Issue 22, a week later.


Agent White

 

Posted

Quote:
Originally Posted by Golden Girl View Post
Our hair hasn't been animated for months - when exactly is that bug going to be fixed?
I c wut u did thar


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Posted

Quote:
Originally Posted by Aura_Familia View Post
Without knowing how much resources is given to each by their parent companies for each dev team, QA team, etc, yes, you very well can say it IS POSSIBLY about resources.

Unless you have some magic way of seeing the budgets of both enterprises, AND KNOW FOR A FACT that both teams have the same exact budgetary resources?
I think there is just a difference in the approach taken by the other company and Z's post pretty much confirmed this fact. Cheers.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Leo_G View Post
L

M

A

O

That is all!


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Posted

Quote:
Originally Posted by Darth_Khasei View Post
I think there is just a difference in the approach taken by the other company and Z's post pretty much confirmed this fact. Cheers.
Fair enough. To be honest with you I prefer NCSoft's approach. It SOUNDS LIKE there is less chance for a "simple change" to take down an entire game. *looks at a couple of DIRECT competitor mmos, in which this happened recently*

/shrug.


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Posted

Quote:
Originally Posted by Darth_Khasei View Post
I think there is just a difference in the approach taken by the other company and Z's post pretty much confirmed this fact. Cheers.
100% incorrect. It has nothing to do with budget or resources. As I stated, it has to do with methodology and process.

I've worked with smaller teams that used the more rapid development process. The point I am making is that there are pros and cons to different methods of iteration/development process. The pros of our process is that the overall availability of the game is increased, the cons are that things sometimes take a bit longer to fix, so long as they're not making the servers go boom.


Andy Belford
Community Manager
Paragon Studios

 

Posted

Quote:
Originally Posted by MentalMaden View Post
People complain.
That's all that needed to be said there.


My memory's not as sharp as it used to be.
Also, my memory's not as sharp as it used to be.

"The tip of a shoelace is called an aglet, its true purpose is sinister." The Question

 

Posted

Quote:
Originally Posted by itsjustjake View Post
that's all that needed to be said there.
heh.


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Posted

Quote:
Originally Posted by Zwillinger View Post
100% incorrect. It has nothing to do with budget or resources. As I stated, it has to do with methodology and process.

I've worked with smaller teams that used the more rapid development process. The point I am making is that there are pros and cons to different methods of iteration/development process. The pros of our process is that the overall availability of the game is increased, the cons are that things sometimes take a bit longer to fix, so long as they're not making the servers go boom.
I did not say it had anything to do with resources. Different approach=Different Methodology, that's what I said.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
I did not say it had anything to do with resources. Different approach=Different Methodology, that's what I said.
My fault for misunderstanding then (probably from reading the previously quoted post). Apologies.

Carry on!


Andy Belford
Community Manager
Paragon Studios

 

Posted

Quote:
Originally Posted by Zwillinger View Post
Yes, you're more agile (pardon the development methodology pun), but you're also more open to "bad stuff" due to rapid iteration.
There's a pretty big gap between "we can't do a hotfix in an hour because of the risk of regression" and "it takes 2 weeks to make a build that flips a toggle on", as the converter issue was explained.

I assume you probably don't like making builds for small fixes, because making builds eats up a ton of engineer and QA time. The product I'm working on went code complete in December and is just shipping this week, so I get it. Any change, no matter how small (our last patch was adding a copyright notice missing in a few files) ends up provoking a full regression test that eats 4 QA man-days, now.

For my part, I'd be a lot happier with more information about when to expect a patch. Not just now, but updated regularly until it arrives. It's not really the waiting that I find frustrating - it's the lack of information about what to expect.


 

Posted

Quote:
Originally Posted by Plasma View Post
There's a pretty big gap between "we can't do a hotfix in an hour because of the risk of regression" and "it takes 2 weeks to make a build that flips a toggle on", as the converter issue was explained.

I assume you probably don't like making builds for small fixes, because making builds eats up a ton of engineer and QA time. The product I'm working on went code complete in December and is just shipping this week, so I get it. Any change, no matter how small (our last patch was adding a copyright notice missing in a few files) ends up provoking a full regression test that eats 4 QA man-days, now.

For my part, I'd be a lot happier with more information about when to expect a patch. Not just now, but updated regularly until it arrives. It's not really the waiting that I find frustrating - it's the lack of information about what to expect.
Although I can agree with the frustration, from what you just stated (and what I've experienced in my own day to day work) I can can of see why there is such a lack of information.


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Posted

Quote:
Originally Posted by Sermon View Post
Better how? I really don't see it. These aren't game breaking issues. Most darkness characters won't even get to their pet before the patch comes through.
Err wrong, plenty had it on the first evening. I'm in UK, so had 5-8 hours less time after the patch than an american, and got to 28 without doing any farming. While they have little effect on team play, this means I'm not prepared to solo my troller as it means I'm desperately slow if I lock stuff down to start with.

These bugs make the game look terrible on its biggest showcase when lots of people come back to play (double XP), marketing disaster.

Other games will have a patch the day after a major release (and need less than an hour to apply it to a bigger client), sometimes I feel this game is way behind in its standards of service.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by Zwillinger View Post
There are a many different types of iteration when it comes to rapid online development, some are more rapid than others, and have *much* more inherent risk involved.

Personal experience: I worked on a couple of games where changes that involved data files only could be rapidly read up to a live shard, which meant a simple bug could be quickly fixed. Changes which involved code still required a build. Sounds awesome right? Well, a good 50% of the time (probably hyperbolic) fixing a simple bug resulted in a larger, more serious bug occurring in a live environment. Yes, you're more agile (pardon the development methodology pun), but you're also more open to "bad stuff" due to rapid iteration.

At Paragon/NCsoft, we have a more methodical approach to iteration. This results in less game breaking/server destroying bugs, which results in more overall availability of the product. This also means that, due to our methodical process, the bugs that do make it to live, it happens, take longer to fix because we plan our process out weeks in advance. We still have to rapidly (within 24 hours response) iterate if there's an issue that's wrecking mass havoc on live servers, and adjust our schedules accordingly.

As anyone in software development will tell you, schedules are very, very important. If milestones get pushed, it has an effect on the entire studio, soup to nuts.

Keep in mind, I'm not an engineer...but I play one online.

Don't do that, it makes me want to play that other game I play.


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Posted

Quote:
Originally Posted by newchemicals View Post
Don't do that, it makes me want to play that other game I play.
There's nothing wrong with playing multiple games. Helps prevent potential burn out on any one game .


Andy Belford
Community Manager
Paragon Studios

 

Posted

Quote:
Originally Posted by Zwillinger View Post
There's nothing wrong with playing multiple games. Helps prevent potential burn out on any one game .

While your in the thread active, any ETA on the patch for those converts? ^_^


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Posted

Quote:
Originally Posted by EU_Damz View Post
While your in the thread active, any ETA on the patch for those converts? ^_^
If I may be so bold as to speak for the man: During last night's impromptu Ustream, Zwil said that the converters would be going live as part of the first big post-I22 patch, which is tentatively still a couple of weeks away.


Positron: "There are no bugs [in City of Heroes], just varying degrees of features."

 

Posted

Quote:
Originally Posted by Goliath Bird Eater View Post
If I may be so bold as to speak for the man: During last night's impromptu Ustream, Zwil said that the converters would be going live as part of the first big post-I22 patch, which is tentatively still a couple of weeks away.

Oh Actually thought a patch might be much sooner [like this week], but thanks for the update Helps in stopping me looking out for a "server downtime tomorrow" notice


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Posted

Quote:
Originally Posted by Goliath Bird Eater View Post
If I may be so bold as to speak for the man: During last night's impromptu Ustream, Zwil said that the converters would be going live as part of the first big post-I22 patch, which is tentatively still a couple of weeks away.
I don't get this part because they were/are working just fine in BETA and have for weeks now...Oh well.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
I don't get this part because they were/are working just fine in BETA and have for weeks now...Oh well.
It seems like they picked up a last minute bug with them, and decided to pull them rather than delay I22.


@Golden Girl

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Posted

Quote:
Originally Posted by Zwillinger View Post
Keep in mind, I'm not an engineer...but I play one online.

Bears repeating:



Sappin' mah sentray!


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Posted

Quote:
Originally Posted by Goliath Bird Eater View Post
If I may be so bold as to speak for the man: During last night's impromptu Ustream, Zwil said that the converters would be going live as part of the first big post-I22 patch, which is tentatively still a couple of weeks away.
Minor nitpick; tentatively within the next few weeks .

And please, always be so bold. Makes my job easier!


Andy Belford
Community Manager
Paragon Studios

 

Posted

Quote:
Originally Posted by Zwillinger View Post
And please, always be so bold. Makes my job easier!
You would like us to be so bold as to speak for you?

Anyone know if that Put Words in Castle's Mouth Generator is still active?


 

Posted

Quote:
Originally Posted by GuyPerfect View Post
You would like us to be so bold as to speak for you?

Anyone know if that Put Words in Castle's Mouth Generator is still active?
Only if what you're saying is accurate...or at least possesses a modicum of truthiness.


Andy Belford
Community Manager
Paragon Studios

 

Posted

Quote:
Originally Posted by Golden Girl View Post
It seems like they picked up a last minute bug with them, and decided to pull them rather than delay I22.
I asked you nicely not to try reverse engineering things.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Zwillinger View Post
Only if what you're saying is accurate...or at least possesses a modicum of truthiness.
What would be the fun in that?


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