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Lrm Angle Hot Fix In-Bound!
#21
Posted 07 November 2012 - 12:43 PM
I wont bother mentioning internal testing.
Now we just need the internal damage hotfix...
#22
Posted 07 November 2012 - 12:44 PM
It's like a company that sells a car with an engine they designed but never tested, then apologizing that it was a mistake and releasing belts that drive the engine properly the next day. Say what you like - you still dropped the ball and it's just a copout excuse.
#23
Posted 07 November 2012 - 12:45 PM
Quote
Were always analyzing balance. Im currently wondering if were seeing too many LRM's in the air.
This made me laugh a lot.
#24
Posted 07 November 2012 - 12:46 PM
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#25
Posted 07 November 2012 - 12:46 PM
Z0MBIE Y0SHI, on 07 November 2012 - 12:35 PM, said:
How I can see it happening:
Dude programming in the artemis was also the dude that was working on LRM arcs a few patches back. He merges in his Art tweak but also accidently merged in the old missile trajectories. The people on QA fought in maps that didn't show it or either thought it was intended behavior.
Stuff like that happens all the time. Some types of source control management(Subversion) also makes it really tricky to merge and combine all these changes and keep it clean. The bigger your programming teams get the harder it is to keep all that sort of stuff in line, especially if you're on a rushed schedule.
#26
Posted 07 November 2012 - 12:47 PM
Mu, on 07 November 2012 - 12:35 PM, said:
The nature of programming can lead to unforseen and often crazy-*** bugs. You change the color of that Catapult's missile ports and suddenly the mech can't fire lasers any more. Stuff like that. If it was just a mistake that they intend to hotfix I see no need to get up in arms about it.
I'll say. I've seen some truly strange bugs in my time. My favorite was when a buddy and I were messing around with OpenGL in college and we tried to make a program that would run by itself and play through a little 3-d animated scene with ships flying around and shooting each other.
We had built our ship model and the time had come to make it move around. First we tried getting it moving on an axis - simple enough, we hit play and it moved forward. Good to go.
Then we tried to make it rotate (Do a barrel roll!). We got it all programmed in and set up.
We hit play and instead of rolling, it shrank down to nothingness instead.
WTF?
We figured out later that for it to rotate it needed to be moving in some fashion in order to have an axis of reference to rotate around, so when we added forward movement it worked fine. But I still have no idea to this day why the resulting behavior for rotating while not moving was to shrink the model instead.
Edited by Comassion, 07 November 2012 - 12:49 PM.
#27
Posted 07 November 2012 - 12:48 PM
Matist, on 07 November 2012 - 12:46 PM, said:
How I can see it happening:
Dude programming in the artemis was also the dude that was working on LRM arcs a few patches back. He merges in his Art tweak but also accidently merged in the old missile trajectories. The people on QA fought in maps that didn't show it or either thought it was intended behavior.
Stuff like that happens all the time. Some types of source control management(Subversion) also makes it really tricky to merge and combine all these changes and keep it clean. The bigger your programming teams get the harder it is to keep all that sort of stuff in line, especially if you're on a rushed schedule.
Essentially this.
Again, look back at my fishing analogy.
In-house testing is like trying to catch a specific fish in the middle of the ocean with a small fishing rode.
Beta testing is like casting a massive net into the ocean.
#28
Posted 07 November 2012 - 12:49 PM
Johnny Morgan, on 07 November 2012 - 12:40 PM, said:
Thanks PGI, this type of response is great and I appreciate it.
Cheers!
Except for the fact that it was on some relatively unknown corner of the web versus in BIG BOLD UNDERLINED INFORMATION HERE FOR THE PEOPLE WHO PLAY / PAY and otherwise SUPPORT this game . . . .PGI's continuous POOR CHOICE in communication fronts is beginning to really **** me off . . .
#30
Posted 07 November 2012 - 12:50 PM
#32
Posted 07 November 2012 - 12:54 PM
Mu, on 07 November 2012 - 12:35 PM, said:
The nature of programming can lead to unforseen and often crazy-*** bugs. You change the color of that Catapult's missile ports and suddenly the mech can't fire lasers any more. Stuff like that. If it was just a mistake that they intend to hotfix I see no need to get up in arms about it.
Now something like, oh, the mechlab crashing every time you try to equip something you already own as well as something you just bought, which has persisted through at least one patch? That's a problem.
From your crappy analogy, I'm willing to bet youve never worked as a developer. And if this really are that broken in their code as you suggest, they need to fire their development team.
#35
Posted 07 November 2012 - 12:59 PM
SendMyRegards, on 07 November 2012 - 12:24 PM, said:
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me so funny an clever. hur hur hur
#36
Posted 07 November 2012 - 12:59 PM
JewBoy, on 07 November 2012 - 12:54 PM, said:
From your crappy analogy, I'm willing to bet youve never worked as a developer. And if this really are that broken in their code as you suggest, they need to fire their development team.
Code is broken by nature. Theirs no such thing as bug-less code. You fix one thing and it screws up another.
Thats just the reality of it. And yes, I know it sounds stupid. Now you should have a good idea what us programmers have to deal with on a daily basis.
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Edited by MrPenguin, 07 November 2012 - 01:00 PM.
#37
Posted 07 November 2012 - 01:02 PM
#38
Posted 07 November 2012 - 01:04 PM
Max Grayson, on 07 November 2012 - 01:02 PM, said:
On kotaku, they already mentioned that they have a test server. But they're only letting a very small amount of people in it at a time. Il try to see if I can get a cap of it, you're welcome to help me look for it.
#39
Posted 07 November 2012 - 01:05 PM
#40
Posted 07 November 2012 - 01:06 PM
MrPenguin, on 07 November 2012 - 01:04 PM, said:
I may, but first i have to google Kotaku
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