KG_Jag
KG Vice Kommandir
Steve's BF forum post #20 from yesterday:
"I'll restate our positions
1. We are not putting in TCP/IP WeGo with replay any time soon. Absolutely, and without any doubts, it will not show up in Normandy. Not even as a patch later on. There's no chance, and I mean less than zero, that this position will change. We've been clear about this for 2 years now and as we get towards the end of Normandy's development I can say for sure that this absolutely will not change. Period.
2. We are still hoping to get in TCP/IP WeGo without replay for Normandy. Ideally it would be in the initial release. It is still our goal to make this happen, however it is not something that we will allow to hold up the release of Normandy if we find we can't get it into the initial release.
3. We do plan on having a dynamic pause feature for TCP/IP RealTime. The feature will have rules and feature constraints (determined by the players) as to how often and how long pauses can be made. There will be an option, of course, to have no restrictions on this and just let the players sort out for themselves their own rules. We have no specific timeframe for this feature, but personally I would like to see it implemented as soon as possible. At this point "as soon as possible" is Bulge, not Normandy.
4. Eventually we would like to see TCP/IP WeGo with replay. The desire is definitely there. The problem is finding feature requests to sacrifice from our development schedule in order to free up the significant programming and testing resources to make this work. Our schedule is full and will always be full, thanks to the thousands of requests from you guys Therefore, taking a month or so out of our development schedule to get this working correctly (assuming we can) means major sacrifices to the rest of the game. Obviously people who are fanatics about TCP/IP WeGo with Replay might feel that such sacrifices are worth it without even knowing (or caring) what those sacrifices are. However, we think the majority of our customers will not be at all happy with such a development sacrifice. Which is why we currently have no plans on putting in TCP/IP WeGo with replay EVEN THOUGH we definitely (conceptually) want this feature into the game.
Knowing that fighting with reality is a bad idea is step 1 in developer enlightenment. Knowing that a fight with reality can never be won is step 2 in developer enlightenment. We're at step 10 or 11 by now
Steve"
Link:
http://www.battlefront.com/community/showthread.php?t=84138&page=2
"I'll restate our positions
1. We are not putting in TCP/IP WeGo with replay any time soon. Absolutely, and without any doubts, it will not show up in Normandy. Not even as a patch later on. There's no chance, and I mean less than zero, that this position will change. We've been clear about this for 2 years now and as we get towards the end of Normandy's development I can say for sure that this absolutely will not change. Period.
2. We are still hoping to get in TCP/IP WeGo without replay for Normandy. Ideally it would be in the initial release. It is still our goal to make this happen, however it is not something that we will allow to hold up the release of Normandy if we find we can't get it into the initial release.
3. We do plan on having a dynamic pause feature for TCP/IP RealTime. The feature will have rules and feature constraints (determined by the players) as to how often and how long pauses can be made. There will be an option, of course, to have no restrictions on this and just let the players sort out for themselves their own rules. We have no specific timeframe for this feature, but personally I would like to see it implemented as soon as possible. At this point "as soon as possible" is Bulge, not Normandy.
4. Eventually we would like to see TCP/IP WeGo with replay. The desire is definitely there. The problem is finding feature requests to sacrifice from our development schedule in order to free up the significant programming and testing resources to make this work. Our schedule is full and will always be full, thanks to the thousands of requests from you guys Therefore, taking a month or so out of our development schedule to get this working correctly (assuming we can) means major sacrifices to the rest of the game. Obviously people who are fanatics about TCP/IP WeGo with Replay might feel that such sacrifices are worth it without even knowing (or caring) what those sacrifices are. However, we think the majority of our customers will not be at all happy with such a development sacrifice. Which is why we currently have no plans on putting in TCP/IP WeGo with replay EVEN THOUGH we definitely (conceptually) want this feature into the game.
Knowing that fighting with reality is a bad idea is step 1 in developer enlightenment. Knowing that a fight with reality can never be won is step 2 in developer enlightenment. We're at step 10 or 11 by now
Steve"
Link:
http://www.battlefront.com/community/showthread.php?t=84138&page=2