Did PWE develop this game? or did they buy it from some other developer? Seems like they inherited this code from someone else and they are introducing bugs while trying to make changes to it? or maybe due to the initial success of the game they hired a bunch of junior developers?
Cryptic Studios (a wholly-owned subsidiary of Perfect World Entertainment, itself the NA subsidiary of Perfect World Co., Ltd. ) is the developer of Neverwinter. The code was not purchased from any third party.
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Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
Did PWE develop this game? or did they buy it from some other developer? Seems like they inherited this code from someone else and they are introducing bugs while trying to make changes to it? or maybe due to the initial success of the game they hired a bunch of junior developers?
This Cryptic propriety engine, which runs STO, CO and Neverwinter, is a modular engine, in theory it's possible for them to add and remove modules at will so long as they can design a UI element for us to access that module through, (The backend module for the Professions system is built off the backend module for the Duty Officers system in STO for example), and in theory modules shouldn't cause bugs in unrelated modules.
In practice, it's like getting 20 people to work together to do the same job, sure they may start off ok, but after a while it's obvious that the combat module dislikes the equipment module, and this can lead to the professions module to be unable to do it's job properly due to their arguing... ect. ect.
TLDR - Whilst the modular system means that programming for the game is theoretically easier and that even if one of their games dies the work on it can be easily transferred to a new game, it does mean an entire new layer of bugs to be sorted through that aren't always obvious during the initial programming for the module.
Yes, the auction house negative bidding exploit was in STO long before it was in Neverwinter, confirming it's the same engine.
there is a lot of other similar things that prove they all are using the the same engine neverwinter's profession system is very much like sto's duty officer system, the foundry work pretty much the same as sto's foundry, the graphic styles ect. it pretty obvious they are using the same engine especially to those of us that play both sto and neverwinter
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hobieoneMember, Neverwinter Beta UsersPosts: 0Arc User
What's sad is that they didn't use more bits of the STO auction house. It has much nicer search & filter options.
exactly, i'd love too to have sto's search and filter options here in never winter.
(if any neverwinter dev's are watching this thread go next door and ask the sto team if you can incorporate their ah search and filter options into neverwinter or ask them how to do it? please)
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trilientMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
The answer to this question is a mixture of yes and no.
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EmberGlades Vice Guild Master
emberglades.forumotion.net
Server: Lost City
The bug was fixed in STO but not pushed to the core code, so it propagated into PW's auction house, it was caught and fixed ingame in beta but wasn't tested for in the Gateway as it was only fixed through the UI and not the backend code.
Simply put, it was caused by a bunch of oversights and people assuming that it was fixed in a way that it wasn't fixed.
Once upon a time, a little over 2 years ago.. Cryptic was bought from Atari (not the original Atari but a re-labelled Infogrames) for around $35m, at which time Cryptic was already working on Neverwinter Nights Online.. if you want more details, ask google
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Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
With CO, STO, and Neverwinter all being built on the same engine.
This Cryptic propriety engine, which runs STO, CO and Neverwinter, is a modular engine, in theory it's possible for them to add and remove modules at will so long as they can design a UI element for us to access that module through, (The backend module for the Professions system is built off the backend module for the Duty Officers system in STO for example), and in theory modules shouldn't cause bugs in unrelated modules.
In practice, it's like getting 20 people to work together to do the same job, sure they may start off ok, but after a while it's obvious that the combat module dislikes the equipment module, and this can lead to the professions module to be unable to do it's job properly due to their arguing... ect. ect.
TLDR - Whilst the modular system means that programming for the game is theoretically easier and that even if one of their games dies the work on it can be easily transferred to a new game, it does mean an entire new layer of bugs to be sorted through that aren't always obvious during the initial programming for the module.
What's sad is that they didn't use more bits of the STO auction house. It has much nicer search & filter options.
there is a lot of other similar things that prove they all are using the the same engine
(if any neverwinter dev's are watching this thread go next door and ask the sto team if you can incorporate their ah search and filter options into neverwinter or ask them how to do it? please)
EmberGlades Vice Guild Master
emberglades.forumotion.net
Server: Lost City
Really what a god dam joke.
The bug was fixed in STO but not pushed to the core code, so it propagated into PW's auction house, it was caught and fixed ingame in beta but wasn't tested for in the Gateway as it was only fixed through the UI and not the backend code.
Simply put, it was caused by a bunch of oversights and people assuming that it was fixed in a way that it wasn't fixed.