

Content Patch Next Week... I Get That. No Fix Patch This Week... Somethings Wrong.
#1
Posted 13 November 2012 - 01:41 PM
We are just going to have most of these current bugs/crashes carry over and with a new content patch as the one we are getting on the 20th, comes many new bugs. And when that happens, the bugs and things that need to be fixed NOW just get pushed back by new issues. The stuff that has been issues from many patches past just ends up getting lost in the process.
Can we at least get a reply on current issues that many have brought to PGI's attention. Can we get an answer on what may be getting attention and what is being held off or not being worked on at all?
At this point I would prefer that no new content is added until you guys can fix ALL the issues with the game that we have now. All thats happening is more content is being added and rushed into the mix and its not even functioning anywhere near the way it should. And you are getting a lot of people who are supporting you by buying your new content with MC and C-bills just to be let down because its nothing that its meant to be.
#2
Posted 13 November 2012 - 01:41 PM
#3
Posted 13 November 2012 - 01:49 PM
Clay Pigeon, on 13 November 2012 - 01:41 PM, said:
#4
Posted 13 November 2012 - 01:50 PM
#5
Posted 13 November 2012 - 01:51 PM
#6
Posted 13 November 2012 - 01:57 PM
#7
Posted 13 November 2012 - 01:59 PM
I look forward to see what they have lined up for us but I'm not going to insult their work when they are doing their best with half the manpower they should have for a game like this. Though I also do hope they address some of the instability issues that have been plaguing us for so long, I'm sure they haven't forgotten about them and doing their best to fix everything.
#8
Posted 13 November 2012 - 02:00 PM
Clay Pigeon, on 13 November 2012 - 01:50 PM, said:
#9
Posted 13 November 2012 - 02:00 PM
In many software companies, there are procedures for test plans, coding, distributing the code, working on branches or on trunk (as far as the base code is concerned). Sometimes, it's easier to wait for the other fixes to be incorporated into the content patch, as things in the content patch version have already been fixed.
Realize it's been clearly stated that the devs are working two patches ahead of the version we are on. To merge that code with the code we are playing on would break more things. Breaking out that code would require more work (say another week's worth) to get working with the live "version" of the code.
So, would you rather 40-80 development hours (this is a conservative estimate) go into making those fixes backwards compatible to fix a relatively "minor" issue, or have those hours going into fixing additional bugs, or adding an additional feature?
I personally think the tradeoffs are going to be too great to spend that time making it work for one mini-bug-fix patch. I can play the game, and the bugs I encounter are annoying, but not game-breaking. YMMV, of course, but if the issue affects 3 out of 1000 customers, then delaying a bugfix patch is probably wise. I don't know the numbers so I won't even presume to second-guess the devs on whatever bugs you are referring to.
The LRM issue was absolutely game-breaking, and I'm sure that it was three days work to revert to the "live" code base, fix the issues in the live code, and "hotfix" the code to live servers. Not to mention incorporate those code changes into the newer code base (which wasn't just setting a "2" to a "1" or simple things like that). It's never pleasant, but it was necessary to make the game playable.
#10
Posted 13 November 2012 - 02:02 PM
Rathe, on 13 November 2012 - 01:57 PM, said:
#11
Posted 13 November 2012 - 02:03 PM
The hours they're slaving seem wasted, because every major content AND correction patch has come out with some other glaring problem in it. After they ran for weeks in the test engine.
They need to stop the content. STOP THE CONTENT. Cancel all the goals of mechs, and maps, and graphics updates, and nail down what they want heatsinks to do, correct the netcode as much as they can, get DX11 in (that might improve performance for people capable of running it), and make the UI more stable.
After they fix all this borking crap that won't sell MC, they can worry about YelloWang 2.0 and Frozen Caldera.
#12
Posted 13 November 2012 - 02:04 PM

#13
Posted 13 November 2012 - 02:05 PM
Vermaxx, on 13 November 2012 - 02:03 PM, said:
The hours they're slaving seem wasted, because every major content AND correction patch has come out with some other glaring problem in it. After they ran for weeks in the test engine.
They need to stop the content. STOP THE CONTENT. Cancel all the goals of mechs, and maps, and graphics updates, and nail down what they want heatsinks to do, correct the netcode as much as they can, get DX11 in (that might improve performance for people capable of running it), and make the UI more stable.
After they fix all this borking crap that won't sell MC, they can worry about YelloWang 2.0 and Frozen Caldera.
#14
Posted 13 November 2012 - 02:06 PM
Vermaxx, on 13 November 2012 - 02:03 PM, said:
The hours they're slaving seem wasted, because every major content AND correction patch has come out with some other glaring problem in it. After they ran for weeks in the test engine.
They need to stop the content. STOP THE CONTENT. Cancel all the goals of mechs, and maps, and graphics updates, and nail down what they want heatsinks to do, correct the netcode as much as they can, get DX11 in (that might improve performance for people capable of running it), and make the UI more stable.
After they fix all this borking crap that won't sell MC, they can worry about YelloWang 2.0 and Frozen Caldera.
Do you actually, really think that there is a single person working on maps and mechs instead of netcode or balancing at PGI? You do realize that different people have different jobs right?
#15
Posted 13 November 2012 - 02:07 PM
Vermaxx, on 13 November 2012 - 02:03 PM, said:
The hours they're slaving seem wasted, because every major content AND correction patch has come out with some other glaring problem in it. After they ran for weeks in the test engine.
They need to stop the content. STOP THE CONTENT. Cancel all the goals of mechs, and maps, and graphics updates, and nail down what they want heatsinks to do, correct the netcode as much as they can, get DX11 in (that might improve performance for people capable of running it), and make the UI more stable.
After they fix all this borking crap that won't sell MC, they can worry about YelloWang 2.0 and Frozen Caldera.
YES.
I submit that we get all the art and design guys down in the codemonkey room even though they know nothing about coding! That will surely help to make sure that unforseen problems will fit nicely into a timed schedule.
#16
Posted 13 November 2012 - 02:09 PM
aspect, on 13 November 2012 - 02:04 PM, said:

aspect, on 13 November 2012 - 02:06 PM, said:
Do you actually, really think that there is a single person working on maps and mechs instead of netcode or balancing at PGI? You do realize that different people have different jobs right?
#18
Posted 13 November 2012 - 02:12 PM
Lanessar, on 13 November 2012 - 02:00 PM, said:
In many software companies, there are procedures for test plans, coding, distributing the code, working on branches or on trunk (as far as the base code is concerned). Sometimes, it's easier to wait for the other fixes to be incorporated into the content patch, as things in the content patch version have already been fixed.
Realize it's been clearly stated that the devs are working two patches ahead of the version we are on. To merge that code with the code we are playing on would break more things. Breaking out that code would require more work (say another week's worth) to get working with the live "version" of the code.
So, would you rather 40-80 development hours (this is a conservative estimate) go into making those fixes backwards compatible to fix a relatively "minor" issue, or have those hours going into fixing additional bugs, or adding an additional feature?
I personally think the tradeoffs are going to be too great to spend that time making it work for one mini-bug-fix patch. I can play the game, and the bugs I encounter are annoying, but not game-breaking. YMMV, of course, but if the issue affects 3 out of 1000 customers, then delaying a bugfix patch is probably wise. I don't know the numbers so I won't even presume to second-guess the devs on whatever bugs you are referring to.
The LRM issue was absolutely game-breaking, and I'm sure that it was three days work to revert to the "live" code base, fix the issues in the live code, and "hotfix" the code to live servers. Not to mention incorporate those code changes into the newer code base (which wasn't just setting a "2" to a "1" or simple things like that). It's never pleasant, but it was necessary to make the game playable.
Can we just make this a thread and sticky it?
Vermaxx, on 13 November 2012 - 02:03 PM, said:
This is exactly how it feels like to be a programer. :/
#19
Posted 13 November 2012 - 02:15 PM
Vermaxx, on 13 November 2012 - 02:03 PM, said:
The hours they're slaving seem wasted, because every major content AND correction patch has come out with some other glaring problem in it. After they ran for weeks in the test engine.
They need to stop the content. STOP THE CONTENT. Cancel all the goals of mechs, and maps, and graphics updates, and nail down what they want heatsinks to do, correct the netcode as much as they can, get DX11 in (that might improve performance for people capable of running it), and make the UI more stable.
After they fix all this borking crap that won't sell MC, they can worry about YelloWang 2.0 and Frozen Caldera.
Honestly... I can't disagree with this sentiment. However, they may have 1,000 customers to 3 that feel differently. I'm a Product Manager in software (used to be Lead QA), so I'm sort of on the "clean up existing code, then introduce a new set of changes (and bugs) after the old stuff is fixed".
However, since becoming Product Manager, I also have learned that there is a feature demand from end-users which must be appeased. This is usually pushed by the... well, "me's", and other higher-ups. There is no way to avoid this in development. You have to get up to "feature complete" before ironing everything else out, or it will just be knackered as soon as you do
introduce the new stuff.
I'm not looking at their code, so I'm not sure if they can just do a code freeze or not. It may not be viable. Hence "beta". Not to use that as an excuse for bad dev practice; just mentioning how it might not be feasible to do what you want.
#20
Posted 13 November 2012 - 02:16 PM
Yoseful Mallad, on 13 November 2012 - 02:09 PM, said:
You said:
"At this point I would prefer that no new content is added until you guys can fix ALL the issues with the game that we have now."
...and agreed with a guy who said:
"They need to stop the content. STOP THE CONTENT. Cancel all the goals of mechs, and maps, and graphics updates, and nail down what they want heatsinks to do, correct the netcode as much as they can, get DX11 in (that might improve performance for people capable of running it), and make the UI more stable."
Please explain how you are not lumping the content people in with the testing/programming people.
What do you propose to solve the problem of them "not making enough progress". Should they be working weekends? All night? Maybe they should bring you in so you can manage the team?
What message are you trying to get across besides "I am disappointed in the progress on solving issues even though I don't know what causes them or how much work is involved in fixing them"?
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