no y2y again
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@eatyum_psn said in no y2y again:
@biebig2010_psn said in no y2y again:
@dolenz_psn said in no y2y again:
No. I am saying that is what is being referred to by Year to Year saves. It was taken out in 21 and I don't expect it to return unfortunately.
@dolenz_psn said in no y2y again:
No. I am saying that is what is being referred to by Year to Year saves. It was taken out in 21 and I don't expect it to return unfortunately.
Exactly. So SDS is making everyone recreate players, rosters, stadiums, and restart their franchise again this year. Again, unacceptable.
Rosters were never able to be carried over, and stadiums are new to this year so you can't really include that in the "again" portion.
Incorrect. Rosters were transferrable from 19 to 20.
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From countryboy at OS
It was a difficult feature to maintain. We spent a lot of cycles to implement it with every release. When the design team was laying out their long term plans, engineering pointed some of the hurdles they would need to overcome and additional time it would take to accomplish those plans AND maintain year-to-year saves. Unfortunately, the additional resource/time costs coupled with telemetry (maybe a little dubious) indicating many users did not use the feature put the feature on the chopping block.
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@hustlinowl_psn said in no y2y again:
From countryboy at OS
It was a difficult feature to maintain. We spent a lot of cycles to implement it with every release. When the design team was laying out their long term plans, engineering pointed some of the hurdles they would need to overcome and additional time it would take to accomplish those plans AND maintain year-to-year saves. Unfortunately, the additional resource/time costs coupled with telemetry (maybe a little dubious) indicating many users did not use the feature put the feature on the chopping block.
Transferring a player or a roster is different than continuing a franchise. They are implying that they can't do any of the above because of the complexities of franchise enhancements and a limited number of resources to work on franchise mode.
Unless they change their stance it looks like we'll get none of the above.
We will get to transfer the logos though. Glad they put resources on this extremely useful and highly sought after feature. Yipee!
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Some more of the conversation
Y2Y saves wasn't the only factor, just one of them. When I asked if Y2Y saves hampered the ability to add features to franchise because of having to ensure that new features were compatible with previous saves, the answer received was:
It certainly factored into the equation, but the biggest bottle neck is usually limited engineering resources. We are working with a very large, complicated set of code/tools. So, it takes a while, even for an experienced programmer, to come up to speed on our title. When you add in frequent design paradigm shifts and a very limited development cycle (< 9 months), it is difficult to gain traction. Good news is that the engineering staff for Franchise grew by ~300% this year.
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@hustlinowl_psn said in no y2y again:
Some more of the conversation
Y2Y saves wasn't the only factor, just one of them. When I asked if Y2Y saves hampered the ability to add features to franchise because of having to ensure that new features were compatible with previous saves, the answer received was:
It certainly factored into the equation, but the biggest bottle neck is usually limited engineering resources. We are working with a very large, complicated set of code/tools. So, it takes a while, even for an experienced programmer, to come up to speed on our title. When you add in frequent design paradigm shifts and a very limited development cycle (< 9 months), it is difficult to gain traction. Good news is that the engineering staff for Franchise grew by ~300% this year.
I have no doubt they decided to not put resources on transferring players or rosters from last year's game to this year's game. No doubt whatsoever.
I'd be interested to hear their overall strategy on the game.
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They have a fairly extensive player editor and they add new equipment options every year. This allows the consumer to customize their experience to meet their own needs.
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They also have a player vault and a roster vault that is used extensively every year for consumers to save their custom creations.
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They also have a stadium creator that allows the consumer to customize their experience and a Stadium vault to save their custom creations.
Is their strategy to really support the ability to let the consumer customize their own playing experience but make their consumers have to redo their customizations every year? If so then they are missing the mark by a long shot. It would be like a Bank allowing me to deposit all the money I want in a given year but not letting me withdraw it if it's been in their bank for more than a year. That would obviously be ludicrous.
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@hustlinowl_psn said in no y2y again:
Some more of the conversation
Y2Y saves wasn't the only factor, just one of them. When I asked if Y2Y saves hampered the ability to add features to franchise because of having to ensure that new features were compatible with previous saves, the answer received was:
It certainly factored into the equation, but the biggest bottle neck is usually limited engineering resources. We are working with a very large, complicated set of code/tools. So, it takes a while, even for an experienced programmer, to come up to speed on our title. When you add in frequent design paradigm shifts and a very limited development cycle (< 9 months), it is difficult to gain traction. Good news is that the engineering staff for Franchise grew by ~300% this year.
Would like to know how many FTE that 300% is. Could have been last year was 0.33 and now we get one person.
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@red_ted_is_back said in no y2y again:
@hustlinowl_psn said in no y2y again:
Some more of the conversation
Y2Y saves wasn't the only factor, just one of them. When I asked if Y2Y saves hampered the ability to add features to franchise because of having to ensure that new features were compatible with previous saves, the answer received was:
It certainly factored into the equation, but the biggest bottle neck is usually limited engineering resources. We are working with a very large, complicated set of code/tools. So, it takes a while, even for an experienced programmer, to come up to speed on our title. When you add in frequent design paradigm shifts and a very limited development cycle (< 9 months), it is difficult to gain traction. Good news is that the engineering staff for Franchise grew by ~300% this year.
Would like to know how many FTE that 300% is. Could have been last year was 0.33 and now we get one person.
Lol said the same thing and apparently 2 to now 8
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@hustlinowl_psn said in no y2y again:
@red_ted_is_back said in no y2y again:
@hustlinowl_psn said in no y2y again:
Some more of the conversation
Y2Y saves wasn't the only factor, just one of them. When I asked if Y2Y saves hampered the ability to add features to franchise because of having to ensure that new features were compatible with previous saves, the answer received was:
It certainly factored into the equation, but the biggest bottle neck is usually limited engineering resources. We are working with a very large, complicated set of code/tools. So, it takes a while, even for an experienced programmer, to come up to speed on our title. When you add in frequent design paradigm shifts and a very limited development cycle (< 9 months), it is difficult to gain traction. Good news is that the engineering staff for Franchise grew by ~300% this year.
Would like to know how many FTE that 300% is. Could have been last year was 0.33 and now we get one person.
Lol said the same thing and apparently 2 to now 8
When I read that on OS it sounded more like a guess by countryboy than confirmation. Although 8 FTE would be pretty darn good.
Having said that, it could be creative wording again by SDS. For example, it could still be one FTE total but three devs allocated 0.33 of their time each, to avoid the whole ‘single point of failure’ issue. Or with addition of Xbox and Switch, the same increase of staff across all teams.
As you can see, I’m cynical, jaded, and bitter after seeing franchise mode have things gradually removed year after year and the card collecting take front and centre.
Editing, because it’s not the card collecting itself I’m frustrated with. It’s the ‘win at all costs’ ‘gotta get the next card’ attitude and the fact that the year after year hype for the game is just repetition of the same basic thing.
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I am scrambling to finish my 3 yr Orioles series on Youtube because I play on gamepass on PC. As soon as 22 drops they will probably kill the servers meaning my franchise goes away, but I bet I can still buy packs
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@olecranky7720_xbl said in no y2y again:
I am scrambling to finish my 3 yr Orioles series on Youtube because I play on gamepass on PC. As soon as 22 drops they will probably kill the servers meaning my franchise goes away, but I bet I can still buy packs
How will your franchise go away when servers are shut down? It’s an offline mode.
You won’t be able to buy packs when servers are shutdown. All online (including all DD, even the offline DD modes) is disabled. It’s silly that the part of the game they hype the most is only available until they decide to kill the servers. Good thing they give it a few years now; 18s servers are still up I think.
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