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This DLC policy is absurd and violates business ethics. (Destiny)

by uberfoop @, Seattle-ish, Friday, December 12, 2014, 23:31 (3870 days ago) @ Vortech
edited by uberfoop, Friday, December 12, 2014, 23:36

Sorry I guess I addressed this too slightly. Besides my original point of time to implement and prioritizing, which I assume we are not talking about because you quoted this, I'm saying the problem is that the complexity of the solution does not scale well. Today they would need two options some weeks and one for others, if they wanted to simplify on original content weeks. I don't know if they would but I forsee people being upset that paying money lets you do the same things more often with the content they also paid for.

After the next expansion they would need one for OG game only, one for dlc1 only, one for dlc2 only and one for season pass. And the next step after that is even more complicated Because the number of total permutations coins almost exponentially (but not exactly because everyone has original game).

I'm not sure I follow. An implementation that had fully separate playlists would get somewhat messy in the menus, but an implementation that simply expanded each category into a few separate level options (depending on which DLC people in your party had) would be pretty clean, and the complexity of the implementation would scale lineary with the number of DLC options.

Actually, I'm having a hard time visualizing a solution that would have exponentially-expanding complexity, unless you're literally just talking about the total number of level-choice permutations, which isn't very relevant for these sorts of things as far as workload goes. As an analogy: a 16-bit number takes twice as much storage (and in many operations, processing workload) as an 8-bit number, not 256 times as much, even though there are 256 times as many possible values.


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