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#1
Posted 20 May 2014 - 06:42 PM
It is generally a good idea to have your PTS running all the time, not just when you feel like it, because you can actually attain great information into your gaming community such as overseas players rather than just the general US population latencies, I've heard some of these players report pings beyond 400ms which is pretty bad even by Australian standards.
You would see great things like if your patch would break the game before rolling it out to everybody and then having 20 pages of rage spewing filth littering your general discussion forum. I for one don't like checking out the MWO forums during my lunch break after your patch goes live and finding threads like "Someday My Match Will Start", "Post Patch Pain" or my personnel favourite "Why Are You Actively Trying to Shut This Game Down?".
Please consider the Public Test Server as a viable always on test bed for your patches rather than the "Lets turn it on when we feel like" approach you are currently, I honestly do believe if you treat your child with respect rather than a quick buck you will achieve two things.
1. You would more than likely make MORE money, you missed out on a $240 clan pack from me because you continue to treat this game like filth.
and
2. There will be balance in the force.
Regards
Stoney
#2
Posted 20 May 2014 - 07:06 PM
#3
Posted 20 May 2014 - 07:11 PM
TESTING FEATURES BEFORE THEY GO LIVE?!?!?!?
ARE YOU MAD?!?!?!?
#4
Posted 20 May 2014 - 07:13 PM
Do the math.
#5
Posted 20 May 2014 - 07:18 PM
Scratx, on 20 May 2014 - 07:13 PM, said:
Do the math.
And the level of people that go to the test server isn't affected by it being turned off and on, versus being on all the time? Most probably go do other things instead of waiting around for when it gets switched on, and just don't bother to even try it any more.
#6
Posted 20 May 2014 - 07:23 PM
Scratx, on 20 May 2014 - 07:13 PM, said:
Do the math.
What it could be used for, however, would be for making rapid balance changes which require little code changing, to see the effect of those changes.
That would improve balance, which would in turn increase the player base, which would in turn support better matchmaking algorithms.
Pgi has basically given up on doing anything besides selling mechs, and as a result they have alienated their player base, to the degree that there agreement enough players left to support a balanced matchmaker.
Edited by Roland, 20 May 2014 - 07:23 PM.
#7
Posted 20 May 2014 - 07:23 PM
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Edited by FupDup, 20 May 2014 - 07:23 PM.
#8
Posted 20 May 2014 - 07:51 PM
Stonefalcon, on 20 May 2014 - 06:42 PM, said:
It is generally a good idea to have your PTS running all the time, not just when you feel like it, because you can actually attain great information into your gaming community such as overseas players rather than just the general US population latencies, I've heard some of these players report pings beyond 400ms which is pretty bad even by Australian standards.
You would see great things like if your patch would break the game before rolling it out to everybody and then having 20 pages of rage spewing filth littering your general discussion forum. I for one don't like checking out the MWO forums during my lunch break after your patch goes live and finding threads like "Someday My Match Will Start", "Post Patch Pain" or my personnel favourite "Why Are You Actively Trying to Shut This Game Down?".
Please consider the Public Test Server as a viable always on test bed for your patches rather than the "Lets turn it on when we feel like" approach you are currently, I honestly do believe if you treat your child with respect rather than a quick buck you will achieve two things.
1. You would more than likely make MORE money, you missed out on a $240 clan pack from me because you continue to treat this game like filth.
and
2. There will be balance in the force.
Regards
Stoney
Too long;
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I still most likely agree with whatever you're saying.
#9
Posted 20 May 2014 - 08:25 PM
Scratx, on 20 May 2014 - 07:13 PM, said:
Do the math.
They never reach the pop they want because they only have it up for 2 hours.
#11
Posted 20 May 2014 - 10:32 PM
although if PGI had to "sacrifice" server capacity for the PTS, we probably would need active premium to use it...
darkkterror, on 20 May 2014 - 08:28 PM, said:
They never reach the pop they want because most players don't know or care that there's even a test server.
still better than rolling out borked patches each and every time without the slightest attempt to test them... PTS means TEST, not "show off what new shiny things we have for you, btw, not feature complete but you´ll get an idea what could be in the next update"...
Edited by Alex Warden, 20 May 2014 - 10:35 PM.
#12
Posted 21 May 2014 - 12:54 AM
#13
Posted 21 May 2014 - 01:32 AM
Appogee, on 21 May 2014 - 12:54 AM, said:
according to the classic Software Release Life Cycle, this game is not even beta, it's alpha, because it's not feature complete (not even close to).
I'm not sure if the classic life cycle can be applied to modern F2P-onlinegames, but it doesn't matter, to be honest... this game is far far away from beeing a "complete and well-done gaming experience"...
#14
Posted 21 May 2014 - 02:24 AM
Maybe something with preparing hot burgers and fries is more their speed?
#15
Posted 21 May 2014 - 02:28 AM
VIPER2207, on 21 May 2014 - 01:32 AM, said:
according to the classic Software Release Life Cycle, this game is not even beta, it's alpha, because it's not feature complete (not even close to).
I'm not sure if the classic life cycle can be applied to modern F2P-onlinegames, but it doesn't matter, to be honest... this game is far far away from beeing a "complete and well-done gaming experience"...
We don't have an RC product yet according to that information!
#17
Posted 21 May 2014 - 02:40 AM
Scratx, on 20 May 2014 - 07:13 PM, said:
Do the math.
I would wager couple hundred they'd have the numbers if they had test up and running on pre-patch monday for couple of hours. They would have the numbers... just port over user data from prod backup, run your upgrade scripts for db and patch appserver, I'd try.. less clusterfucks I bet and robustness of patch procedure.
#18
Posted 21 May 2014 - 02:48 AM
Haakon Magnusson, on 21 May 2014 - 02:40 AM, said:
I would wager couple hundred they'd have the numbers if they had test up and running on pre-patch monday for couple of hours. They would have the numbers... just port over user data from prod backup, run your upgrade scripts for db and patch appserver, I'd try.. less clusterfucks I bet and robustness of patch procedure.
Nope, because progression is not saved and people usually don't play there when they could earn cb/xp in live servers at the same time.
#19
Posted 21 May 2014 - 02:52 AM
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#20
Posted 21 May 2014 - 02:54 AM
o0Marduk0o, on 21 May 2014 - 02:48 AM, said:
hm... i wouldn't say that... it workss fine for other games like EvE Online.... only MWO's playerbase may be too small...
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