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There is a slight diference between working for something and making it an pain in the a$$ by creating artificial time barriers to prevent someone from geting it too fast even if that person has the potential to do it.
The localisation for each language is comprised of aproximately 156 000 files. That's a lot. Whitout the script to tell them what files need to be changed, it would be impossible to correctly translate a patch. Would you stay all day in front of a computer comparing text files?
While I hate to defend the allods team in their lack of comepetence, they are being serious. I once did some work with a guy who ran a private server for a different game and when he gave me the scripting for 1 damn thing it was 35,000 lines and it was a small one. The amount of coding/data in the game is pretty sickening. In past experience we found a simple out of place space is a global catastrophe for a game ><The localisation for each language is comprised of aproximately 156 000 files. That's a lot. Whitout the script to tell them what files need to be changed, it would be impossible to correctly translate a patch. Would you stay all day in front of a computer comparing text files?
To tell You the truth I can't belive that something so simple as changeing stupid name of the mob or debuff of some boss in astral could require going through over 150k files O.o This is BS. This is total mess! Who programmed this sh*t ? >.< Are those people right in their heads? Bad, crippled game design + stupid managment decision ^ zero quality control = Allods Online. Oh lord... and thesame guys make Skyforge now -.-
i totally agree
and thats why allods is great... it has mastered this gap so progress is not too fast and not too slow
also the "stabilizing astralkeys" help a lot with this particular belong
i can say since i paused gearing a while ago and now im catching up and its faster than i thought
Quoted
The localisation for each language is comprised of aproximately 156 000 files.