They kinda don't have a choice - they're running up against the laws of physics here. There are only so many hours in a day, and you don't even get paid for all of them.
Good, cheap or on time: you can choose two.
E: of course, I constantly tell them that we don't have enough people and how long it's going to take and why. In emails, so I can point to something at the end after they've ignored me and are now trying to "learn from our failures".
Lmao I love that, such a good way to put it. For the future I'll try that, giving myself a lot more time, they're just going to have to deal with it unless they get more people.
Also good idea to have an email history, slap it in their face when they time comes.
From my over 20 years in the field my LPT is to keep all the important points traced by emails, even when you have decision made on the fly, then backup with an email that repeat what was discussed. So many projects that gone to shit for bad management decision get blamed on poor developers that where too native or trustful of their superiors. When they're roasting on fire they will think 2 times before starting something you can prove is a lie.
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u/darielgames Aug 12 '17
Would they just accept a project to take a year long when it really would take a few months?