Question for all playtester.

JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
edited March 2012 in NS2 General Discussion
<div class="IPBDescription">Call out</div>How many hours do you guys play the game for fun? Not looking for bugs, or testing new stuff being put into the game or anything that you should be doing? I mean joining a server killing and talking smack. The reason i ask this is i feel alot of the play testers, don't put in as many playing hours as the people "on the band wagon" due. So how many hours do you put a week into playing the game for fun.
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Comments

  • eLRammsteineLRammstein Join Date: 2012-03-12 Member: 148654Members
    I play and actively look for bugs and balance currently 35+ hours a week, need to be more active on the forums tho, see you on the battlefield jucci
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    This is a post to see how much the "Playtester" play the game. I my self put 40+ a week. And that's playing the game.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    He means the people who have the "NS2 Playtester" mark and are part of the playtesting group.
  • Commie-samaCommie-sama Join Date: 2003-08-03 Member: 18792Members, Reinforced - Shadow
    I probably spend as much time as Jucci, 40+
  • rhombusrhombus Lerk Queen Join Date: 2011-06-23 Member: 106055Members, Constellation, Squad Five Blue
    At the end of our play testing we usually do a full game once we're done testing, squashing bugs, and confirming fixes. We generally play until most people leave and filter off to different servers or even join up on a pub server together. We do have people who are play testers that are part of teams (156, Inversion, Sr., Mr., etc) and scrim each other on the weekends if we schedule them. So in essence: we're very very dedicated to the game.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited March 2012
    So did you guys agree that the hive build time was okay with the update introducing catalyze?

    Or that the lerk didn't feel ridiculously slow in 199?

    Did anyone notice that xenocide was in a build when the developers didn't mean for it to be?

    What about when the onos was first introduced and stomp did absolutely nothing?

    What about the numerous builds where tram was unplayable because you couldn't cyst south of server room? (plus the builds claiming to fix it that didn't)

    Does anyone do a full-team rush on the opposing chair/hive to test the damage/run distance/spawn time numbers?

    Before the motion tracking patch, had anyone tried a sustained full-team shade attack in playtesting?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Hmmm, Steam apparently doesn't keep detailed stats of NS2 yet, but I've played 801 hours so far in the entire alpha/beta and theirs been roughly 85 weeks since the first alpha build, so I've averaged like 9.4 hours/week. However, that varies and I've definitely put in more hours since gorilla, making up for the weeks in which I didn't play NS2 during the alpha/early beta. I'd say I do about 10-40 hours/week now depending on how busy I'm in RL.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    I was under the impression that large-scale "this ###### is broken and/or the game crashes" was the purview of beta testers, and smaller stuff (something's off with lerk speed, strange tactics turn out to work/not work, etc) was for the larger Build release to figure out.
  • invTempestinvTempest Join Date: 2003-03-02 Member: 14223Members, Constellation, Squad Five Blue
    People have to realize that most if not all of these issues are found and brought up during the playtests. Since this is a beta and UWE has been trying to keep to a weekly patch release schedule you will get some builds where not everything that is broken can be fixed. This is called iterative development and that's just the way it works. Being a part of the beta means that you will experience some patches which really improve performance and others that take a turn for the worse - This is not like a normal "AAA" title beta in that you are actually playing on the developer builds that would normally be internal revisions.

    UWE really does try to fix all the bugs that the playtesters report as game breaking bugs, but sometimes things have to be delayed to later builds because of a new feature that is being implemented or that they want to keep up with their weekly patch schedule.

    People need to chill out and give the new changes a chance before they yell "OMG BROKEN". Negative feedback like this does nothing to help them get a feel for what changes they need to make to get the game where it needs to be.

    As far as my hours, I have played 633 hours in the public builds and probably over 400+ in the playtest builds.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2012
    We test loads of game breaking and gameplay bugs along with gameplay and also play rounds on internal and public builds all the time.

    Bugs have a chance of not getting fixed before the deadline, simply because of the fact that bugs can be quite hidden in some cases and aren't detected until after the patch went live (hours/days after). That is the way play testing and public testing works. You cannot release any piece of software without bugs. So yes there is a chance bugs go out to the public builds, due to time constraints. With these weekly/monthly patches, we test every day of the week. With either Friday or Thursday as "Release Candidate" day and sometimes even in the weekends with devs working on the game even... It can even occur that a RC is rejected and pushed to the next phase, big changes cause big issues sometimes :)

    For example, Build200 has the marine sprint issue. Build199 has the slow Lerk. We write up a report for it and the devs will get on it to get it fixed in a next patch. That is simply how testing works.


    Like Saba said, we play test for the devs internally and also play test during scrims and public games... I dunno how many hours I play each week, but once PT-ing gets done or starts I either have a good few rounds under my belt (before or after PT-ing), whenever I have the time...
  • eLRammsteineLRammstein Join Date: 2012-03-12 Member: 148654Members
    <!--quoteo(post=1913635:date=Mar 15 2012, 07:32 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 15 2012, 07:32 PM) <a href="index.php?act=findpost&pid=1913635"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He means the people who have the "NS2 Playtester" mark and are part of the playtesting group.<!--QuoteEnd--></div><!--QuoteEEnd-->


    lol i guess im not a play tester, but a beta tester :)
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    As people mentioned, we test. We don't take decisions or anything else.

    Since there are very frequent releases, not everything is fixed in time. Sometimes even big problem get trough.

    Then there are changes where internaly the playtesters don't agree with the developers, and the change gets trough to the public. This does not have to be a bad thing. Sometimes there are changes that we playtesters don't agree with, but that actually play very well once its released and people adapt. Sometimes its the other way around where there are changes that the playtesters agree with (because we know the reasoning and might have some experience on how to play with those changes), but they don't work out in public.

    Also, big parts of the playtesting goes towards real bugs. We track down bugs you could not even imagine they exist. Thats normal, and the internal playtesters are there to catch them.

    NS2 is a beta. Everybody is a playtester. Internal playtester really only filter out the bugs so that the "public" patches don't crash on everybody or have any catastrophic changes in them. If you wanted good and balanced patches, there would be a beta release every 2-3 months. I doubt this is what people want.

    I hope you understand the nature of the internal playtests a little better now.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    From what I have heard/seen Playtesters have a rather narrow remit. Meaning that they are focused on testing whether official bug fixes are working or not, which means that sometimes new bugs introduced in a patch will go live. Which we then pick up during the public beta.

    The problem is, from a player perspective some of the glaring bugs that go public (that have a huge impact on balance and gameplay) do appear baffling. I am probably not the only one dissapointed to be in another patch with no gathers/clan matches due to the terrible state of the game. Which seemingly could have been avoided by playtesters actually playing the game normally. In the end it is UWE's choice, we have to live with it.

    <i>Sidenote: What is all the talk of weekly patches? Since ive been in the beta we have been so far away from weekly patches it is laughable. Why even bother talking about it? There is nothing wrong with a small team being incapable of keeping to a weekly schedule.</i>
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    edited March 2012
    <!--quoteo(post=1913839:date=Mar 16 2012, 01:27 PM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Mar 16 2012, 01:27 PM) <a href="index.php?act=findpost&pid=1913839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am probably not the only one dissapointed to be in another patch with no gathers/clan matches due to the terrible state of the game. Which seemingly could have been avoided by playtesters actually playing the game normally.<!--QuoteEnd--></div><!--QuoteEEnd-->

    We <b><i>DO </i></b>play the game normally. We test, find and help fix lots of bugs you never get to see. Then after hours of doing that, we have 'normal' games, on different servers for hours at a time.

    Our playtesters work VERY hard. If things slip through, it's cause they didnt happen during our PTs, or the devs want to fix it another time as the fix would take a long time.

    We playtest EVERY DAY, and we recruit people who make their opinions known from both public and competitive communities to get a balance on feedback. But we're only human, and this isnt our full-time job. We do not get paid. We do our best for you and UWE. We're working on 201 which should address some of people's issues, but from now on you're going to get a real taste of a real beta with real bugs as we get closer to release.

    People can help us out by posting bug reports and solutions/repo steps. Ranting about this or that because you've not actually played a large number of games with a recent dramatic change does not help us very much. I was initially against Lerk bilebomb, but now I think it works well, as the gorge will be getting more abilities to help enhance his role as a support class.

    Our playtesters and public beta testers are some of the most dedicated players in the NS community. Keep with NS2, keep playing, keep finding bugs and posting them for us to test and we'll be able to make it even more awesome than it is now. Great things are coming.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited March 2012
    In terms of balance (because I think a lot of people are confused with this), the answer is that we do not agree with all the balance decisions and we do not really have any say on it, we discuss it internally and UWE gets initial feedback from us and even if it's all negative they can still decide to release it to you to see what the general public thinks about it and then do changes afterwards.

    We aren't doing the design decisions either, that's what the Game Director (Flayra) does.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    edited March 2012
    So what it seems then is that the dev's don't really care what us the consumers feel. That includes the playtesters they trust in, and that help out the community alot. So dev's i have a question for you guys. Why do you ignore you're playtesters and community so much? I understand you guys are making the game and have a vision of the game. But you guys keep over looking the community so much (players/palytesters). The ones that supported you so much and are die hard fans. I my self would like to see a dev playing alot more. Or just hire someone that plays the game alot more, that could say the truly understand the game. That means in scrims maybe and more teamwork games and see the game for what it is in full servers. You can see alot more when you play the game. And i feel you're not seeing it all. And the fans/community is getting frustrated.

    P.S. Thank you to the playtesters that stepped up and posted.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    <!--quoteo(post=1913853:date=Mar 16 2012, 01:32 PM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Mar 16 2012, 01:32 PM) <a href="index.php?act=findpost&pid=1913853"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...<!--QuoteEnd--></div><!--QuoteEEnd-->
    So before every patch you have a period of time playing both 'public' and 'gather' type matches, that will allow you to discover issues relevant to real-world scenario gameplay?
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1913878:date=Mar 16 2012, 10:16 AM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Mar 16 2012, 10:16 AM) <a href="index.php?act=findpost&pid=1913878"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So what it seems then is that the dev's don't really care what us the consumers feel. That includes the playtesters they trust in, and that help out the community alot. So dev's i have a question for you guys. Why do you ignore you're playtesters and community so much? I understand you guys are making the game and have a vision of the game. But you guys keep over looking the community so much (players/palytesters). The ones that supported you so much and are die hard fans. I my self would like to see a dev playing alot more. Or just hire someone that plays the game alot more, that could say the truly understand the game. That means in scrims maybe and more teamwork games and see the game for what it is in full servers. You can see alot more when you play the game. And i feel you're not seeing it all. And the fans/community is getting frustrated.

    P.S. Thank you to the playtesters that stepped up and posted.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think that's fair to say, and this is coming from someone who raged out of NS2 at least 3 times tonight due to new patch 200 issues. I definitely do not like a few of the things in patch 200, but it's not appropriate to say that the dev's don't care about the players.

    They definitely do.

    I've got $45 (yey black armor) and some entertainment/hope invested in this game. They've got years and hundreds of thousands of dollars. I'm sure every one of them cares 1000x more about NS2, and the gamers who play it, than any of us.

    I actually saw a UWE guy on the D|S server two or three nights ago.

    However, I am really disappointed that we have another patch where you basically can't have any organized games because stuff is so broken. I want to scrim. :| It is a legit beta, though.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    It shouldn't need pointing out, but most people complain because they care about UWE and NS2. If I didn't care I definately wouldn't go to the effort of making a forum post explaining why I am frustrated. Not everyone is a no-life forum troll, grow up.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    I guess don't care is a strong word. I mean they just seem to over look the cry's so much. And they may play a lil yes. but i mean put in the hours we do. Maybe NS2HD can be that man now. We need someone that can see what we see and then see what they see. NS2HD get playing!
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--quoteo(post=1913878:date=Mar 16 2012, 02:16 PM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Mar 16 2012, 02:16 PM) <a href="index.php?act=findpost&pid=1913878"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So what it seems then is that the dev's don't really care what us the consumers feel. That includes the playtesters they trust in, and that help out the community alot. So dev's i have a question for you guys. Why do you ignore you're playtesters and community so much? I understand you guys are making the game and have a vision of the game. But you guys keep over looking the community so much (players/palytesters). The ones that supported you so much and are die hard fans. I my self would like to see a dev playing alot more. Or just hire someone that plays the game alot more, that could say the truly understand the game. That means in scrims maybe and more teamwork games and see the game for what it is in full servers. You can see alot more when you play the game. And i feel you're not seeing it all. And the fans/community is getting frustrated.

    P.S. Thank you to the playtesters that stepped up and posted.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Seriously, I don't think they're ignoring us, but sometimes you need to do big changes in order to find a sweet spot for the things you want to try. It'll gather feedback and what to change and what to keep. We've had stuff being changed then changed back in patches before (skulk movement for example). Now, I don't want to repeat what it's always used as an excuse for everything, but it's true that in this stage of development you kind of have to expect sudden changes so they can gather feedback to have a clear vision of what's the right thing to do.

    They're trying to release patches faster so these kind of things are to be expected, and it's not like the "normal" way to do things in completed games, where you wait months until everything is balanced and you've tried stuff internally that might not work and discard it without people ever knowing it existed. The game will reach its balance, eventually. I'm not saying you have to accept everything because it's a beta because that's counter-productive, just give your opinions on the changes and the devs (that DO read the forums and care for the community) will make a decision.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited March 2012
    @JuCCi-PuCCi:
    You can't let your comsumers design the game for you. There's a reason why game designers tend to work in small groups or mostly on their own. It just doesn't work to try 100 different ideas on the same topic every week, each with a completely different overall design goal for the game.

    It's like you had 1000 people try to paint a painting: everyone has a different style and some people will want more space for their idea or want the overall painting to look dark/muddy while others want it bright and shiny... it just isn't going to work.

    Of course, you (as a game designer) can always get inspiration from others or even directly make their ideas into the game if you really think they are good and fit into your overall design goal. This is what Charlie is doing.

    @Argathor:
    I do agree there have been some bugs I just can't imagine how they would come through testing. The problem is that there's <b>always</b> a new feature every internal build that is potentially buggy, so there will never be a bugless build unless they spend an extra week polising every patch. Additionally, the game is not being designed around being playable in (somewhat) competitive matches every patch.

    I don't like this either, I'd also like to have less game breaking bugs in the patches myself, but we'll have to live with it.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    I've been a playtester for a bit over a week now and I've been glued to the game for 60+ hours per week, about half of that bug testing. But as others pointed out, some changes go into the game/don't go into the game at last minute just because a patch must be pushed out, and can't be tested properly by us.

    We have a bunch of competitive players among us, but we don't really do 6vs6 competitive testing on the maps with the new changes, which I think we really should do. Instead we just throw whoever's online at the time into the teams through random for a few times. Hopefully I can affect that in the upcoming weeks. :)
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    edited March 2012
    I feel alot of games are getting dumbed down. I was a die hard BF2 fan. Then BFBC2 came out....huge slap in the face. So i waited for BF3.... BFBC2 with bigger maps and jet....smack in the face. Pretty much they didn't keep anything that made the game great and why people loved in it. Now a game that is doing just that is Dota 2. Im sure you all get my point. People come back hoping to play/hold what made them love it. This game seems to be getting dumbed down for the new gamer.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    I also feel that way JuCCi. Any good player from Quake Live pops into NS2 and he will slaughter everyone as marines. The fast paced FPS reflexes/general skill also makes him good at aliens. Coming from a Quake background, I just hop into pretty much any new FPS game these days and comfily sit near the top of the scoreboard every time.

    Despite that, NS2 has a whole different teamplay dimension in comparison to many other FPS games of today. That brings challenge to the masterful aimers because they need to learn to work as a team, not just as an individual. Everyone needs to aknowledge the strengths and weaknesses of each player, and the entire team's as a whole. Clan matches for this game will be amazingly interesting. Gathers already are. :)
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    edited March 2012
    What if 200 had the best perfomance ever?
    Im sure people would say: "Oh god, the gorge lose bilebomb but WOW this runs so smooth, great!
    I think we have an bad combination here: Drastic change of features + very bad performance for most.
    So we have people complaining about feature-change, really bad performance and both.

    Btw. if you want to help finding the stuttering problem, visit this thread:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117103" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117103</a>

    Im sure, im one of the most active NS2 players.
    I play nearly dayly 1-2 hrs, host one of the most populated servers and trying to help eliminating server-errors.
    If i dont agree with changes balancewise, i try to tweak values serverside like it did with bilebomb in the current build.

    So as you can see, most playtesters PLAY the game.

    We will always get bad and good patches, i can remember some really bad in the past with huge gamebreakers.
    Thats how a beta work.
    If you cant live with it, dont buy a closed beta game from an 7 people indie-studio.

    At a few points of the beta i thought, wth i spending so much money for serverhosting, why i spend so much time.
    The answer is easy: i totally love the game (like most of us im sure)
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1913878:date=Mar 16 2012, 02:16 PM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Mar 16 2012, 02:16 PM) <a href="index.php?act=findpost&pid=1913878"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So what it seems then is that the dev's don't really care what us the consumers feel. That includes the playtesters they trust in, and that help out the community alot. So dev's i have a question for you guys. Why do you ignore you're playtesters and community so much? I understand you guys are making the game and have a vision of the game. But you guys keep over looking the community so much (players/palytesters). The ones that supported you so much and are die hard fans. I my self would like to see a dev playing alot more. Or just hire someone that plays the game alot more, that could say the truly understand the game. That means in scrims maybe and more teamwork games and see the game for what it is in full servers. You can see alot more when you play the game. And i feel you're not seeing it all. And the fans/community is getting frustrated.

    P.S. Thank you to the playtesters that stepped up and posted.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Erm, are you reading something other than me? How do you go from 'not all issues are fixed in time for any given patch' to 'devs don't care about community'?

    Pretty much all the testers have said that the patches are released in the middle of development, meaning each one contains some fixes, but none will contain all the fixes needed at the time.

    If the testers find a bug on wedensday, it might take till next monday to fix it, but if the patch is due on friday it won't be included, if you delay until monday then more bugs will have been found on thursday and friday, so you have to delay again until they're fixed, and it just keeps going.

    At some point you kinda have to say 'we're releasing a patch, it has some fixes, it has some bugs, go play it and post any bugs you find'.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1913939:date=Mar 16 2012, 05:06 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Mar 16 2012, 05:06 PM) <a href="index.php?act=findpost&pid=1913939"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the testers find a bug on wedensday, it might take till next monday to fix it, but if the patch is due on friday it won't be included, if you delay until monday then more bugs will have been found on thursday and friday, so you have to delay again until they're fixed, and it just keeps going.

    At some point you kinda have to say 'we're releasing a patch, it has some fixes, it has some bugs, go play it and post any bugs you find'.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What Chris said is exactly the situation. We are trying to stick to a weekly schedule of patch releases, and while we may not always hit that, we've been coming pretty close. The times that we didn't ship a patch in that timeframe have largely happened because we try to get last minute features/ fixes in, that in turn cause more bugs, and more testing finds more bugs, and delays the patch release further. Meanwhile we are then having to hold off checking in new features, in order to insure the patch is stable enough to release, essentially halting forward progress on the game. This can quickly spiral out of control and lead to those cases in the past where we didn't ship a patch for a month or 2.

    We are being more vigilant now, and that means that we have to make hard decisions about what is acceptable to go out with a patch or not. Something like sever crash bugs will hold up the release. If a major gameplay mechanic is broken, such as players can't spawn, or power nodes are not working, etc., then obviously that needs to be fixed. But that means that we can't delay the patch, just to tweak the balance values properly on a new gameplay feature such as Lerk bilebomb, because that in turn means we need to spend a lot more time playing full games, to see if it is working well. It is usually better to release it to the public, because we can get a much larger sample of players, and a much greater amount of games being played, to give us a wider range of feedback.

    Undoubtedly there will be issues that slip through. While testing this patch, for example, we had some large sound issues, which were causing huge noticeable hitches in the game. We spent the time to track them down and fix the worst offenders. We knew there were still some problems, but when testing with our PT group, the game ran pretty smoothly in general, so we felt we could release the patch and deal with the rest of the issues when we had more time to look more closely at the problems. It turns out, the hitches are having a greater effect on other people's machines then we'd seen internally, but that is the nature of game development.

    The PT's are working very hard to make help us make NS2 as fun, balanced, and bug free as possible, but while the game is still under development its always going to be a bumpy ride.

    --Cory
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    Thanks for a reply. I my self would rather have a monthly patch or bi-weekly patch. It would allow more content and make sure the missed stuff has a better chance of getting caught. I feel the only patches i my self would like to see weekly is performance patches, new content ever month. Any one else agree?
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
    I like the weekly patches myself. It is great for productivity to have short term deadlines that keep you on task. In the past I have play tested the hell out of several builds and UWE spent weeks fixing all the bugs we were finding but what happens is the game changes and new features get added. Soon many of the bugs we found and fixed were back in different forms or something was changed about the game that makes some bug fixes pointless. The point I'm trying to make is that we could spend months on every build getting it perfect but as soon as new features are added or code is improved/changed we have to start over. The devs have to balance fixing, improving and implementing and frequent builds keeps things balanced.
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