The gif, he says, as though everyone knows which gif he's talking aboutwho has the gif?
Still baffles me why these patch notes cannot be released the day before the patch goes live, let alone the morning of the patch. If you haven't had everything finalized days before the patch going live it is just sad.
Maybe management needs a shaking up over there in ZOS land.
vladimilianoub17_ESO1 wrote: »Still baffles me why these patch notes cannot be released the day before the patch goes live, let alone the morning of the patch. If you haven't had everything finalized days before the patch going live it is just sad.
Maybe management needs a shaking up over there in ZOS land.
Because,for if they commit an error on the implementation of the patch.Has happened before that they release the notes early then they commit an error like not implementing a change/update or implementing the wrong patch (happened once) then you going to see lots of threads of ppl asking explanation of why certain change/update is not reflected in the patch when they login to the game.
I_killed_Vivec wrote: »vladimilianoub17_ESO1 wrote: »Still baffles me why these patch notes cannot be released the day before the patch goes live, let alone the morning of the patch. If you haven't had everything finalized days before the patch going live it is just sad.
Maybe management needs a shaking up over there in ZOS land.
Because,for if they commit an error on the implementation of the patch.Has happened before that they release the notes early then they commit an error like not implementing a change/update or implementing the wrong patch (happened once) then you going to see lots of threads of ppl asking explanation of why certain change/update is not reflected in the patch when they login to the game.
Ideally the patch notes should provide the requirements FOR the patch - and against which the patch is tested.
They really should be written before coding starts so that the coders know what they have to implement/fix and the testers know what to test (along with regression tests to make sure nothing was broken as part of the fix).
If something is not ready to go live then it can easily be removed from the patch notes. Basic tracking procedures should be in place to keep track of what needs to be done, what was done, and what remains to be done.
Software development is simple
I_killed_Vivec wrote: »vladimilianoub17_ESO1 wrote: »Still baffles me why these patch notes cannot be released the day before the patch goes live, let alone the morning of the patch. If you haven't had everything finalized days before the patch going live it is just sad.
Maybe management needs a shaking up over there in ZOS land.
Because,for if they commit an error on the implementation of the patch.Has happened before that they release the notes early then they commit an error like not implementing a change/update or implementing the wrong patch (happened once) then you going to see lots of threads of ppl asking explanation of why certain change/update is not reflected in the patch when they login to the game.
Ideally the patch notes should provide the requirements FOR the patch - and against which the patch is tested.
They really should be written before coding starts so that the coders know what they have to implement/fix and the testers know what to test (along with regression tests to make sure nothing was broken as part of the fix).
If something is not ready to go live then it can easily be removed from the patch notes. Basic tracking procedures should be in place to keep track of what needs to be done, what was done, and what remains to be done.
Software development is simple
Exactly...
This is yet another sign of poor management or the staff being overwhelmed with too much work at one time (possibly due to staff cuts).
I_killed_Vivec wrote: »vladimilianoub17_ESO1 wrote: »Still baffles me why these patch notes cannot be released the day before the patch goes live, let alone the morning of the patch. If you haven't had everything finalized days before the patch going live it is just sad.
Maybe management needs a shaking up over there in ZOS land.
Because,for if they commit an error on the implementation of the patch.Has happened before that they release the notes early then they commit an error like not implementing a change/update or implementing the wrong patch (happened once) then you going to see lots of threads of ppl asking explanation of why certain change/update is not reflected in the patch when they login to the game.
Ideally the patch notes should provide the requirements FOR the patch - and against which the patch is tested.
They really should be written before coding starts so that the coders know what they have to implement/fix and the testers know what to test (along with regression tests to make sure nothing was broken as part of the fix).
If something is not ready to go live then it can easily be removed from the patch notes. Basic tracking procedures should be in place to keep track of what needs to be done, what was done, and what remains to be done.
Software development is simple
Exactly...
This is yet another sign of poor management or the staff being overwhelmed with too much work at one time (possibly due to staff cuts).*virtually extends arms to hug it out with frustrated friends
ZOS_GinaBruno wrote: »
I_killed_Vivec wrote: »vladimilianoub17_ESO1 wrote: »Still baffles me why these patch notes cannot be released the day before the patch goes live, let alone the morning of the patch. If you haven't had everything finalized days before the patch going live it is just sad.
Maybe management needs a shaking up over there in ZOS land.
Because,for if they commit an error on the implementation of the patch.Has happened before that they release the notes early then they commit an error like not implementing a change/update or implementing the wrong patch (happened once) then you going to see lots of threads of ppl asking explanation of why certain change/update is not reflected in the patch when they login to the game.
Ideally the patch notes should provide the requirements FOR the patch - and against which the patch is tested.
They really should be written before coding starts so that the coders know what they have to implement/fix and the testers know what to test (along with regression tests to make sure nothing was broken as part of the fix).
If something is not ready to go live then it can easily be removed from the patch notes. Basic tracking procedures should be in place to keep track of what needs to be done, what was done, and what remains to be done.
Software development is simple
Exactly...
This is yet another sign of poor management or the staff being overwhelmed with too much work at one time (possibly due to staff cuts).*virtually extends arms to hug it out with frustrated friends
I accept your hug, but I am not frustrated.
I_killed_Vivec wrote: »vladimilianoub17_ESO1 wrote: »Still baffles me why these patch notes cannot be released the day before the patch goes live, let alone the morning of the patch. If you haven't had everything finalized days before the patch going live it is just sad.
Maybe management needs a shaking up over there in ZOS land.
Because,for if they commit an error on the implementation of the patch.Has happened before that they release the notes early then they commit an error like not implementing a change/update or implementing the wrong patch (happened once) then you going to see lots of threads of ppl asking explanation of why certain change/update is not reflected in the patch when they login to the game.
Ideally the patch notes should provide the requirements FOR the patch - and against which the patch is tested.
They really should be written before coding starts so that the coders know what they have to implement/fix and the testers know what to test (along with regression tests to make sure nothing was broken as part of the fix).
If something is not ready to go live then it can easily be removed from the patch notes. Basic tracking procedures should be in place to keep track of what needs to be done, what was done, and what remains to be done.
Software development is simple
Exactly...
This is yet another sign of poor management or the staff being overwhelmed with too much work at one time (possibly due to staff cuts).*virtually extends arms to hug it out with frustrated friends
I accept your hug, but I am not frustrated.
The hug worked at least we got our patch notes!!! (please let me keep believing that my hug was magical...lol)
ZOS_GinaBruno wrote: »
Fixed an issue where the legendary fish in Wrothgar could be caught outside of the intended conditions.
ZOS_GinaBruno wrote: »The purple-quality set items found in the Wrothgar Daily Contract Recompense containers will now scale to your level, rather than always being VR16.
Paulington wrote: »ZOS_GinaBruno wrote: »Fixed an issue where the legendary fish in Wrothgar could be caught outside of the intended conditions.
So @ZOS_GinaBruno, you mean the Epic fish?.
We'll just ruin the only AoE templars have it's all good. PvP and PvE wise. PvP templars are losing so much class synergy it's a joke.Joy_Division wrote: »"Blazing Spear: Decreased the damage values, which were previously higher than intended."
I can assure you the Blazing Spear was most certainly not doing more damage than intended.
Joy_Division wrote: »"Blazing Spear: Decreased the damage values, which were previously higher than intended."
I can assure you the Blazing Spear was most certainly not doing more damage than intended.
Joy_Division wrote: »"Blazing Spear: Decreased the damage values, which were previously higher than intended."
I can assure you the Blazing Spear was most certainly not doing more damage than intended.
It's so sad really. GG the devs must have a hard time keeping Templars the prey of their own builds.
Edit* I'm truly surprised they didn't set the CP cap to 201 for Templars only, and be done with the nerfs already.
@ZOS_GinaBruno That's the first time I think that the megaservers have had different patch sizes. What's the reasoning behind that?ZOS_GinaBruno wrote:The size of this patch is approximately 380MB for the North American megaserver, and 250MB for the European megaserver.