ending process and if no money is available requires support I was lost all the years. It doesn't mean I could have done it better. For example I never found a hook to start Twitter.
I don’t blame newspapers or web pages for not answering to one of my over 100 mails or letters. Illarion simply is too small to be of interest to them.
But I blame the predominant developers for doing nothing!
4. – … Fox Dungeon, Blocking History Publication, Dagbladden, Order to Stop Work by Lead Developer, Fear of Changes and many more
There are far more points and examples I could use but let’s take time to mourn our once thrilling, addictive and very good role play MMO.
I'd really like to work for Illarion, but feeling all you do is for the basket is really too much.
Please excuse the bad English. I did not want to write this text in my native language, which half of the readers do not understand.
I’ve asked the staff to remove me from the staff. My request was met. Sad to say now my finished but not yet published packages such as collection chests, glyph forging, artifact magic and some minor changes most probably will not find a way into the game.
The short version why I want to stop working for Illarion is simple:
I don’ believe in Illarion anymore. I think Illarion dies and I don’t think the responsible staff is able to change the situation.
I don't want to leave and I feel very bad leaving.
In detail:
1. Illarion is being developed to die sooner or later
Illarion once had a unique feature. But with time this single selling point was watered down while other powerful games discovered just that.
Instead of strengthening the one and only argument to play Illarion the staff focused on the doomed task to catch up in graphics and handling to top titles. That way Illarion became ordinary and exchangeable.
Take the VBU. From the point of the first announcement and introducing VBU rules the player numbers dropped dramatically to a much lower level. And the roll out of the VBU gave the game a short stray fire just to end where it was before. So far all the work invested into the VBU looking worthless from the point of effectivity for the total game. (see https://illarion.org/statistics/de_hist ... layers.php)
It's idle to be upset about this, but hard-to-change structures and endless static quests do not improve the role-play.
The possibility of creating something unique with the VBU was awarded in favor of easily realizable but unnecessary features such as countless NPC’s. Sad to say the track followed by the trendsetting staff even turns away from the only unique feature in Illarion more.
But I must blame myself for not recognizing this in time too.
2. Team work on like
In fact there are only 2 persons able to accept a SW change (Nitram & Estralis). All others have limited capabilities.
This is used to block any developer not liked.
You may be curious why the glyph forging is not in game? It was almost finished 12 month ago in October 2017, is available in test since November 2017 and finally done in February 2018. It was even used multiple times to ease players (e.g. https://illarion.org/general/de_news.php?page=2). But it was not the idea of the trendsetting staff.
Let’s show how I feel Illarion development is working it with an example I invested about 2-3 days, the priest NPC’s.
Not that I like more NPC’s in game. Here’s my PM I sent to the responsible person in that case:
Nevertheless I helped to make the German texts and converted 8 out of 11 to the final code.2018-02-03
https://imgur.com/o0GqgAL
I did all (or in other words the only) NPC's you sent me. But I'm heavily confused, since there was Cato Lupis only. in the link.
Shall I commit the npc to the dev server?
If so please take into consideration that Estalis will not allow to merge it as long as it comes from me. If you commit they will be merged within hours.
Basically I'll do the other NPC as well. It will take me about 45 min per NPC, most of the time for testing and gathering the missing information.
BUT
I totally disagree with these NPC since according to my opinion we have already much too many NPC and the new priests will rather hinder RP at the altars by cycletexts. Nevertheless I'll do them. It's just another brick on the tombstone of Illarion.
Banduk
That doesn’t mean my changes were acceptable. To get the changes in game I choose another way. I sent the finished code to another developer who published it. I sent the finished files at the 2018-03-03 and magically the changes were accepted into the game at 2018-03-11.
Please compare it with the onionball adaptations due to Mantis #11643 https://illarion.org/mantis/view.php?id=11643#c16767 prepared for upload at the 2018-02-28. These are still not accepted.
3. Why should I believe in a game, the predominant developers don’t want to be promoted and predominant player don’t believe in?
One of my tasks was to force public relations. For details see here: viewforum.php?f=77
Since PR is a never-ending process and if no money is available requires support I was lost all the years. It doesn't mean I could have done it better. For example I never found a hook to start Twitter.
I don’t blame newspapers or web pages for not answering to one of my over 100 mails or letters. Illarion simply is too small to be of interest to them.
But I blame the predominant developers for doing nothing!
- For years we know we lose the most new player in the registration and character creation.
Neither the developer with sufficient knowledge did any (except claiming it to be bad) nor didn’t they even want to provide necessary information to adapt the process and teach people willing to do the work. It took me more than a year before I gave up asking for help to set up a development environment for that issue. For details see the blocked developer forum. - In spring 2016 Drakon was able on my request to create a new larger logo, applicable for T-shirts and other devotalia.
Since that day I tried multiple times to get a permission and an Illarion promotion mail. I even talked two times in person to the responsible developer and all I got were nice words. The only thing remains is a single shirt I own (viewtopic.php?f=77&t=41965).
A conclusive explanation would be the lead staff doesn’t want Illarion to be promoted.
- Even if creating Illarion YouTube movies almost ended at court for me, more I blame the missing reaction of almost any player of Illarion to YouTube or Facebook activities of others.
YouTube, Facebook and Twitter are the remaining fee PR platforms we have, but any activity becomes useful only, if they are shared. 3-4 players were willing to share only. Everybody else was much too ashamed to show he like Illarion.
Or more likely everybody else doesn’t like Illarion. - A question how to promote Illarion (see viewtopic.php?f=77&t=42070) ended with the fully agreed by almost everybody conclusion: “Illarion is too shitty to be worth to be promoted”.
4. – … Fox Dungeon, Blocking History Publication, Dagbladden, Order to Stop Work by Lead Developer, Fear of Changes and many more
There are far more points and examples I could use but let’s take time to mourn our once thrilling, addictive and very good role play MMO.
I'd really like to work for Illarion, but feeling all you do is for the basket is really too much.