Any QA Left?
This is the Player Questions section, not the Rhetorical Questions section.
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It's a legitimate game-related question by a player.
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Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
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It's a legitimate game-related answer by a player.
(For a legitimate question, it sure looks a lot like rhetorical sarcasm.)
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Does NCSoft have any QA left? After the last couple of patches, it sure doesn't seem so.
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Welcome to MMO Game Design Basics 101
The code base for a MMO, or any game for that matter, is exceedingly complex. What many players may view as a simple button press or click may involve hundreds of underlying sub-routines. When changes to one part of a code cause problems in another part of code that were not intended, you have Software Regressions.
Yes, NCSoft and Paragon Studios do employ a certain number of Quality Assurance Testers. Yes, these testers do attempt to find bugs and fix those bugs in-house.
However, the actual content in an MMO is, as the name implies, massive. It is quite literally physically impossible for a small Quality Assurance team to police all of the content possible in a game such as City of Heroes.
This is why MMO's have CLOSED AND OPEN BETA tests. The company depends on external users to play through the content and locate bugs, then report those bugs. While a MMO company can simulate the effect of 5,000 players on a server at once, they won't actually know how the system performs and works until they actually have 5,000 players... at once. For more background information on the point and purpose of betas in an MMO, read this article: http://saist.fateback.com/what-part-of-beta.html
In the case of recent patches to City of Heroes, the developers have been making small changes to the game, such as enabling the Halloween Event content, and then speeding up the Halloween event timers.
However, these superficial changes have created additional problems that the QA teams simply either didn't have time to look at, or simply couldn't reproduce on their limited internal systems.
It is very likely that some issues simply didn't occur to the QA team since the affected code shouldn't have been touched or modified, indicating deeper problems.
What-ever the case, patches causing problems that they weren't supposed to is a part of life for this type of game.
Hey, look, my question is an actual (though possibly rhetorical, which i think is only fair in this case) question that other players are eminently qualified to answer since it's not about aspects of the game's development that most players would have no direct ability to know. (je saist's response to the OP is far superior, but i'm used to that sort of thing. )
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Any more questions?
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Then perhaps you could ask your bud how in the bluest of blue hells that last patch made it live.
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Courtesy of je_saist
Welcome to MMO Game Design Basics 101 The code base for a MMO, or any game for that matter, is exceedingly complex. What many players may view as a simple button press or click may involve hundreds of underlying sub-routines. When changes to one part of a code cause problems in another part of code that were not intended, you have Software Regressions. Yes, NCSoft and Paragon Studios do employ a certain number of Quality Assurance Testers. Yes, these testers do attempt to find bugs and fix those bugs in-house. However, the actual content in an MMO is, as the name implies, massive. It is quite literally physically impossible for a small Quality Assurance team to police all of the content possible in a game such as City of Heroes. This is why MMO's have CLOSED AND OPEN BETA tests. The company depends on external users to play through the content and locate bugs, then report those bugs. While a MMO company can simulate the effect of 5,000 players on a server at once, they won't actually know how the system performs and works until they actually have 5,000 players... at once. For more background information on the point and purpose of betas in an MMO, read this article: http://saist.fateback.com/what-part-of-beta.html In the case of recent patches to City of Heroes, the developers have been making small changes to the game, such as enabling the Halloween Event content, and then speeding up the Halloween event timers. However, these superficial changes have created additional problems that the QA teams simply either didn't have time to look at, or simply couldn't reproduce on their limited internal systems. It is very likely that some issues simply didn't occur to the QA team since the affected code shouldn't have been touched or modified, indicating deeper problems. What-ever the case, patches causing problems that they weren't supposed to is a part of life for this type of game. |
In addition:
Then perhaps you could ask your bud how in the bluest of blue hells that last patch made it live.
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Since the publish of 1600.20091015.5T Wednesday morning, we have been tracking a bug that is affecting server stability and making some hostage missions impossible to finish. To resolve this issue, we are going to publish a build on Friday October 30th. |
Then perhaps you could ask your bud how in the bluest of blue hells that last patch made it live.
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It is practically impossible to test every mission, powerset, and every other little thing each patch. Unless you want to wait a year or more between patches.
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There is some hilarious stuff on both sides of the fence in this topic. "Rhetorical Questions" was funny and "testers do attempt to find bugs and FIX those bugs" is pretty dang funny too. Testers fixing bugs... lol. I too know people that work at Paragon and I wouldn't say the testers are working any kind of exceptionally hard or long hours for the gaming industry like some people here are claiming. You might also note that they've had a publicly posted positions for a QA in Mountain View for months now, maybe they are just looking for GOOD testers which can be hard to find in the seas of EA QA and CQC throwbacks here in the Bay Area.
Yes, NCSoft and Paragon Studios do employ a certain number of Quality Assurance Testers. Yes, these testers do attempt to find bugs and fix those bugs in-house.
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However, the actual content in an MMO is, as the name implies, massive. It is quite literally physically impossible for a small Quality Assurance team to police all of the content possible in a game such as City of Heroes. |
Of course, you might change your system in a way for which you actually have no test in your regression test scripts. When you discover such a situation, you have found an opportunity to improve your test scripts by adding a new test case.
This is why MMO's have CLOSED AND OPEN BETA tests. The company depends on external users to play through the content and locate bugs, then report those bugs. While a MMO company can simulate the effect of 5,000 players on a server at once, they won't actually know how the system performs and works until they actually have 5,000 players... at once. |
(Some problems don't show up just under load - a system I work on recently had a sequence of failures because the vendor added a cache flushing mechanism that kicked in every 12 hours after the software was started. None of the load or regression testing lasted 12 hours, so the issue was never seen until the system went live. After this was found, the vendor provided a formal patch which removed this behavior entirely, agreeing it was a poor design.)
There's no technical barrier preventing one from building testing client interfaces that can either simulate or drive actual client interfaces performing certain scripted player actions. There may be cost barriers, of course. Whether the testing is automated or manual, the goal is to build a list of tests which concentrate on those things which have been found problematic in the past. Mob spawn levels has broken several times in the recent past - if I was in charge of testing, there would be a test case for that in the AE, on TFs, and in Ouroboros.
For more background information on the point and purpose of betas in an MMO, read this article: http://saist.fateback.com/what-part-of-beta.html |
Unfortunately, enough old bugs get resurrected in CoH, perhaps through branch merging, it raises the question of whether there are enough (or even any!) internal regression test cases performed before stuff goes to player testing.
One of the other glaring weaknesses of how CoH betas are conducted is a frequent lack of information given to testers about how things should actually be working. Beta testing is not the time to be coy about how things work to try and keep it interesting. If the players do not know how things should work, they cannot conclude whether changes are bugs or intended behavior. They can guess, but making testers guess is a huge waste of time and potential.
A fine example was the recent change in how influence is earned at level 50. Pohsyb recently commented on how he couldn't believe that no one had caught this, which was a bug that had existed at least since exemplaring was introduced in the game, if not since the game's release. The truth is that no one caught it because no one knew how it was working was wrong.
In the case of recent patches to City of Heroes, the developers have been making small changes to the game, such as enabling the Halloween Event content, and then speeding up the Halloween event timers. However, these superficial changes have created additional problems that the QA teams simply either didn't have time to look at, or simply couldn't reproduce on their limited internal systems. |
Edit: Regression testing even for small changes is important, but often stress or load tests are not performed for small changes. These are often even more time and resource intensive than regression testing. If your regression test is large, you may choose not to run it for small changes, but doing so is begging for problems you actually have test cases for to slip through.
What-ever the case, patches causing problems that they weren't supposed to is a part of life for this type of game. |
Ultimately, test cases, automated testing suites, and test planning come down to investing in tools that allow a team to work smarter, not harder. These tools should be part of any serious software house's equipment. Whether they're home grown or purchased, there are a lot of things testers and developers can do to improve the quality of their releases.
The idea that Paragon Studios might be lacking good testing discipline is worrisome in the face of the massive set of new features we can expect soon. Obviously, I don't know what they have, but I can make guesses based on recent quality that whatever they have could use some work.
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Does NCSoft have any QA left? After the last couple of patches, it sure doesn't seem so.
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