Art and the logic that drives the game can't really be compared in terms of complexity.
Art, when finished, is finished, it isn't going to break other parts of the game because it's static, code on the other hand is constantly evolving and interacts with all of the other code.
Whenever you're dealing with code, be it belonging to a game or business software, you're dealing with a large set of logic statements that are constantly looping through and will interact with each other in ways that aren't anticipated.
Debugging is not a simple, 'Oh there it is, now it's fixed.' Often you have to isolate bits here and there and figure out exactly why things are behaving the way they are. Quite often the reasons things behave in weird ways are not obvious, and they are not explicitly written that way. It may be caused by something way down the line that, at first glance, has nothing to do with the process it is breaking. And even when there is a simple fix, that fix may cause this entire process of unintended behaviors to start all over with another process.
What you're really dealing with is a huge web of interdependent logic statements that are impossible for one person to fully understand.
Art and the logic that drives the game can't really be compared in terms of complexity.
Art, when finished, is finished, it isn't going to break other parts of the game because it's static, code on the other hand is constantly evolving and interacts with all of the other code.
Whenever you're dealing with code, be it belonging to a game or business software, you're dealing with a large set of logic statements that are constantly looping through and will interact with each other in ways that aren't anticipated.
Debugging is not a simple, 'Oh there it is, now it's fixed.' Often you have to isolate bits here and there and figure out exactly why things are behaving the way they are. Quite often the reasons things behave in weird ways are not obvious, and they are not explicitly written that way. It may be caused by something way down the line that, at first glance, has nothing to do with the process it is breaking. And even when there is a simple fix, that fix may cause this entire process of unintended behaviors to start all over with another process.
What you're really dealing with is a huge web of interdependent logic statements that are impossible for one person to fully understand.
Well and? I think any person withaverage intelligence knows that coding can be difficult, but OP was asking why ESO stands out so much in terms of quiality controll.
Your otherwise insightful message reminds me of my ex - asked her why she cheated on me and got a long speach about realtionships in generall.
Art and the logic that drives the game can't really be compared in terms of complexity.
Art, when finished, is finished, it isn't going to break other parts of the game because it's static, code on the other hand is constantly evolving and interacts with all of the other code.
Whenever you're dealing with code, be it belonging to a game or business software, you're dealing with a large set of logic statements that are constantly looping through and will interact with each other in ways that aren't anticipated.
Debugging is not a simple, 'Oh there it is, now it's fixed.' Often you have to isolate bits here and there and figure out exactly why things are behaving the way they are. Quite often the reasons things behave in weird ways are not obvious, and they are not explicitly written that way. It may be caused by something way down the line that, at first glance, has nothing to do with the process it is breaking. And even when there is a simple fix, that fix may cause this entire process of unintended behaviors to start all over with another process.
What you're really dealing with is a huge web of interdependent logic statements that are impossible for one person to fully understand.
Well and? I think any person withaverage intelligence knows that coding can be difficult, but OP was asking why ESO stands out so much in terms of quiality controll.
Your otherwise insightful message reminds me of my ex - asked her why she cheated on me and got a long speach about realtionships in generall.
How am I supposed to know that? I don't work at ZoS. Nobody knows how their specific process works, unless they've seen it in action. In fact, it's a bit pointless to speculate about it.
As someone who does deal in a similar arena, 90% of the people I see posting here on matters relating to the code itself are the worst kind of users. Development/Design is one of the most thankless jobs out there precisely because no one understands it outside of that arena. They assume that it is not -really- that complex, and every fix should be able to be rolled out same-day.
There is nothing in this world more irritating than someone who has never looked at the product you deliver from the inside yet still has the gall to suggest how you should fix a problem and set timelines for you.
Do I think anyone deserves a free pass? No, but I have also seen situations where a bug, in some unintended way, is actually making the rest of the program work. Where fixing said bug will cause a cascading failure, or cause completely unexpected issues down the line somewhere, and a rewrite of many subsystems is necessary in order to fix the bug and save the program. (Among other oddities.)
In the end we've got to accept that ZoS is capable and is working on these issues. Doing anything else will drive you crazy because what you're really doing is investing yourself in something you've got no control over.
Provide valuable and meaningful feedback, and leave the actual work to them.
I guess it could be outsourcing causing the problems and waiting times for fixes...
They send a problem to india or such other low-wage countries and wait for a fix, then the fix comes back and have to be tested, when they are not satisfied it goes out again.....
When the fix is working it has to be implemented in the actual build, along with other fixes causing new problems combining them.
To foresee this uncontrolled chain reactions is impossible because the separate parts coming from the outside.
This is why it takes so long to fix and change important things in the game.
It seems Zos can only tweak some numbers ingame, but when it comes to code or engine issues they need to wait for help from outside.
maybe this is ***, but i think to find a glimpse of truth in this thoughts.
regards
Art and the logic that drives the game can't really be compared in terms of complexity.
Art, when finished, is finished, it isn't going to break other parts of the game because it's static, code on the other hand is constantly evolving and interacts with all of the other code.
Whenever you're dealing with code, be it belonging to a game or business software, you're dealing with a large set of logic statements that are constantly looping through and will interact with each other in ways that aren't anticipated.
Debugging is not a simple, 'Oh there it is, now it's fixed.' Often you have to isolate bits here and there and figure out exactly why things are behaving the way they are. Quite often the reasons things behave in weird ways are not obvious, and they are not explicitly written that way. It may be caused by something way down the line that, at first glance, has nothing to do with the process it is breaking. And even when there is a simple fix, that fix may cause this entire process of unintended behaviors to start all over with another process.
What you're really dealing with is a huge web of interdependent logic statements that are impossible for one person to fully understand.
Well and? I think any person withaverage intelligence knows that coding can be difficult, but OP was asking why ESO stands out so much in terms of quiality controll.
Your otherwise insightful message reminds me of my ex - asked her why she cheated on me and got a long speach about realtionships in generall.
How am I supposed to know that? I don't work at ZoS. Nobody knows how their specific process works, unless they've seen it in action. In fact, it's a bit pointless to speculate about it.
As someone who does deal in a similar arena, 90% of the people I see posting here on matters relating to the code itself are the worst kind of users. Development/Design is one of the most thankless jobs out there precisely because no one understands it outside of that arena. They assume that it is not -really- that complex, and every fix should be able to be rolled out same-day.
There is nothing in this world more irritating than someone who has never looked at the product you deliver from the inside yet still has the gall to suggest how you should fix a problem and set timelines for you.
Do I think anyone deserves a free pass? No, but I have also seen situations where a bug, in some unintended way, is actually making the rest of the program work. Where fixing said bug will cause a cascading failure, or cause completely unexpected issues down the line somewhere, and a rewrite of many subsystems is necessary in order to fix the bug and save the program. (Among other oddities.)
In the end we've got to accept that ZoS is capable and is working on these issues. Doing anything else will drive you crazy because what you're really doing is investing yourself in something you've got no control over.
Provide valuable and meaningful feedback, and leave the actual work to them.
I think I exercised self control when criticising and there is really no point in specifying what flaws the game currently have since it is quite obvious on the forum. I was hoping to see some technical comments or insider knowledge when I made this post. Simple as that.CapnPhoton wrote: »First you say you are not basing anyone...then make a few open ended compliments...then you bash them...then you close by saying again that you are not basing anyone, the whole time not saying what your problem with the game REALLY is...
Was this a satire or something?
jcasini222ub17_ESO wrote: »One thing i've been always curious about is why we don't have an 'open' testing enviroment. Take for example the battle spirit change along with battle leveling. In an open running test enviroment you could have played around with the setting, try one, try the other, try both. It would be possible to try out different blocking regen rates. You could mess with skills, really try things out and they never need to make it to live necessarily but to try out ideas on what (I assume just based on pts and the beta's) would be a larger sample pool than their internal testing group. If the idea doesnt work so be it, its just a test enviroment. I much rather gamechanging or gamebreaking bugs be caught in a testing enviroment than live.
Nothing against their testing group or saying players could do a better job. Just flummoxes me why an open testing enviroment isn't utilized.
jcasini222ub17_ESO wrote: »One thing i've been always curious about is why we don't have an 'open' testing enviroment. Take for example the battle spirit change along with battle leveling. In an open running test enviroment you could have played around with the setting, try one, try the other, try both. It would be possible to try out different blocking regen rates. You could mess with skills, really try things out and they never need to make it to live necessarily but to try out ideas on what (I assume just based on pts and the beta's) would be a larger sample pool than their internal testing group. If the idea doesnt work so be it, its just a test enviroment. I much rather gamechanging or gamebreaking bugs be caught in a testing enviroment than live.
Nothing against their testing group or saying players could do a better job. Just flummoxes me why an open testing enviroment isn't utilized.
isn't this what PTS is for?
not implying specifics but,
IC was on a test for a month, feedback was given.from what I read a lot of feedback was ignored.
Programming has evolved well beyond this, old timer. Rather than relying on goto lines, object-oriented programming lets anything interact with anything. Game designers usually go even simpler and use lightweight script languages that perform the complex routines under the hood and give the game designer simple procedural syntax like "AddNewPlotFlag" calls or the common display methods, all of which would be way more advanced if you were interfacing with the monitor directly like an operating system.Is the problem that the code is all twisted up? I mean, we were taught to take our code, put it in sub categories and subroutines to make it easier to troubleshoot. Your description makes me think that standard coding practice is make line 1 go to line 1099, which says, go to line 14099, which says go to line 25999, which then says go to line 2.
Art and the logic that drives the game can't really be compared in terms of complexity.
Art, when finished, is finished, it isn't going to break other parts of the game because it's static, code on the other hand is constantly evolving and interacts with all of the other code.
Whenever you're dealing with code, be it belonging to a game or business software, you're dealing with a large set of logic statements that are constantly looping through and will interact with each other in ways that aren't anticipated.
Debugging is not a simple, 'Oh there it is, now it's fixed.' Often you have to isolate bits here and there and figure out exactly why things are behaving the way they are. Quite often the reasons things behave in weird ways are not obvious, and they are not explicitly written that way. It may be caused by something way down the line that, at first glance, has nothing to do with the process it is breaking. And even when there is a simple fix, that fix may cause this entire process of unintended behaviors to start all over with another process.
What you're really dealing with is a huge web of interdependent logic statements that are impossible for one person to fully understand.
tordr86b16_ESO wrote: »I wouldn't be surprised if they outsourced much of their work to 3rd world countries. It's not theory but fact, heard them talking about language barriers from outsourcing on one of their ESO Live episodes.
tordr86b16_ESO wrote: »I wouldn't be surprised if they outsourced much of their work to 3rd world countries. It's not theory but fact, heard them talking about language barriers from outsourcing on one of their ESO Live episodes.
Art and the logic that drives the game can't really be compared in terms of complexity.
Art, when finished, is finished, it isn't going to break other parts of the game because it's static, code on the other hand is constantly evolving and interacts with all of the other code.
Whenever you're dealing with code, be it belonging to a game or business software, you're dealing with a large set of logic statements that are constantly looping through and will interact with each other in ways that aren't anticipated.
Debugging is not a simple, 'Oh there it is, now it's fixed.' Often you have to isolate bits here and there and figure out exactly why things are behaving the way they are. Quite often the reasons things behave in weird ways are not obvious, and they are not explicitly written that way. It may be caused by something way down the line that, at first glance, has nothing to do with the process it is breaking. And even when there is a simple fix, that fix may cause this entire process of unintended behaviors to start all over with another process.
What you're really dealing with is a huge web of interdependent logic statements that are impossible for one person to fully understand.
Well and? I think any person withaverage intelligence knows that coding can be difficult, but OP was asking why ESO stands out so much in terms of quiality controll.
Your otherwise insightful message reminds me of my ex - asked her why she cheated on me and got a long speach about realtionships in generall.
How am I supposed to know that? I don't work at ZoS. Nobody knows how their specific process works, unless they've seen it in action. In fact, it's a bit pointless to speculate about it.
As someone who does deal in a similar arena, 90% of the people I see posting here on matters relating to the code itself are the worst kind of users. Development/Design is one of the most thankless jobs out there precisely because no one understands it outside of that arena. They assume that it is not -really- that complex, and every fix should be able to be rolled out same-day.
There is nothing in this world more irritating than someone who has never looked at the product you deliver from the inside yet still has the gall to suggest how you should fix a problem and set timelines for you.
Do I think anyone deserves a free pass? No, but I have also seen situations where a bug, in some unintended way, is actually making the rest of the program work. Where fixing said bug will cause a cascading failure, or cause completely unexpected issues down the line somewhere, and a rewrite of many subsystems is necessary in order to fix the bug and save the program. (Among other oddities.)
In the end we've got to accept that ZoS is capable and is working on these issues. Doing anything else will drive you crazy because what you're really doing is investing yourself in something you've got no control over.
Provide valuable and meaningful feedback, and leave the actual work to them.
Ok.. I have heard this numerous times. As a old time 4.0 Netware Admin and PC support guy, I have pretty extensive knowledge of programming in Basic, especially login scripts, and a small knowledge of UNIX and Fortran. (Had to build a Unix to PC interface to get mainframe printing to a PC attached printer, but, thats another story.) I HAVE to ask this, as I have heard what you say for years in many games.
Is the problem that the code is all twisted up? I mean, we were taught to take our code, put it in sub categories and subroutines to make it easier to troubleshoot. Your description makes me think that standard coding practice is make line 1 go to line 1099, which says, go to line 14099, which says go to line 25999, which then says go to line 2.
Peel_Ya_Cap_517 wrote: »Art and the logic that drives the game can't really be compared in terms of complexity.
Art, when finished, is finished, it isn't going to break other parts of the game because it's static, code on the other hand is constantly evolving and interacts with all of the other code.
Whenever you're dealing with code, be it belonging to a game or business software, you're dealing with a large set of logic statements that are constantly looping through and will interact with each other in ways that aren't anticipated.
Debugging is not a simple, 'Oh there it is, now it's fixed.' Often you have to isolate bits here and there and figure out exactly why things are behaving the way they are. Quite often the reasons things behave in weird ways are not obvious, and they are not explicitly written that way. It may be caused by something way down the line that, at first glance, has nothing to do with the process it is breaking. And even when there is a simple fix, that fix may cause this entire process of unintended behaviors to start all over with another process.
What you're really dealing with is a huge web of interdependent logic statements that are impossible for one person to fully understand.
Well and? I think any person withaverage intelligence knows that coding can be difficult, but OP was asking why ESO stands out so much in terms of quiality controll.
Your otherwise insightful message reminds me of my ex - asked her why she cheated on me and got a long speach about realtionships in generall.
How am I supposed to know that? I don't work at ZoS. Nobody knows how their specific process works, unless they've seen it in action. In fact, it's a bit pointless to speculate about it.
As someone who does deal in a similar arena, 90% of the people I see posting here on matters relating to the code itself are the worst kind of users. Development/Design is one of the most thankless jobs out there precisely because no one understands it outside of that arena. They assume that it is not -really- that complex, and every fix should be able to be rolled out same-day.
There is nothing in this world more irritating than someone who has never looked at the product you deliver from the inside yet still has the gall to suggest how you should fix a problem and set timelines for you.
Do I think anyone deserves a free pass? No, but I have also seen situations where a bug, in some unintended way, is actually making the rest of the program work. Where fixing said bug will cause a cascading failure, or cause completely unexpected issues down the line somewhere, and a rewrite of many subsystems is necessary in order to fix the bug and save the program. (Among other oddities.)
In the end we've got to accept that ZoS is capable and is working on these issues. Doing anything else will drive you crazy because what you're really doing is investing yourself in something you've got no control over.
Provide valuable and meaningful feedback, and leave the actual work to them.
Ok.. I have heard this numerous times. As a old time 4.0 Netware Admin and PC support guy, I have pretty extensive knowledge of programming in Basic, especially login scripts, and a small knowledge of UNIX and Fortran. (Had to build a Unix to PC interface to get mainframe printing to a PC attached printer, but, thats another story.) I HAVE to ask this, as I have heard what you say for years in many games.
Is the problem that the code is all twisted up? I mean, we were taught to take our code, put it in sub categories and subroutines to make it easier to troubleshoot. Your description makes me think that standard coding practice is make line 1 go to line 1099, which says, go to line 14099, which says go to line 25999, which then says go to line 2.
Hey, this guy installed a printer one time, LISTEN TO HIM!
Peel_Ya_Cap_517 wrote: »Art and the logic that drives the game can't really be compared in terms of complexity.
Art, when finished, is finished, it isn't going to break other parts of the game because it's static, code on the other hand is constantly evolving and interacts with all of the other code.
Whenever you're dealing with code, be it belonging to a game or business software, you're dealing with a large set of logic statements that are constantly looping through and will interact with each other in ways that aren't anticipated.
Debugging is not a simple, 'Oh there it is, now it's fixed.' Often you have to isolate bits here and there and figure out exactly why things are behaving the way they are. Quite often the reasons things behave in weird ways are not obvious, and they are not explicitly written that way. It may be caused by something way down the line that, at first glance, has nothing to do with the process it is breaking. And even when there is a simple fix, that fix may cause this entire process of unintended behaviors to start all over with another process.
What you're really dealing with is a huge web of interdependent logic statements that are impossible for one person to fully understand.
Well and? I think any person withaverage intelligence knows that coding can be difficult, but OP was asking why ESO stands out so much in terms of quiality controll.
Your otherwise insightful message reminds me of my ex - asked her why she cheated on me and got a long speach about realtionships in generall.
How am I supposed to know that? I don't work at ZoS. Nobody knows how their specific process works, unless they've seen it in action. In fact, it's a bit pointless to speculate about it.
As someone who does deal in a similar arena, 90% of the people I see posting here on matters relating to the code itself are the worst kind of users. Development/Design is one of the most thankless jobs out there precisely because no one understands it outside of that arena. They assume that it is not -really- that complex, and every fix should be able to be rolled out same-day.
There is nothing in this world more irritating than someone who has never looked at the product you deliver from the inside yet still has the gall to suggest how you should fix a problem and set timelines for you.
Do I think anyone deserves a free pass? No, but I have also seen situations where a bug, in some unintended way, is actually making the rest of the program work. Where fixing said bug will cause a cascading failure, or cause completely unexpected issues down the line somewhere, and a rewrite of many subsystems is necessary in order to fix the bug and save the program. (Among other oddities.)
In the end we've got to accept that ZoS is capable and is working on these issues. Doing anything else will drive you crazy because what you're really doing is investing yourself in something you've got no control over.
Provide valuable and meaningful feedback, and leave the actual work to them.
Ok.. I have heard this numerous times. As a old time 4.0 Netware Admin and PC support guy, I have pretty extensive knowledge of programming in Basic, especially login scripts, and a small knowledge of UNIX and Fortran. (Had to build a Unix to PC interface to get mainframe printing to a PC attached printer, but, thats another story.) I HAVE to ask this, as I have heard what you say for years in many games.
Is the problem that the code is all twisted up? I mean, we were taught to take our code, put it in sub categories and subroutines to make it easier to troubleshoot. Your description makes me think that standard coding practice is make line 1 go to line 1099, which says, go to line 14099, which says go to line 25999, which then says go to line 2.
Hey, this guy installed a printer one time, LISTEN TO HIM!
I'm pretty sure you have absolutely no idea what he just said.
Ok.. I have heard this numerous times. As a old time 4.0 Netware Admin and PC support guy, I have pretty extensive knowledge of programming in Basic, especially login scripts, and a small knowledge of UNIX and Fortran. (Had to build a Unix to PC interface to get mainframe printing to a PC attached printer, but, thats another story.) I HAVE to ask this, as I have heard what you say for years in many games.
Is the problem that the code is all twisted up? I mean, we were taught to take our code, put it in sub categories and subroutines to make it easier to troubleshoot. Your description makes me think that standard coding practice is make line 1 go to line 1099, which says, go to line 14099, which says go to line 25999, which then says go to line 2.
Technical answer to a technical question, that obviously the plebe on the street would not understand.
Another technical answer to a technical question, that obviously the plebe on the street would not understand..
b92303008rwb17_ESO wrote: »For starters, I am not at all trying to bash anyone here. I am not working in gaming industry but in the past decade I honestly have not seen any major PC video games, whether them being RPG, strategy or simulation, with so many game breaking bugs/exploits/mechanics lasting so long unfixed. There must be something wrong in the process of development and I am really curious about what that is. I believe there are many others that have the same questions as I do.
Simply put, I think the most of the arts, quests designs, music and voice acting are absolutely amazing. These are the main reasons I stick with this game. I also like some of the class and ability concepts and designs even though they are not flawless. So how on earth did so many beautifully crafted elements together turn out to be such a mess as a whole at last?
I understand this game is huge in terms of magnitude or complexity and there are no doubt many talented devs at ZOS. But many other games' devs somehow manage to solve the problems of their equally huge games in a more or less shorter time than ZOS does. How did these equally talented people make so many stupid mistakes?
Let me say this again. I am not bashing anyone here. I just hope people working in the industry or with some kinds of insider knowledge can shed some light on this misery. What do you think?