Windies, on 30 May 2013 - 07:55 PM, said:
I'm amazed that anyone is actually surprised that PGI can't come close to a deadline.
It's not dates or deadlines that bother me. It's their development
process that is broken. That's bad management. Remember, PGI has never been the lead developer on any good game title. Most of their experience is porting existing titles from one console to another.
Sam Slade, on 30 May 2013 - 09:25 PM, said:
You're making quite a few assumptions with this comment. "Use a debugger"? If the bug was in the original code for the game engine then why would a debugger consider it a software flaw? Fixing it would pop up on a debugger.
They didn't even have employees who knew how to analyze a stack trace or a core file until they finally figured out they were in way over their heads.
They sank a huge amount of time into trying to reproduce, or not, the HUD bug on specific OS, driver, and PC hardware configurations. Read the dev post. We all know that was a stupid waste of resources because they have all these beta players and could easily know that all of them were affected by the HUD bug, with all different environments.
Again, that is bad Q/A and bad management.
Deathlike, on 30 May 2013 - 10:17 PM, said:
From the post, I believe they did a good job, but I think that this problem should have isolated much earlier. All the steps taking on a development side sounds pretty standard to me, so TBH, I think you're actually wrong on this.
From a general QA perspective though.. they are rather poor at it. But, the actual post from a dev discussing how it was all tracked down was actually logical and legitimate. I cannot fault them there. I have no problems wanting to fan the flames as it were, but this unfortunately is not one of those times.
See above. You don't try to pin down a problem affecting 100% of your players by having your Q/A team try to blame it on graphic drivers or operating system. You draw the obvious conclusion that it is a problem in your game.
Everyone with a brain knew it was pointer corruption in the UI. I don't know anything about CryEngine but that was incredibly obvious to me every time I had the HUD bugs. Information that should have been displayed in one place was instead put into another, interpreted differently as overloaded C++ operands are used out of context. This should have been easy to troubleshoot. It wasn't because they didn't have the right kind of skill on their staff and had to hire someone competent in debugging such problems.
A lay-person could easily be impressed by their description of the bug, and blame CryEngine. As a knowledgeable person, I am not, because their explanation shows they lacked the clue to deal with it, from "top management" allocating Q/A resources to developers not knowing how to debug.
In any case, now they do have more competent people on their staff, which is very good for PGI and for us players who remain hopeful about the game's future.
jakucha, on 31 May 2013 - 04:07 AM, said:
Large pulse lasers are not trash. They can be used to great effect on most maps; it's not difficult to get into position to use them either at 600m for their max range or closer. I do extremely well with them. If you want to make them better, by all means, but I'll just be abusing them by that point if you do.
You've demonstrated that you don't understand how damage decay works. LPLs do ZERO DAMAGE at 600m. LLs still do 6 damage. That's why LPLs are trash. If you are going to argue about the weapons then learn how they work.