Sloppy Programming

Make no mistake I love playing this game, and am completely immersed in it; but IMHO it’s spoiled by sloppy programming.
I really enjoy the visuals of the early 15 Cent Bohemian countryside and little details like raindrops pattering off the horse’s saddle; though it does seem to rain an awful lot in Bohemia :slight_smile:
The horse rendering is pretty damned awesome too, with the result that the animal is so lifelike that I feel the need to put it in a stable each night…:grin: BUT who in God’s name walked away from the appalling programming evident in visuals such as Zombie like NPC’s still standing gazing vacantly into space in the same location two days later, monks moving in straight lines across the monastery cloister quadrangle and walking over the gardens and not following the paths, the same monks endlessly walking into a monastery wall. Who said “Yeh, that’s good enuf” for a premium game like KCD. This sort of thing is down at script kiddie dev level and just spoils the degree of player immersion. Also, in most other contemporary premium games emanating from world class studios and retailing at about the same price NPCs look at you and their eyes follow you as you talk to them; in this game most of the time it’s like to talking to zombies. I do not mean to complain, the game is brilliantly novel and very much the product of a boutique studio, and one can see the fascinating influence of Middle European history as it has stitched itself into the collective heritage of the Devs; but oh Christ the whole effect is just ruined by sloppy programming. I hope that this is just the start of something new and that the model has a long developmental future, and that it can and will only get better. It must do, Warhorse don’t have any other product do they? I don’t expect any replies to this post, and please don’t troll me I mean no harm or disrespect to anyone, these are just my observations having played almost continuously since KCD came out proceeded to develop ‘My’ Henry to quite a formidable fighter; and mastered the somewhat more idiosyncratic elements of the game. Good health and go safely to you all, in particular the guys who spent so long developing this game.

I would tell you to do better but you can barely but building a proper paragraph seems to have eluded you.

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As, it seems, English grammar has you too Bifflespick. :slight_smile:

The original poster obviously does not have a slightest clue about how difficult are various programming tasks (perhaps because he has never participated in any large scale project?), otherwise he could not accuse the devs of “sloppy programming”. Sure, there is tons of bugs in the game, but that is the case in other complex software products too. Almost every game I have seen that uses autonomous agents in an open world (NPCs, military units, etc.) has some kind of pathfinding problems. Pathfinding is not a trivial task, especially if you have many agents, and want the algorithm to be both flawless and fast.

Guys, guys… Thank you for responding but can we call an end to this! I made it clear in my original post that these were just my observations. I meant no disrespect to anybody, least of all the development team. I am a systems engineer not a programmer (thank god) However I can appreciate Kamamura’s response as to the complexity of “pathfinding”

Thing is the game doesn’t feel so complicated/interconnected (script wise) as it presents itself. Quests are straight forward with none or very little impact on the world/surroundings. Examples (SPOILERS):

  1. You get those beggars a job and they are still begging on the streets like before instead of just doing their jobs once the quest is completed.

  2. Theresa/Steph romance, nothing happens once you have your way with them 1 time - quest completed, now f-off :slight_smile:

  3. Prisoned Cuman - once you don’t give a mill guy any money upfront, you can just free the prisoner and those two helpers who are guarding him aren’t even reacting to it, just blabbering as he would still be locked up. wtf?

Basically all quests (so far) seem just to be stand alone simple “tunnels” without any immersion/impact into the world itself. This doesn’t seem like bugs more like intended design/script.
On the other hand, those forests and the country design really feel authentic and is very well done.

This is just my personal impression so far. Peace Out.