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Official Trainer Thread  Divinity: Original Sin Trainer
 
TyrAnazzi  posted on Jul 03, 2014 4:51:50 PM - Report post

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From this member...always
 
darkmanx27  posted on Jul 03, 2014 5:01:28 PM - Report post

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thx alot i really appreciate it
 
Mikiyo  posted on Jul 03, 2014 5:49:03 PM - Report post

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poster55  posted on Jul 03, 2014 6:26:13 PM - Report post

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With all the effort that's been put into trainers at this point, I'm wondering if it would have been easier to just build a cheat mod (game does support mods) so that it wouldn't break every version update...

[Edited by poster55, 7/3/2014 6:32:11 PM]

 
raider98  posted on Jul 03, 2014 6:33:13 PM - Report post

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Whats the point of putting a game through alpha and beta if your just gonna release it in such a buggy state to where you need a 20+ patches to get the kinks out, game companys and developers these days just dont give a s**t about their product any more.
 
0x90  posted on Jul 03, 2014 6:55:46 PM - Report post

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It's all about digital distribution. It's made for developers to release all their crap... small DLCs, mass patches. Because you can. Because you have customers that are forced to take what they got.

As much as I love having a place where all my games are being stored, the system is made for companies to stop bothering about what they release to customers. And by the early access, where games even never have to be finished (Steam is offical allowing selling games that will never be finished)... or kickstarter where companies get money from people by just telling them what they MIGHT include. I mean there are plenty of examples where projects got million of dollar and the result isn't really satisfying.

It doesn't surprise me this game get patched a lot. They added localization AFTER release.. a few HOURS after release. It clearly shows the game isn't finished. It would have taken a week or so to polish things out. But with digital redistribution, you can send your next build every hour to all customers so why bothering?

There are good things, like indie developers got a platform to release their game. They have the chance to get the attention that the game is worth it. And we are enjoying a system handling all games, patching them, saving our savegames in the cloud. But it's the first step for developers to taking much less care about how they release their content. If everything goes wrong they still have the summer sales to patch a 5 years old title to show support, as long as the summer sale last, and they return into their old behavior about giving a damn about their product.

The only way to have the motivation to deal with all of this from a trainer making perspective is that people not only appreciate but also respect your work and are aware of what work you put into all of this. And this is nothing you can find in the free trainer scene. This is only what I've learned from the CH community and what pushes me constantly to give my best

 
AxelF_  posted on Jul 03, 2014 7:12:12 PM - Report post

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Maybe it's a wrong place to such question, but is it possible to update CH Trainer Manager to recognize Your trainer/editor file header format, to display game name in it's window? Small feature but facilitate things quite much.
 
Snemisi  posted on Jul 03, 2014 7:17:25 PM - Report post

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Hey PWiz or 0x90,

Do you think it would help to have a policy of no longer supporting Early Access titles until they are at least officially released? Perhaps make a trainer or two in order to gauge the difficulty of the task, but that's it. I agree with everything you said 0x90, I think it's appropriate for CH as a business to take some steps to handle the reality of Steam today.

Any way, thanks as always.

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