Why rush LS content in 2 weeks?
You are making a big mistake here.
You are assuming they only work on stuff for 2 weeks and then releases it.
That is not the case. They have closer to four months for each update (due to having multiple teams working at the same time on different releases).
You are also very selective when it comes to your memory of GW1, there were quite a bit of bugs there as well, some that took years to fix, and some that still aren’t fixed.
The main thing is that no matter how long time you develop and/or test something, there is always a risk of something slipping through. Especially considering the fact that a test environment is not identical to a live one.
Krall Peterson – Warrior
Piken Square
You are making a big mistake here.
You are assuming they only work on stuff for 2 weeks and then releases it.That is not the case. They have closer to four months for each update (due to having multiple teams working at the same time on different releases).
It’s actually two months (four teams with two weeks per update). But you are making a big mistake here. You are assuming they have more than one QA team testing the updates as they’re rolled out. That’s a baseless assumption. You shouldn’t hang your argument on baseless assumptions.
It’s actually two months (four teams with two weeks per update). But you are making a big mistake here. You are assuming they have more than one QA team testing the updates as they’re rolled out. That’s a baseless assumption. You shouldn’t hang your argument on baseless assumptions.
Incorrect.
Each team works on two releases in a row, thus one months worth of Living Story, thus the other teams have 4 months time to work on their own content.
Krall Peterson – Warrior
Piken Square
You are making a big mistake here.
You are assuming they only work on stuff for 2 weeks and then releases it.That is not the case. They have closer to four months for each update (due to having multiple teams working at the same time on different releases).
You are also very selective when it comes to your memory of GW1, there were quite a bit of bugs there as well, some that took years to fix, and some that still aren’t fixed.
The main thing is that no matter how long time you develop and/or test something, there is always a risk of something slipping through. Especially considering the fact that a test environment is not identical to a live one.
The problem remains the same, you just found a different way to look at it. It doesn’t matter if it’s the time frame that gets shortened or the number of people working on a release. If you have only a quarter of the team working on a release, that means they’ll probably need 4 times as much time to deliver the same kind of content (both in terms of quality and quantity) as you would get from the entire team. You can’t just split the team into 4 teams and expect them to come up with the same results as before in the same time period. Whether you call that a time problem or a manpower-problem in the end is just a matter of perspective.
Exactly my point.
It’s true I don’t how long have they worked on, let’s say, just this recent part of the content.
But if anet ever run into some thing big and they need some more time to polish thing, QA, bug fix and such but still facing 2 week release schedule.
I’m saying I’m totally ok for them to announce delay notice for the sake of put out better content for the players.
I mean, I know GW series for their quality of the content not the speed or the on-schedule-ness they push things out.
Just my 2 cent, coming from a indie game 3d model artist.