Matchmaker Hangs And Wait Times
#41
Posted 29 April 2014 - 01:04 PM
PGI
ggclose
#43
Posted 29 April 2014 - 01:10 PM
IIIuminaughty, on 29 April 2014 - 12:41 PM, said:
Not necessarily. Nobody seems to understand how internal testing works. There are factors in live environments that just don't exist in test environments.
Instead of just accusing PGI of incompetence, the community needs to learn a thing or two about software development and accept the fact that Bugs Happen™ no matter how hard you test for them. This is an unfortunate one, but give them a few hours and see what they come up with.
#44
Posted 29 April 2014 - 01:11 PM
Rebas Kradd, on 29 April 2014 - 01:10 PM, said:
Not necessarily. Nobody seems to understand how internal testing works. There are factors in live environments that just don't exist in test environments.
Instead of just accusing PGI of incompetence, the community needs to learn a thing or two about software development and accept the fact that Bugs Happen™ no matter how hard you test for them. This is an unfortunate one, but give them a few hours and see what they come up with.
Yeah, this is true. If PGI had a spotless track record, Id believe that....
#45
Posted 29 April 2014 - 01:11 PM
Edited by Flaming oblivion, 29 April 2014 - 01:13 PM.
#46
Posted 29 April 2014 - 01:12 PM
Anyways hope they fix it by tomorrow when I actually get a chance to try out the new 3/3/3/3 if it is working properly.
#47
Posted 29 April 2014 - 01:12 PM
#48
Posted 29 April 2014 - 01:12 PM
Rebas Kradd, on 29 April 2014 - 01:10 PM, said:
Not necessarily. Nobody seems to understand how internal testing works. There are factors in live environments that just don't exist in test environments.
Instead of just accusing PGI of incompetence, the community needs to learn a thing or two about software development and accept the fact that Bugs Happen™ no matter how hard you test for them. This is an unfortunate one, but give them a few hours and see what they come up with.
Only thing I will say, is PGI should be leaving their Test Server up for longer periods of time, and should be testing builds earlier than 4 days before the patch.
Might have been able to sniff this out before hand.
Not saying bugs won't creep in, they happen. But their testing has been shown to be lacking.
#49
Posted 29 April 2014 - 01:14 PM
Nicholas Carlyle, on 29 April 2014 - 01:12 PM, said:
Only thing I will say, is PGI should be leaving their Test Server up for longer periods of time, and should be testing builds earlier than 4 days before the patch.
Might have been able to sniff this out before hand.
Not saying bugs won't creep in, they happen. But their testing has been shown to be lacking.
Yeah, some people need to learn about software development, some people working at PGI.
#50
Posted 29 April 2014 - 01:14 PM
Nicholas Carlyle, on 29 April 2014 - 01:12 PM, said:
Only thing I will say, is PGI should be leaving their Test Server up for longer periods of time, and should be testing builds earlier than 4 days before the patch.
I think they extended their testing time to last through the U.S. evening hours.
As far as testing sooner, I agree with you from here, but I'm sure PGI has some heavily technical consideration for not doing so. That's what usually happens.
#51
Posted 29 April 2014 - 01:18 PM
Perhaps you should be doing more fixing before launch of a complete revamp of your public matchmaking than just a "quick fix", we've all seen how well that's gone so far. So not only are you too lazy to actually check your code before a deployment for something that would break all your user's ability to enter a game, but you're also too lazy to ensure it launches with all the features intact from the previous version.
Seriously, do you guys know how to QA your own code? Since when does a short (and by short I mean VERY short) testing time account for all of the possible errors? Did the overlords holding the whip tell you that it's gotta be launched today or they pull your funding? Or are you just incompetent?
But it's okay, just go back to making gold skins and more paid-for variants, we don't give a crap if the game works either, we'll wait.
#53
Posted 29 April 2014 - 01:19 PM
Nikolai Lubkiewicz, on 29 April 2014 - 01:17 PM, said:
Temporarily. We'll keep you posted on when it returns.
Thanks for the response its annoying though , I thought You'd finally introduced something that would make the game less toxic and repelling to new players (which every game needs)
#54
Posted 29 April 2014 - 01:19 PM
MarneusB, on 29 April 2014 - 01:18 PM, said:
Perhaps you should be doing more fixing before launch of a complete revamp of your public matchmaking than just a "quick fix", we've all seen how well that's gone so far. So not only are you too lazy to actually check your code before a deployment for something that would break all your user's ability to enter a game, but you're also too lazy to ensure it launches with all the features intact from the previous version.
Seriously, do you guys know how to QA your own code? Since when does a short (and by short I mean VERY short) testing time account for all of the possible errors? Did the overlords holding the whip tell you that it's gotta be launched today or they pull your funding? Or are you just incompetent?
But it's okay, just go back to making gold skins and more paid-for variants, we don't give a crap if the game works either, we'll wait.
While you're merely venting, would you like to consider the fact that they spent an afternoon on the Public Test server to test this patch? And that none of these issues popped up then?
#55
Posted 29 April 2014 - 01:20 PM
Rebas Kradd, on 29 April 2014 - 01:10 PM, said:
Not necessarily. Nobody seems to understand how internal testing works. There are factors in live environments that just don't exist in test environments.
Instead of just accusing PGI of incompetence, the community needs to learn a thing or two about software development and accept the fact that Bugs Happen™ no matter how hard you test for them. This is an unfortunate one, but give them a few hours and see what they come up with.
ah the old operational is totally different to testing.
Poor programs with no insight, love to hide behind this one.
GG PGI
at least I know the quality of programmers I have to compete with for a job
#56
Posted 29 April 2014 - 01:20 PM
Rebas Kradd, on 29 April 2014 - 12:59 PM, said:
As far as tonnage matching, well, this was the cost of it. Longer wait times and possible hangups. Hopefully it's just a bug, but it wouldn't surprise me if tonnage matching turns out to need much more work and time for the matchmaker. You wanted this, just wouldn't accept the cost of it.
I consider myself lucky in that I am usually able to work from home on my own hours, but it always amazes me that there are enough people online from 1-2pm on a Tuesday immediately after a patch drops to have matches at all.
#57
Posted 29 April 2014 - 01:20 PM
#58
Posted 29 April 2014 - 01:23 PM
Glorious random pub matches for EVERYONE, but at least now we see most people able to play.
#59
Posted 29 April 2014 - 01:26 PM
Rebas Kradd, on 29 April 2014 - 01:19 PM, said:
While you're merely venting, would you like to consider the fact that they spent an afternoon on the Public Test server to test this patch? And that none of these issues popped up then?
Edited by MarneusB, 29 April 2014 - 01:30 PM.
#60
Posted 29 April 2014 - 01:28 PM
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