Major Tom, on 12 June 2012 - 08:52 AM, said:
actually its a job with responsibilitiies. Which is exactly why it shouldn't be random.
People are inherently self interested. Ask anyone who wants in the beta who should be selected and they will tell you to use criteria that favor them. The simple truth is that there is no decent criteria for finding high quality testers. If they devs personally know someone to be good at this kind of thing, they can give them an invite, but they probably did that already with friends and family. The rest of them you have to use a random method and hope for the best.
People can argue that more forum posts, playing the all the previous mechwarrior games, knowing the tabletop, ect. would all make them a better beta tester. In the end, it doesn't. People are bad at judging their own skill and knowledge, plus none of this really makes you a better beta tester than someone who hasn't done those things.
The best thing the devs can do is randomly invite players and start to develop relationships with the ones they recognize as higher quality testers. You then give those people some keys in the hopes their friends are higher quality testers.
Master Q, on 12 June 2012 - 08:40 AM, said:
You got a chance to really help Pirahna make MWO shine and bring Mechwarrior itself back from the land of dead, rescue it from all the damage certain people did to the brand years before. Please, treat it as such. Take it seriously, ok?
They are likely to have good testers in with the bad testers. The best you can do is hope the developer knows what they are doing.
There was once this game called Fury. They hired a former Guild Wars player with a competitive background to be their Community Manager. He made sure to get a number of competitive Guild Wars players who knew what they were talking about to help test the game, they were ideal testers because Fury was striving to be a competitive RPG game. All the testers were warning the developer that the changes being made were making the game worse. The developer chose to ignore them. The game turned out awful and took the whole company under. Heck, the Community Manager would have been a better person to choose the direction of the game (he also warned them how bad they were screwing up) as the designers and producers had no idea what they were doing.
It all boils down to the developer. A bad developer will either ignore the good feedback and use their own flawed judgement or listen to the bad feedback. A good developer is able to recognize which suggestions are good and which are bad. They know how to use their resources as best possible. So it is all on PGI's shoulders.
So far PGI hasn't given any red flags and the videos look reasonable. So we'll see.
Edited by Warskull, 12 June 2012 - 10:26 AM.