Marik2 said:
They know that the players will fix it in a day or two.
Doesn't relying on a bunch of guys who fix it in post with less resources than you have make you look dumb, though?
bjj hero said:
My guess is in their original brief it was to be console only with a set frame rate. So it was not lazy programming, it was using the tools available to get the job done. Time saved in one area makes more time to work Elsewhere.
There is however an argument that maybe this should have been picked up in testing for the port.
That argument is most certainly relevent. In fact, there's no way it could've been missed. If the damage index is ramped up suddenly, it's like the difference between playing a Final Fantasy game and a Persona game. The latter clearly does not pull punches, except maybe in reference to the even-more-unforgiving Shin Megami Tensei games. The point is that this is a dead giveaway.
That said, so blatant a programming goof-up is still rather lazy, regardless of what order the ports were made in. Hanging damage codes on your framerates doesn't even
make sense. Why even do it? The two are not associated functions. I mean, one's the run speed and graphics, the other's calculating how hard you get hit. Whatever the plan was, it wasn't right in the head.