Felix, on 21 January 2013 - 01:14 AM, said:
My question is...
Why the **** do they have an internal QA team? We are supposedly BETA TESTERS, it is our job to TEST things isnt it? I am sure everyone would appreciate them tossing us things to actually test instead of deciding they want to test everything like ECM, MG, ect, internally first.
Hell they thought ECM worked as intended when they did their internal testing but when it gets to us? Naturally we find it is broke as ****, and when we try to point that out to them they just yell "NOPE IT WORKS AS INTENDED!" for MONTHS before they figure out. "Hey um...maybe those beta tester folks...kinda know what they are talking about?" Then they decide to wait months more before releasing any sort of Fixes for it. Though I have to say, I am atleast happy that they are finally working on it instead of ignoring the problem like they have been.
This is actually a common thing in development cycles. See the lead designer has an idea, the programmers make tools to make it work, the artists make it look pretty, the level designers place / script the items in the world, the QA team tests it... ANNND the players break it.
By break it I don't mean some esoteric bug (though that does indeed happen... cuz players do some crazy **** sometimes that devs can't account for). I mean players take some system that exists and then finds the most efficient way to take advantage of that system.
The most efficient light Mech build right now for example is a Raven 3L w/ 2 SSRM2s, 2 MLs, ECM, and an engine that allows it to go 140 kph.
The devs didn't say anything about netcode until Open Beta (despite my playing with Jenners and telling them it was going to be a problem once the wider playerbase got their hands on it). And they only said something about it because everyone and their mother complained (rightfully so!). But... here's the kicker here. In my opinion they knew their netcode was bad for months, even a year, before OB hit. You can tell because the game is only 8v8 despite the fact that most other FPSes can handle far more than that (remember Novalogic's Joint Operations? That had 150 players on a server) and they've said they won't be adding 12v12 until netcode is fixed.
ECM allows the Raven 3L player to effectively, and for very little cost, make him immune or much more difficult to target with lock on weapons, which combined with the lagshield (netcode), creates a very efficient path for the Raven pilot.
The problem that I think PGI has based on my past experience is that they have no experience dealing with Multiplayer players who are really good at min/maxing. So a lot of their design needs to be rebalanced constantly. More so than other games, and certainly more than single player games.