Pause the LW and debug the game's core

Pause the LW and debug the game's core

in Living World

Posted by: Teknomancer.4895

Teknomancer.4895

From the very first time I logged on in Ascalon City pre-searing, I have loved Guild Wars. The music, the graphics, the story & lore, the character classes, all of it. I played the original game for years and had only minimal problems with it, and most of those could be blamed on my ISP anyway. Guild Wars 2 doesn’t have that excuse.

Yes, I understand that this is supposed to be a “new” game, playable by people who never touched the first game, and that’s fine. I understand that the first game had several years’ worth of bug-fixes, patching and updates, not to mention the expansions. We won’t even go into comparisons of content quality and so forth, because that’s opinion anyway and we all know what those are like; everyone has one.

Instead, let’s talk about product quality control. I understand that tech evolves, and the various rendering engines and software routines used in A don’t necessarily translate to B. However, the underlying issues those engines and routines were designed to handle still exist and you need to address them with the new tools. Stuff like graphical and audio bugs, broken GUI elements, reward distribution and so forth need to “just work.” When a broken interface gets in the player’s way, it doesn’t matter what the content’s quality is — the player is now frustrated by a user-interface problem that should be essentially transparent during normal use. Your supposedly-immersive software is constantly breaking the fourth wall, which the first game almost never did.

If you use control X expecting result Y and instead get result 73, that’s got nothing to do with being a “new game.” That’s a broken GUI element that should have never gotten past pre-release debugging and QC. When you select a block of text and click the BOLD button in your word processor, the result should not be to apply boldface to other randomly selected text elsewhere in the document. How long do you think such a bug could survive in the MS-Word team at Microsoft, or even among the unpaid open-source coders working on OpenOffice? A few days, maybe a week at most before someone caught it and stomped it flat? In Guild Wars 2, bugs like that and worse have persisted since beta. They’re no longer even bugs, at this point they have enough seniority to be features (try GW2, with its new and exciting “combat-mechanics randomizing” feature, you’ll love it!).

Add to this the complicating factor of the Living World, and its unnecessarily frenetic 2-week release schedule. That is simply not enough time to develop quality content, much less thoroughly beta-test it and work out the inevitable bugs. As a result, bugs are introduced to the already-huge .DAT file and they just stay there. Two weeks later, another raft of bugs is introduced. Yes, some of the bugs from the earlier round are eliminated simply by eliminating the temporary content they affected, but others are persistent and affect the game engine, the GUI or any one of several other persistent elements. So they accumulate on top of the bugs that have existed since launch and before. You should know this already, you have Occam’s Razor as an item in the game!

Please suspend the Living World, Living Story, or whatever you want to call it. Work on going through your bug tracker (oldest to newest, prioritize GUI, then audiovisual, then bugged skills, then whatever is left), until you have killed the majority of them very dead. Currently what you have are loads of GUI issues on a list that just keeps getting bigger, a bunch of skills/traits/items that don’t do what they’re supposed to do, masses of other unaddressed bugs, and a story that could maybe develop into something interesting if the framework it was presented in wasn’t bugged all to hell and back.

TL:DR

Stop chasing a moving target! Suspend the Living World release schedule long enough to clean out the bugs. Then decide if the story was going where you wanted it to go, consider player feedback, and then re-introduce the Living World on a slightly less hectic schedule so you have more time to debug before release. A game with fewer bugs, mechanics that work as advertised and skills that do what they should will make the majority of your player base far happier than another few lackluster episodes of “Scarlet and the Grind.”

Diplomatic Dictators [DD] guild (Kaineng): http://gw2dd.enjin.com/

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Posted by: lordkrall.7241

lordkrall.7241

Ah, this again.
And once again the poster completely ignores the fact that people working on living story does not necessarily have the same skillset as those that works on bugs.
So what should all those people do in the meantime?
Sit around doing nothing?

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Pause the LW and debug the game's core

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Posted by: Teknomancer.4895

Teknomancer.4895

And once again, His Royal Highness lordtroll floats in, makes some snide remark which doesn’t address anything of actual substance, then bails. ANet is a software company. These people are all programmers. Corporate IT assets, including personnel, get reassigned to different projects (both long and short term) all the time.

Have a nice day.

Diplomatic Dictators [DD] guild (Kaineng): http://gw2dd.enjin.com/

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Posted by: lordkrall.7241

lordkrall.7241

Are you really saying that all 300+ of ArenaNets employers are programmers?
Seriously?

A software company (especially a gaming one) have LOADS of other kind of employees than just programmers.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

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Posted by: Crise.9401

Crise.9401

If you looked through the recent stream about PvP map creation, even in passing, or the developer conference presentations about GW2 development and their tools you would know that unless the bug is at the scripting level fixing it is up to people who do not make content but who make what is used to make the content with (ie. their in-house editors) or what it is made for (ie. the game engine). I am also pretty sure that even within scripting they have common ones that can not be easily changed to fix an issue with one of the components that relies on this common script (say a common script for capture points or death recap in PvP) without the change snowballing out of control (in a perfectly designed modular software snowballing can’t happen but in most large real world projects it is a goal to thrive for not a reality).

I don’t know if it still happens but for the longest time there was this bug with multiline text input fields in GW2, that would cause incorrect representation of multiple consecutive EOL’s (one of them would not get rendered until after the fact, but would still be in the actual text, was particularly visible with in-game mails) and I can almost guarantee that no amount of redirecting resources away from content creation would expedite the time in which a bug like this is fixed.

Off-topic: for the record a bug in MS word will probably exist (to end users) longer than in OpenOffice because Microsoft has so many hoops to getting a fix out to end users potentially even delaying them for the next major product refresh. Not to mention that the example you posed is pretty bad (the fact that word random is used, a bug can always be explained with logic after the fact, and randomness in computers is not logical… unless there is a deliberate random or pseudo random element).

(edited by Crise.9401)

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Posted by: Redenaz.8631

Redenaz.8631

That…what.. :\

This is an incredibly rambling post, and also one of the single most nonsensical references to Occam’s Razor I’ve ever seen. (It’s not about reducing complexity, it’s about reducing assumptions.)

ANet is a software company. These people are all programmers. Corporate IT assets, including personnel, get reassigned to different projects (both long and short term) all the time.

That’s…fundamentally confused. That’s the same level of confusion I get when family members see my 3D art and ask if I drew or programmed it. Just because Anet is a software company doesn’t mean that everyone is going to be able to contribute to bug-fixing full time, even for a single release.

~The Storyteller – Elementalist – Jade Quarry~

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Posted by: Cina Reas.6938

Cina Reas.6938

That…what.. :\

This is an incredibly rambling post, and also one of the single most nonsensical references to Occam’s Razor I’ve ever seen. (It’s not about reducing complexity, it’s about reducing assumptions.)

ANet is a software company. These people are all programmers. Corporate IT assets, including personnel, get reassigned to different projects (both long and short term) all the time.

That’s…fundamentally confused. That’s the same level of confusion I get when family members see my 3D art and ask if I drew or programmed it. Just because Anet is a software company doesn’t mean that everyone is going to be able to contribute to bug-fixing full time, even for a single release.

I can assure you that most intelligent human beings can get into testing, checking, etc. I would never assume the PA in human resources could code but she(he) sure as hell could tell me the sword was turning into a staff when skill 3 was used.

Grind Wars 2; the game that ate my brain.

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Posted by: Crise.9401

Crise.9401

I can assure you that most intelligent human beings can get into testing, checking, etc. I would never assume the PA in human resources could code but she(he) sure as hell could tell me the sword was turning into a staff when skill 3 was used.

Everyone at Anet does that kind of testing, as far as I know, they sometimes have company calls where the whole company is invited to play test certain content.

However, playtesting is only useful to an extent. For example a Customer Support personnel that see an issue like the one you describe can certainly say, we have a bug here but a trained QA person can probably tell much more than that. The best can probably even make an isolated test case for the problem to check potential fixes against.

I don’t know what kind of QA setup ArenaNet has but testing and its many forms is actually something you need to learn it is not just about saying to a developer “We have a problem” and throwing your hands up in the air. Internal QA is able to save the time of the developer that is actually tasked at fixing the bug because they have access to internal tools and information and they know how to best use those tools to compile all the relevant variables that could cause what a playtester can only report as incorrect behavior.

The point is a cause of the bug may not be obvious and the less information the developer has the more time he has to spend looking at all the possible causes, if that pool can be narrowed down by a trained tester then ultimately the fix can be made faster.

Do you know why it is generally hard for a developer to do QA on their own code, Because no-one writes a bug in intentionally, which means that when the original developer looks at the code he will say that it should be working because whatever corner cases that could cause problems he thought of while writing it he will also think while looking for a problem if he could easily think of some other problem case then he would have come up with it initially and the bug would never have been there in the first place (which is why a fresh set of eyes that can actually see the wheels behind what a player sees and give more information is invaluable).

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Posted by: ThiBash.5634

ThiBash.5634

I’d second that decision. There are Living Story seraph guards that are still ‘preparing for the closing ceremony’.

Living Story is too rushed and breaks more than it adds.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.