-
Posts
8326 -
Joined
-
Quote:Actually, we do know they don't have this sort of thing. They talked about it a little bit at the latest HeroCon.But this is my point exactly. We have NO WAY of knowing what the are or aren't doing to test this stuff. We can only speculate. How do we know this isn't exactly what happened in this case? People are going to whine and complain that they didn't do enough testing no matter WHERE the line was.
-
Quote:Personally, I think this is a horrible example. This is something that very clearly is begging for automated regression testing. The animation system has clearly defined inputs and outputs. Someone should be able to write something that iterates over the input combinations and validates that it gives the correct output. The only thing about this example that makes it hard to test is the combinatorial complexity, which computers excel at slogging through for us.A really good, and recent example of this is the animation bugs. BABs and crew have been fixing animation bugs. When they do, it causes another domino to fall over. After they fix that, something else breaks.
Based on comments BaB has been making over the last couple of years about the effects scripting, it seems likely that the devs have long been saddled with two problems. (1) A lot of the game is controlled by manually managed files. Excel spreadsheets, manually modified FX scripts, etc. (2) No one had the skill to manipulate or possibly even improve generation of most of these inputs using automated tools. One of the main things that BaB told us enabled Power Customization was them getting someone on board who could write something to make bulk updates to the FX scripts. They still required a manual inspection/tweaking pass, but the man-hours required was massively reduced because someone wrote a batch parser/updater.
That's the kind of tooling that improves your process. You have to work smarter, not harder. QA is no different. You don't QA just by throwing bodies at it; that's just not efficient. You identify things you can verify in an automated way and then you verify those on the cheap every time you make a change unless you just cannot afford the time to test for some extraordinary reason.
You can leave an automated test running all night, and you don't have to pay it overtime. -
Quote:This example is too easy. If the problem is actually triggered by 2500 people logging in, as opposed, to, say, 2500 people being logged in and 10 of them simultaneously combining HOs, then that problem should be caught by a simple load test that logs in 2500 automated clients.Honestly, how can you expect them to find a bug that only crops up with 2500 people logged in when only 300 people play on the test server?
If you log in 2500 automated clients and the actual problem doesn't happen until you hit 3000, well, that's the breaks. You learn about that and next time maybe you test 3000 clients.
You can't expand testing in such ways forever - eventually test complexity or capacity will become more expensive than dealing with the problems you want to catch. Figuring out what tests to run, and how far/hard is part of an ongoing process. That doesn't mean you shouldn't build test facilities, test cases or automation. Having them will almost improve your the quality and efficiency of your QA process. If you set some of the tests aside later to reduce complexity or save time, you can always go back to them if you need to explore an old problem. "Hey, look, something like this happened before, and here's the test case we built for it...."
We aren't talking about silver bullets. We're talking about the difference in using power tools instead of rocks and flints. If you aren't a good builder, you're going to build a poorly constructed house with the best power tools money can buy. But if you are actually competent, you'll build a nice house a lot faster with power tools instead of stone-age ones, and you'll probably drive more of the nails straight on the first try. -
Quote:That's a pretty interesting line of though. I'd never even considered such a thing, but actually I find it compelling. I can especially see this line of thinking coming from the dev team at that time, which was heavily invested in how things worked conceptually (in their heads, at least) as opposed to mechanically or in "balance" terms.And here's the real problem: I think the Devs meant for Kheldians to be the ones starting teams and leading their teams to victory. Everything in Kheldian design leads me to this conclusion and while Warshades lead the charge by blowing stuff up, leaving scraps for the team to clean up, Peacebringers are more focused on protecting their charges while the team works together to kick butt.
-
-
Quote:You do realize that the time it takes you to get to level 12 has virtually no bearing on what it takes you to get to 50?I just tried to it, trying to be fast once, and 10 minutes after hitting 2, at level 3.2 from street swiping, got indeed invited to a sewer team. We had a level 50 come with us that buffed us all to invincibility. When we stopped 1 hour and 11 minutes after the invite, I was level 10 and four pips. From then on I sucked a bit at trying to be fast, having a hard time finding level-appropriate mobs in the Hollows where I went to, and just did the missions there. Still took only 1:06 more to get to 12, 2:46 total to 12 and one third when it was dinnertime.
Very roughly speaking, the halfway for time spent leveling is around 35, not 25. Time to level is not linear. There are many factors involved, including:
- XP required to next level, which is a function of current level
- XP per foe, which is a function of current level
- HP per foe, which is a function of foe level (which is also related to current level).
- Damage per attack, which is a function of current level.
In other words, measuring the time it takes to get to level 12 and proclaiming it to be a measure of a problem isn't sensible. If you have a valid argument (not something I'm saying) this isn't the evidence you want.
More to the point, though, measuring leveling speed with the help of a 50 isn't reasonable. To make that argument stick, you need to show that the majority of players level up this way, or if you cannot do that, show that the speed of leveling without such crutches is still "too fast" (preferably by showing leveling speed to a much higher, harder-to reach benchmark than level 10). -
Quote:It's not worth that much effort. I'm not going to slog through my own list of posts, clicking on my rep icon in every one to see if anyone left me any rep for it.No.
You can still give rep to others and leave comments.
To see the rep/comments others have given you, click on the rep icon in your own posts. To see how this works, try it on a post you know you've received rep on.
To see a list of your posts, click in the space to the right of your avatar name to access the dropdown menu, or go to your CP -> Profile -> Statistics -> list posts.
I actively feel sorry for anyone who does that more than, like, once. -
The PM system is not (a) anonymous or (b) explicitly designed to leave feedback. Expanding on point (b) any feedback given in a PM does not actually have any visible impact on the person it is given to, which reinforces the motivation for people who think another poster should change. After all, if enough people agree with your rep feedback on a given poster, they are visibly branded with that feedback's effect, literally for better or worse.
In other words, while people may use PMs that way, they have no special motivations to do so, unlike a system specifically intended for that use. -
Quote:Why would anyone bother "outing" useful rep? People post about rep comments they want to grip about, and those are almost always the idiotic ones.And I've seen folks get -rep comments that had nothing to do with giving folks advice on how unhelpful a comment is, or posting style is.
From all the -rep comments I've been seeing people POST in threads from the CP user page most of them don't follow what you just stated.
More often than not it's been useless trolling.
Also, see my above comment to Clouded also. -
Quote:Perhaps it would surprise you that people leaving anonymous comments didn't always post the sort of things you see in flame wars.Comments like this surprise me.
Folks are actually saying that the FLAME WARS and pages of arguments with other posters (in some instances years of this), wasn't even a SMALL hint that folks should change their behavior? But an anonymous commenting system was?
EDIT: I'm specifically addressing the part I've bolded above. Folks, people were probably ALREADY posting that so and so wasn't being helpful NON ANONYMOUSLY. Someone needs to explain it to me.
When people post in a thread, it's relatively uncommon that they specifically join an argument in progress just to explain why they think a particular post was good or bad. Instead, they usually post to weigh in on the argument itself, and usually only agree or disagree with specific posts. People didn't just use the reputation system for that. I would get rep comments that had nothing to do with an ongoing argument, but would comment on attitude, good or bad logic, etc. -
Quote:If that's what it's doing, then yes, it's incorrect.So Mids is incorrect in it's cap warning of 7.5 recharges when factoring in LotGs with set bonuses?
Edit: I threw together an Earth/FF controller to test that on, and it's not doing that for me. I slotted 5 LotGs, two sets of Basilisk's Gaze and a set of Kinetic Crash, and it isn't showing any warnings. -
As someone who spends the vast majority of his time playing a small stable of level 50s (who weren't PL'd, by the way), I can't really get on board with your sentiments.
-
Quote:They can and have. No one has any right to these forums - they aren't included in any service agreement. Moreover, the game's admins can remove someone's ability to play for any reason whatever. People have actually been banned from both the game and forums for inappropriate behavior in the past.One potential problem is that because of both corporate and player interference, I don't think the moderators can actually be serious in the application of various tools or features available to the vBulletin system. Where as over on Mepislovers, if somebody is an outright troll, we can ban their IP address and wave bai bai. I'm not positive, but I don't think our moderators can actually perma-ban any account without a court order.
Edit: I just read the linked article about the guy who got banned from the PS3 network. He's actually claiming that this infringes his first amendment rights and additionally causes him "pain and suffering" because agoraphobia means his PS3 is his primary means of social interaction. I can barely imagine a stronger cocktail of fail, and any judge who lets that get beyond the most preliminary stages is a moron. There are grounds you can successfully sue a gaming for if you can convince the judge/jury they played out certain ways - the above should not be two of them. -
Quote:You're doing it wrong.I play on virtue and justice, and Ive just about given up on my justice characters because its impossible to find a team on justice except during prime time.
I've seen threads a long time ago where you talked about how you formed teams. You were very picky, not accepting this AT or that powerset, because they weren't "good enough". If that's not changed, that's probably a big part of your problem. Not only does it obviously limit your choices, but plenty of people won't bother teaming again with someone who plays like that. -
Quote:It is actually true. It has been tested before, many times. Devs have confirmed for us why it's true. If it has changed, it should be considered a bug until we're told otherwise.I'm pretty sure this isn't true. So I just picked up 2 sets of Kinetic Crash impacts on Live and will transfer my stone to test and see whether or not this is actually true.
What matters is the name of the bonus as it appears in your "Powers" tab in character info. You can only have 5 of any one name as it appears in that list. An LotG: Recharge has its own name, separate from a that given by "actual" set bonuses of the same magnitude.
Taken from ParagonWiki:Note that the wiki page is not considered the source for this information. I am simply quoting it as a concise explanation. I would link you to Castle's quote, but the fact that it was on the I13 beta boards means it no longer exists.Quote:Castle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the names of the bonuses listed in the Combat Attributes window. -
Quote:I assure you that when I post something, unless I qualify it with the fact that I am uncertain about what I'm posting, I am supremely confident in my statements and position. That includes when I'm telling someone off. It doesn't always mean I'm right.And here I was thinking we were only letting those smart enough to already have realized this distinction on these boards, without the need for an exceedingly poorly structured feedback system.
I think we all understand the disadvantages of anonymous comments. One of the advantages is that people clearly felt quite free about being able to tell you what they thought of a post without having to argue it in the thread they saw it in, probably as a thread-jack. I actually got useful, informative feedback probably about 1/3 of the time. Who knows, maybe that's because I actually try to make informative if not always useful posts, even when I'm being argumentative.
I'm so very glad that you are so aware of all the human opinions you might encounter, and/or so certain of their invalidity, that you can consider everyone's ability to comment on your posts to compare to the ability of a blind man to judge a drawing. Personally, I consider that insufferable of you. I think that's pretty notable, because I think I can be pretty damn insufferable myself.
Of course all the feedback isn't worth while. I don't think I'd grace most threads or even most posts on this forum as worth while. That doesn't mean we should just shut down the forums. Nor does a lack of consistently awesome feedback mean the feedback system should be made completely non-functional (yet still enabled). In my opinion it should either be functional or disabled. -
Quote:I do.Do you REALLY think that the rep system has ever, in any way, actually caused someone to change their normal behavior on this forum.
I'm probably one of the harsher posters on the forum. I know that, and I don't particularly regret it. I think it has its uses. However, I may not always channel that at the right times and the right people. I've received feedback that made me think about that, and consider whether my tone, content or even need to respond were appropriate. All the time? Certainly not, and perhaps surprisingly, most of the rep I've received has been positive. But the system has undoubtedly influenced me, even if it's been slight.
Obviously, getting frivolous comments attached to either positive or negative rep don't really count as feedback and have no such effect. Not everyone used the system that way, though. -
To the best of my knowledge, damage ticks are unconditionally rounded up, meaning even damage of 0.01 will appear as "1" in the floating text. This is easy to see with powers like Freezing Rain, which already does less than 0.5 damage per tick.
-
Someone remind me why we can't /jranger posts again? This one is just begging for it.
-
This change is dumb.
The reputation system is, in theory, based on a feedback loop. Literally. People give you bonuses for posts they like, and penalties for posts they don't. That's the feedback - by seeing what produced the rep change, you learn what's good or bad. With comments, they also can tell you why they did or did not like the post, which reinforces the feedback.
Right now, not only can you not tell what they did or didn't like, you can't even tell what posts were favorable or not. That completely breaks the feedback loop. All you get is a vague sense of your rep going up or down. You don't know why or for what without annoying digging around.
If you must go this route, a far more sensible change would be to disable comments. At least let people know what posts were positive and which were negative.
If you're not going to do that, I think you should just disable the system. -
Quote:That's almost certainly a bug. We went through a phase where powers that were not supposed to scale by foe level did so (for example, Soul Drain's +damage). I'm guessing that this power was overlooked in the pass where they fixed that because it's in an out-of-the-way place compared to the versions in primary or secondary powersets.Hmmm. Well, it might be an intentional difference by AT, but it sounds more like a bug. I mean, if they wanted it to do more damage to you in some situations, I'd think they'd want you to take more damage keeping uplevel enemies stunned rather than downlevel enemies.
I would /bug it in game and then PM this info and the Incident number to Arbiter Kim and/or Castle. -
I think the there would be far less interest in it. I suspect some people might still want it for a variety of reasons, but I think this one we've been covering is the most salient one.
-
Quote:Just bear in mind that some people essentially never bore of some of their characters. I still play characters I created in the first month of this game's existence.I am more likely to be bored with a character before I min/max that far or be bored with the character having min/maxxed that far.
Anyone who thinks their character is immortal just needs to jump in a pile of +4 Arachnos spawned for 8 players. (And trust me, it takes a lot less than that to kill lots of heavily IO'd characters.)
Edit: Just about any large quantity of Rularuu would work, too. -
While we don't know for certain, there's a lot of circumstantial evidence that they are, indeed, in pool A. Some background can be found in this post.
-
Bosses have a higher chance to drop recipes than LTs, and LTs have a higher chance to drop than minions.
The odds that what they drop is a purple isn't any better or worse as far as we know, but increased odds of them dropping period potentially helps.
Details can be found here. That page is not the source of this data. The information on that page came from the devs during I9 beta.
Now, for that increased drop rate to be really helpful, you have to be as good or better at taking out a boss than you are at taking out 3 minions (or 1.5 LTs), which probably isn't true for most characters and most bosses.
