

Flamers Are Either Broken Or This Guy Is Cheating.
#41
Posted 19 February 2016 - 07:01 AM
And didn't PGI say that moving to 1 patch a month would help QA? We already had to have 1 hot fix and things still look broken with flamers.
What exactly was QA doing with their extra 3 weeks this time?
#42
Posted 19 February 2016 - 09:07 AM

#43
Posted 19 February 2016 - 09:10 AM
Ghogiel, on 19 February 2016 - 02:18 AM, said:
I have never found this game to be overly buggy. I have however noticed players using exploits and cheating. Like every other game.
Edited by Johnny Z, 19 February 2016 - 09:10 AM.
#44
Posted 19 February 2016 - 09:22 AM
Paigan, on 19 February 2016 - 01:53 AM, said:
Let me tell you, how it really is:
...
So, my advice: If you don't know what you're talking about, just don't say anything in the first place.
Amen!
MrMadguy, on 19 February 2016 - 02:04 AM, said:
I look at two things when a developer works on one of my projects:
- code factoring
- testing methodology
And finally, if you call yourself a "programmer" or worse "coder", you're out, no questions asked.
#45
Posted 19 February 2016 - 09:32 AM
Sader325, on 19 February 2016 - 12:54 AM, said:
So either the last hotfix broke flamers, or this guy is cheating.
LOL
You called Mcgral a cheater? LOL
LOL
Sorry, Mcgral has skills.
Your head popped off. Check the replay.
Edited by Mister Blastman, 19 February 2016 - 09:41 AM.
#46
Posted 19 February 2016 - 10:33 AM
Rolling in my atlas I alpha'ed a 72point alpha into a spider CT one time and he didn't die nor armor popped but 4 seconds later after he ran away he killed over and it said I killed him.
My ping at time was 39
His ping was 300+
Happens every so often.
#47
Posted 19 February 2016 - 10:54 AM
Paigan, on 19 February 2016 - 01:53 AM, said:
Let me tell you, how it really is:
Software is incredibly complex. Spaceshuttle-start-like complex.
Changing or extending it is similarily complex.
If a developer changes something, there are bugs, yes.
Say for a major change, there are 100 bugs (against like 1000 lines of code that work perfectly fine on the first attempt. Already an incredibly good performance from the developer there.)
At first the developer tests himself ("most" of the time) and finds and fixes, say, 50 bugs on his own.
Very good and thorough developers maybe find 70 or 80 bugs (just fictional figures here).
QA then does its testing.
Depending on how good everyone is, something between 80 and 95 bugs are found.
Or maybe 96. Or maybe 97 if you're lucky.
So customers like you (like "us" here) only see 3-5 from originally 100 bugs.
Of course 3 out of 3 bugs are 100%.
You ALWAYS see 100% of all the bugs you see.
That does NOT mean there was no quality control at all. That's a perception thing, not a measurement of code quality.
"Almost all" bugs were long fixed before you ever had a chance of encountering them.
And nobody is perfect.
Personally, I'm amazed how GOOD the quality management in PGI is.
Patches run smoothely and quickly 99% of the time.
I have hardly any client crashes.
I hardly ever disconnect.
If I compare it with Eve-Online, for example:
They have a daily downtime of 1 hour because they are too stupid to get their memory leaks fixed at least back when I played.
Patches take HOURS over HOURS just to deploy, even AFTER they did all the testing.
Their client hangs up on a regular basis even in character creation (i came back last year to toy around with it and the client is still HORRIBLE, even after ... 15 years or so)
So, my advice: If you don't know what you're talking about, just don't say anything in the first place.
This is probably the most sensible thing I've seen you say.

#50
Posted 19 February 2016 - 11:41 AM
Paigan, on 19 February 2016 - 01:53 AM, said:
Let me tell you, how it really is:
Software is incredibly complex. Spaceshuttle-start-like complex.
Changing or extending it is similarily complex.
If a developer changes something, there are bugs, yes.
Say for a major change, there are 100 bugs (against like 1000 lines of code that work perfectly fine on the first attempt. Already an incredibly good performance from the developer there.)
At first the developer tests himself ("most" of the time) and finds and fixes, say, 50 bugs on his own.
Very good and thorough developers maybe find 70 or 80 bugs (just fictional figures here).
QA then does its testing.
Depending on how good everyone is, something between 80 and 95 bugs are found.
Or maybe 96. Or maybe 97 if you're lucky.
So customers like you (like "us" here) only see 3-5 from originally 100 bugs.
Of course 3 out of 3 bugs are 100%.
You ALWAYS see 100% of all the bugs you see.
That does NOT mean there was no quality control at all. That's a perception thing, not a measurement of code quality.
"Almost all" bugs were long fixed before you ever had a chance of encountering them.
And nobody is perfect.
Personally, I'm amazed how GOOD the quality management in PGI is.
Patches run smoothely and quickly 99% of the time.
I have hardly any client crashes.
I hardly ever disconnect.
If I compare it with Eve-Online, for example:
They have a daily downtime of 1 hour because they are too stupid to get their memory leaks fixed at least back when I played.
Patches take HOURS over HOURS just to deploy, even AFTER they did all the testing.
Their client hangs up on a regular basis even in character creation (i came back last year to toy around with it and the client is still HORRIBLE, even after ... 15 years or so)
So, my advice: If you don't know what you're talking about, just don't say anything in the first place.
As a software developer myself, if the company I worked for released software that had obvious bugs that are found by the community within the first day we probably would fire our QA team. If your QA team isn't catching obvious stuff before a public release there is a major problem.
I find it hard to believe that you are praising PGI for the quality management of their code. There are still major bugs with the chat system which never should have made it into production 4 years ago. Counterstrike had a less buggy chat system and that game is 16 years old. 16! Counterstrike is in high school right now getting it's first bl0wjob under the bleachers and MWO still can't implement a chat system that doesn't lag, double post messages, sometimes NOT even post the message at all!
The MWO development team does a few things really well (mainly the art if were going to be honest) but having good quality control hasn't really been one of them IMO. Sure sometimes bugs slip through into production, it should be a rarity though and not every other patch.
Edited by pwnface, 19 February 2016 - 11:44 AM.
#51
Posted 19 February 2016 - 12:11 PM
I develop in a language called ABAP (software SAP) and you would be amazed at how much
damage missing [ ] (brackets) can cause.
Unfortunately you do not always get errors when compiling when the code works.
I don't always agree with what is changed but I have to say the quality of what work and what doesn't is better than expected.
#53
Posted 19 February 2016 - 12:53 PM
#54
Posted 19 February 2016 - 01:08 PM
pwnface, on 19 February 2016 - 09:07 AM, said:

Its been a fun time, Im surprised you guys havent jumped in on this yet!
I will be around tonight for some tag team flaming and cockpiting!!!
GRiPSViGiL, on 19 February 2016 - 12:36 PM, said:
Winning and Loosing is literally THE ONLY THING in MWO.
I dont know how you cant see this....What other thing is there to do around here????
#55
Posted 19 February 2016 - 01:41 PM
There's always a discrepancy between what you see and what the server sees. For instance, players that never made it in and get shot tend to have weird hitboxes (can't headshot them properly or having "holes in their hitboxes", depending on terrain like Terra Therma or Vitric Forge).
When the server goes poopy (massive desync+disco), you can still move your mech, overheat, and a host of other things, but as long as the server says "lol nope", it doesn't actually happen.
Chances are, the code for Flamers could be tied up with the Coolshot code and causes poop to happen.
However, the SRMs came from the mech behind you (the Timberwolf) around :26 into the video (it briefly shows
Edited by Deathlike, 19 February 2016 - 01:41 PM.
#56
Posted 19 February 2016 - 02:08 PM
#57
Posted 19 February 2016 - 03:00 PM
W A R K H A N, on 19 February 2016 - 02:08 PM, said:
Your taste in music is **** if you think that is anyway a bad song.
If this bothers you, theres something wrong with you.
Edited by Sader325, 19 February 2016 - 03:07 PM.
#58
Posted 19 February 2016 - 03:08 PM
Or listen to you say "wait what the **** is going on" again.
#59
Posted 19 February 2016 - 04:37 PM
I'm sure it can be explained away.
#60
Posted 19 February 2016 - 04:52 PM
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