

Spring House Cleaning At Pgi
#1
Posted 07 April 2013 - 09:17 AM
PGI, I implore you to stop development of new content and sale items for one month and ask that you shift your focus to fixing broken stuff! FIX THE GAME!!!
How can you expect to make serious money when you have a broken product that angers new players to rage quit, and pushes those of use who have been in it for a long time to question the ability of your company to deliver the goods as promised. Yes I know it's a Beta and that means bugs, but it also means focus on fixing them!
FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME,FIX THE GAME!
#2
Posted 07 April 2013 - 02:38 PM
#3
Posted 07 April 2013 - 02:41 PM
#4
Posted 07 April 2013 - 06:50 PM
- It's a beta still, this is what participating in a beta implies, if you really feel this strongly about it I suggest you wait until MWO is out of beta.
- Calm down.
- I find the idea that fixing things is not a priority for PGI implausible and frankly, absurd.
#5
Posted 07 April 2013 - 10:53 PM
seriously guys, you never hear compliments when things are good, just whinges when they do do it right. Get over it and cope
#6
Posted 08 April 2013 - 05:54 AM
Firewuff, on 07 April 2013 - 10:53 PM, said:
It is wrong to assume people who play MWO are not connected to software development in any way.
You always fix critical bugs before introducing new features. Why?
- It makes feature introduction faster in the long run. Up to 100x faster sometimes.
- To keep your developers happy, because they get to eat/sleep when they are expected to.
#7
Posted 08 April 2013 - 05:56 AM
NO stop fixing it
#8
Posted 08 April 2013 - 09:33 AM
Neolisk, on 08 April 2013 - 05:54 AM, said:
You always fix critical bugs before introducing new features. Why?
- It makes feature introduction faster in the long run. Up to 100x faster sometimes.
- To keep your developers happy, because they get to eat/sleep when they are expected to.
This isn't a typical piece of software. The fact that the game lives on having additional content added in often means that you don't just stop content, it also means that new content can introduce new bugs along with bring in old bugs because the fix you had was only a fix for what and how things were in game when it was fixed. If this was a typical software, we wouldn't even be playing it now, and likely PGI would be out of business due to lack of income that they need to keep the game going (there is a reason they brought it out so early).
#9
Posted 08 April 2013 - 09:52 AM
Noth, on 08 April 2013 - 09:33 AM, said:
So you refactor. It takes a substantial amount of time and often breaks it in the short term, but in the long run the product becomes more stable and easier to add new features. After several heavy refactorings your product becomes so stable that adding a new feature becomes absolutely painless and contains no bugs, so you deploy to production without any testing, manual or automatic. This is where it should be heading at least.
Edited by Neolisk, 08 April 2013 - 09:54 AM.
#10
Posted 08 April 2013 - 10:35 AM
Neolisk, on 08 April 2013 - 09:52 AM, said:
No game company has ever reached a point where they did not have to test. None, not even blizzard in it's many many years of getting content patch and bug fixing down to a science and still rather large bugs will creep up or something will act almost completely differently than they want it. To think that a much much smaller company would be able to do it is just folley. The bolded is a pipe dream for any game that is being made or updated. They are not that simple.
Edited by Noth, 08 April 2013 - 10:37 AM.
#11
Posted 08 April 2013 - 11:28 AM
Quote
You, my friend, should work for EA. You'd make hundreds of millions of dollars if this works.
#13
Posted 08 April 2013 - 12:22 PM
#14
Posted 08 April 2013 - 02:11 PM
Neolisk, on 08 April 2013 - 09:52 AM, said:
You have absolutely no idea what you are talking about. None whatsoever.
#16
Posted 08 April 2013 - 02:43 PM
Garth Erlam, on 08 April 2013 - 11:28 AM, said:
You mean you don't?
Volthorne, on 08 April 2013 - 12:17 PM, said:
Why does this seem so familiar?
Edited by CancR, 08 April 2013 - 02:48 PM.
#17
Posted 08 April 2013 - 03:48 PM
Regarding new content and bugs. Sometimes you dont fix the bugs because when you introduce new content (i.e. UI 2.0 and CW) they will disappear as that code is no longer used. Engine changes are harder and code interactions are a messy thing. a "cosmetic" change can have deep implications to game play LRMs are a classic example, they changed the flight path to be more asthetically pleasing and suddenly their performance was radically different as a weapon.
It basically comes down to, you need new content to keep players interested (see the daily crys for new maps and game modes) and you need to bug fix, it is a balance not and either or situation.
To who ever said "REFACTOR!".... do you even know what that actually means, or the many different meanings that has?
#18
Posted 09 April 2013 - 01:34 AM
Ryvucz, on 08 April 2013 - 02:18 PM, said:
This does not pay their employees, they need income.
#19
Posted 09 April 2013 - 02:10 AM
Development. Key word right there.
Keep working on it PGI

Edited by White Bear 84, 09 April 2013 - 02:10 AM.
#20
Posted 09 April 2013 - 10:08 AM
Harmin, on 08 April 2013 - 02:11 PM, said:
Challenge accepted. Google Neolisk first. Google your nickname. Make some research, then make conclusions. Doing a slight change in code and have customers gladly pay a lot of money for it is very rare but not uncommon. Here by a lot, I really mean a lot. Talking about insurance software, by far the most complicated and error prone out of any software type, perhaps maybe after aircraft guidance systems, space stations and similar. Another thing is that an error in an insurance software can be worth several millions of dollars, literally taken from people's accounts. Here you just get several people upset. Your turn, he-he.

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