Almost three years, some bugs from beta still exist
Keep making all the excuses you want
ZOS meeting 101.
Dev: man we got this punch list of bugs.
Boss: how much revenue will we lose if we don't fix it?
Finance: Maybe 2%
Boss: How many people bought the new dlc?
Sales: 750k
Boss: make a new dlc
Dev: but the bugs, I can fix them given a team and enough time.
Boss: you are fired, to junior dev: Make a new dlc.
It's also why they don't fix pvp, if everyone stopped pvp obviously the cost benefit says that's ok.
I honestly had numerous conversations like that with management as a lead developer. There DOES have to be a balance between fixing/refactoring and making changes customers can see and appreciate.
I have a lot of sympathy in the "this is complicated" department, but when I hear things like how it'll take months to change loot tables, I wonder what kind of totally borked architecture this game is built on.
I came to this idea a couple of times already - latest in the last live show - these guys are actually afraid of touching core systems - this tells a lot about the "legacy code" and what it might be like. In my company these guys would not have a future, I could not have people around, who are afraid to approach problems and find solutions.
Almost three years, some bugs from beta still exist
Keep making all the excuses you want
ZOS meeting 101.
Dev: man we got this punch list of bugs.
Boss: how much revenue will we lose if we don't fix it?
Finance: Maybe 2%
Boss: How many people bought the new dlc?
Sales: 750k
Boss: make a new dlc
Dev: but the bugs, I can fix them given a team and enough time.
Boss: you are fired, to junior dev: Make a new dlc.
It's also why they don't fix pvp, if everyone stopped pvp obviously the cost benefit says that's ok.
I honestly had numerous conversations like that with management as a lead developer. There DOES have to be a balance between fixing/refactoring and making changes customers can see and appreciate.
I have a lot of sympathy in the "this is complicated" department, but when I hear things like how it'll take months to change loot tables, I wonder what kind of totally borked architecture this game is built on.
I came to this idea a couple of times already - latest in the last live show - these guys are actually afraid of touching core systems - this tells a lot about the "legacy code" and what it might be like. In my company these guys would not have a future, I could not have people around, who are afraid to approach problems and find solutions.
At lower level in a company you want people that are improvement driven/orientated
At higher levels in a company you will find people that have much more risk awareness in their focus.
You need both
The show was informative on how bugs were handled and also had some interesting insight to the way they test their dungeons, even know it wasn't something we could not decipher ourselves, it was nice to hear how they try to emulate the player.
.Almost three years, some bugs from beta still exist
Keep making all the excuses you want
ZOS meeting 101.
Dev: man we got this punch list of bugs.
Boss: how much revenue will we lose if we don't fix it?
Finance: Maybe 2%
Boss: How many people bought the new dlc?
Sales: 750k
Boss: make a new dlc
Dev: but the bugs, I can fix them given a team and enough time.
Boss: you are fired, to junior dev: Make a new dlc.
It's also why they don't fix pvp, if everyone stopped pvp obviously the cost benefit says that's ok.
I honestly had numerous conversations like that with management as a lead developer. There DOES have to be a balance between fixing/refactoring and making changes customers can see and appreciate.
I have a lot of sympathy in the "this is complicated" department, but when I hear things like how it'll take months to change loot tables, I wonder what kind of totally borked architecture this game is built on.
I came to this idea a couple of times already - latest in the last live show - these guys are actually afraid of touching core systems - this tells a lot about the "legacy code" and what it might be like. In my company these guys would not have a future, I could not have people around, who are afraid to approach problems and find solutions.
At lower level in a company you want people that are improvement driven/orientated
At higher levels in a company you will find people that have much more risk awareness in their focus.
You need both
Ok, I will give some background, so that you see why I made this statement in this way. We are working in Biotech in the field of biorobotics and autonomous drones. This is why my staff has to consist of people, who do what no one else has done before and approach problems in new ways, without to be afraid to even be radical and look at it from a totally different perspective never done before. If I would hire staff, which does things "as usual" or is afraid of turning things upside down to see if it can be done in a better way, we would not get far. Same with people, who say "this cannot be done", if there is no absolute reason for why it couldn't be done. There is always a solution, but it requires the courage to make it happen.
.Almost three years, some bugs from beta still exist
Keep making all the excuses you want
ZOS meeting 101.
Dev: man we got this punch list of bugs.
Boss: how much revenue will we lose if we don't fix it?
Finance: Maybe 2%
Boss: How many people bought the new dlc?
Sales: 750k
Boss: make a new dlc
Dev: but the bugs, I can fix them given a team and enough time.
Boss: you are fired, to junior dev: Make a new dlc.
It's also why they don't fix pvp, if everyone stopped pvp obviously the cost benefit says that's ok.
I honestly had numerous conversations like that with management as a lead developer. There DOES have to be a balance between fixing/refactoring and making changes customers can see and appreciate.
I have a lot of sympathy in the "this is complicated" department, but when I hear things like how it'll take months to change loot tables, I wonder what kind of totally borked architecture this game is built on.
I came to this idea a couple of times already - latest in the last live show - these guys are actually afraid of touching core systems - this tells a lot about the "legacy code" and what it might be like. In my company these guys would not have a future, I could not have people around, who are afraid to approach problems and find solutions.
At lower level in a company you want people that are improvement driven/orientated
At higher levels in a company you will find people that have much more risk awareness in their focus.
You need both
Ok, I will give some background, so that you see why I made this statement in this way. We are working in Biotech in the field of biorobotics and autonomous drones. This is why my staff has to consist of people, who do what no one else has done before and approach problems in new ways, without to be afraid to even be radical and look at it from a totally different perspective never done before. If I would hire staff, which does things "as usual" or is afraid of turning things upside down to see if it can be done in a better way, we would not get far. Same with people, who say "this cannot be done", if there is no absolute reason for why it couldn't be done. There is always a solution, but it requires the courage to make it happen.
Thanks, understand where you are coming from
I kept my first post simple.
The TLTR, longer comment would have been:
Key is that I think that ZOS is NOT a cutting edge innovative company and it also should not be that !
The fact that ZOS uses high end stuff does not make ZOS high end. The fact that the game is very complex with many interrelated aspects, makes changes tricky.
ZOS needs imo a solid profile and culture.
Companies that are (technological) improvement driven can be, are the more innovative, the smaller they are and the less matured the operational field is.
Such companies can be very succesful and have high growth rates, but this happens at the expense of survival risk (you get nothing for nothing).
So many, not to say most, perish and some keep being succesful.
These companies are based on getting and retaining the kind of people you describe: forwardlooking, out of the box, not entangled by risk avoidance. It is: "innovate or wither".
Many big companies, also in high end performing have an 180 degree other approach: they are conservative and risk minded and the darling of shareholders (analysts, institutional investors), who feel that their money is secure. Key is: "never risk what you have". But these companies must grow to increase the shareholders value: "grow or wither".
So the usual way to do that is to also buy small innovative companies for their IP once the succes of that IP is proven.
They pay lots and lots of money for that. They can afford it and the risk is low.
And in my background I worked in both kind of companies for thirty years after I exchanged my own innovative hardware/software company including AI Chess programming in the early seventies for a solid job career in the high end of the metal industry (kids, family, etc).
BTW
One of the best football clubs in the world the past 40-50 years, the German club Bayern München, applied exactly that conservative big company strategy for decades. They never took any innovative risks themselves regarding trying out themselves new ideas and concepts. Once other clubs had experimented and developed proven concepts, and they decided to follow, they just bought enough new players experienced with the best play style and if needed exchanged the trainer as well, to benefit and to stay in the top tier.
Big amounts of money, low risk and continuous succes.
The big clubs of UK and Italy took over this concept from Bayern.
.Almost three years, some bugs from beta still exist
Keep making all the excuses you want
ZOS meeting 101.
Dev: man we got this punch list of bugs.
Boss: how much revenue will we lose if we don't fix it?
Finance: Maybe 2%
Boss: How many people bought the new dlc?
Sales: 750k
Boss: make a new dlc
Dev: but the bugs, I can fix them given a team and enough time.
Boss: you are fired, to junior dev: Make a new dlc.
It's also why they don't fix pvp, if everyone stopped pvp obviously the cost benefit says that's ok.
I honestly had numerous conversations like that with management as a lead developer. There DOES have to be a balance between fixing/refactoring and making changes customers can see and appreciate.
I have a lot of sympathy in the "this is complicated" department, but when I hear things like how it'll take months to change loot tables, I wonder what kind of totally borked architecture this game is built on.
I came to this idea a couple of times already - latest in the last live show - these guys are actually afraid of touching core systems - this tells a lot about the "legacy code" and what it might be like. In my company these guys would not have a future, I could not have people around, who are afraid to approach problems and find solutions.
At lower level in a company you want people that are improvement driven/orientated
At higher levels in a company you will find people that have much more risk awareness in their focus.
You need both
Ok, I will give some background, so that you see why I made this statement in this way. We are working in Biotech in the field of biorobotics and autonomous drones. This is why my staff has to consist of people, who do what no one else has done before and approach problems in new ways, without to be afraid to even be radical and look at it from a totally different perspective never done before. If I would hire staff, which does things "as usual" or is afraid of turning things upside down to see if it can be done in a better way, we would not get far. Same with people, who say "this cannot be done", if there is no absolute reason for why it couldn't be done. There is always a solution, but it requires the courage to make it happen.
Thanks, understand where you are coming from
I kept my first post simple.
The TLTR, longer comment would have been:
Key is that I think that ZOS is NOT a cutting edge innovative company and it also should not be that !
The fact that ZOS uses high end stuff does not make ZOS high end. The fact that the game is very complex with many interrelated aspects, makes changes tricky.
ZOS needs imo a solid profile and culture.
Companies that are (technological) improvement driven can be, are the more innovative, the smaller they are and the less matured the operational field is.
Such companies can be very succesful and have high growth rates, but this happens at the expense of survival risk (you get nothing for nothing).
So many, not to say most, perish and some keep being succesful.
These companies are based on getting and retaining the kind of people you describe: forwardlooking, out of the box, not entangled by risk avoidance. It is: "innovate or wither".
Many big companies, also in high end performing have an 180 degree other approach: they are conservative and risk minded and the darling of shareholders (analysts, institutional investors), who feel that their money is secure. Key is: "never risk what you have". But these companies must grow to increase the shareholders value: "grow or wither".
So the usual way to do that is to also buy small innovative companies for their IP once the succes of that IP is proven.
They pay lots and lots of money for that. They can afford it and the risk is low.
And in my background I worked in both kind of companies for thirty years after I exchanged my own innovative hardware/software company including AI Chess programming in the early seventies for a solid job career in the high end of the metal industry (kids, family, etc).
BTW
One of the best football clubs in the world the past 40-50 years, the German club Bayern München, applied exactly that conservative big company strategy for decades. They never took any innovative risks themselves regarding trying out themselves new ideas and concepts. Once other clubs had experimented and developed proven concepts, and they decided to follow, they just bought enough new players experienced with the best play style and if needed exchanged the trainer as well, to benefit and to stay in the top tier.
Big amounts of money, low risk and continuous succes.
The big clubs of UK and Italy took over this concept from Bayern.
This has quite some truth in it, the longer I think about it - thank you for sharing.
tryia3b14a_ESO wrote: »As someone who once spent 5 years in different levels of QA at different game companies, I guarantee you that QA both saw and reported the really easy to see obvious issue. Then a dev or producer took that report and either said "don't care" or put it in the pile of "maybe we'll get around to this."
Zeni is releasing DLCs with major bugs most of them already detected and and reported from PTS! So... why the hell should anyone apologize for being "rude" in forum?
Zeni should publicly apologize for selling defected "software" and not trying to explain how difficult is to "cure" bugs they created!
Too bad i can't return defected "merchandise" and get my money back!
EverHaunted wrote: »This game has no more bugs then any other MMO. I've encountered maybe 2 small bugs in past 2 months.
Sure, fixing bugs should be on the priority list, but stalling content for a few bug fixes is absurd.
Foremost, they have different teams working on different things. Debugging won't be done by a content dev, and vice versa.
Secondly, content drought kills games.
I never left rage comments because I understand how difficult it is to track down bugs through thousands of miles of code... so I think you forgot a fourth option... "I already understood how difficult their job was and so I never left rage comments against ZOS".
CapnPhoton wrote: »I never left rage comments because I understand how difficult it is to track down bugs through thousands of miles of code... so I think you forgot a fourth option... "I already understood how difficult their job was and so I never left rage comments against ZOS".
Agreed. The poll is incomplete.
People rage and react but they don't have any concept of what it takes to make it all happen. But you can't tell them that because they already know everything.