What do I think? I think the devs today are not the ones who wrote most of the code. Working on others’ code, especially poorly documented code, is very difficult for the novice. Good programmers are very expensive, despite what the CFOs think. The current devs keep breaking stuff not because they want to, it’s because they don’t know have a complete understanding of what the code does and/or it’s colliding with today’s devops mentality of pushing code to production without the QA we used to expect. It’s not going to get better, sadly.
Good luck ZOS,and we appreciate what you can do to help.
Oh, and much thanks Gina and Jessica, I’m sorry you are caught up in this, I know you are just doing your job.
And yes, I hope I’m wrong. I’m not. 30 years in IT, saddened at the current state. But we have gotten very good at making shiny, often useful things as long as they make $$$$$. Just don’t expect it to work right the first time it’s available in production.
lordrichter wrote: »What do I think? I think the devs today are not the ones who wrote most of the code. Working on others’ code, especially poorly documented code, is very difficult for the novice. Good programmers are very expensive, despite what the CFOs think. The current devs keep breaking stuff not because they want to, it’s because they don’t know have a complete understanding of what the code does and/or it’s colliding with today’s devops mentality of pushing code to production without the QA we used to expect. It’s not going to get better, sadly.
Good luck ZOS,and we appreciate what you can do to help.
Oh, and much thanks Gina and Jessica, I’m sorry you are caught up in this, I know you are just doing your job.
And yes, I hope I’m wrong. I’m not. 30 years in IT, saddened at the current state. But we have gotten very good at making shiny, often useful things as long as they make $$$$$. Just don’t expect it to work right the first time it’s available in production.
Hmmm. Yes. Mostly.
After this many years (10) it is a given that there will be turnover and new people will arrive to support existing code. Development of a game is much different, and sexier, than maintenance for some people. In the end, it is much as you say above regarding working on other people's stuff.
I know that they had a large QA department. Check the credits. I have no idea how many are still there, and working on ESO, but ESO is a massive game with multiple platforms and hardware that need to be tested. It cannot be exhaustively tested. Besides, you don't test in quality. The quality has to exist before it gets to test. For a project this large, measures must be in place to assure quality at every step prior to reaching QA and the customer. They have never really been strong with that, as we have seen over the years.
Gina thanks for finally addressing the customer base about these issues....as I suspected, they probobly dont know. Here is a pro-tip, try wireshark and see what's going on network-wise first. If you guys need some help I am a Linux LAMP system admin(with API's too), former CCNA, and will work for crowns under NDA j/kZOS_GinaBruno wrote: »Steam Login Issues
We are fully aware of the intermittent issues with launching ESO from Steam reliably, and we have been working with Steam over the last few weeks to diagnose and fix the underlying problem. These efforts are ongoing and as soon as we have an update, we'll let everyone know.@ZOS_GinaBruno Can you have some communication from the dev team(s) as to why adding new content destabilises existing content?
It's understandable that new content has the potential to be buggy and glitchy, but new content that breaks the old unrelated content seems to indicate poor programming skills from the developers, or at the very least the common problem of not releasing memory at the end of functions.
Probobly not using a versioning control system(or a poorly implemented one)...
lordrichter wrote: »DreadKnight wrote: »100% Experience Scroll?
Wot?
That's just an insult.
Not at all.
lordrichter wrote: »DreadKnight wrote: »100% Experience Scroll?
Wot?
That's just an insult.
Not at all.
It kind of is to people who are max cp
To be fair, a lot of the performance, graphic, and gameplay issues happened (or came back) after multithreading was introduced with Summerset. Multithreading in games may be desirable, but it's also difficult to implement well unless the game and its engine is built new from the ground-up.
Re-engineering an existing game to multi-threaded operation isn't a simple affair at all. And making it work on a multi-platform game is going to be even harder.
...
No maintenance scheduled this week?
Wasn't a stability patch promised in less than two weeks? (as of july 6)
(Yes, I know, one week and a half is less than two, but... )
ZOS_GinaBruno wrote: »Hey guys, just want to mention the list on the first page isn't everything we're working on, just a handful of the major recent issues from the past couple weeks. For example, we're also working on fixing the Sprint bug and the invisible walls/structures that were called out in this thread.
ZOS_GinaBruno wrote: »Hey guys, just want to mention the list on the first page isn't everything we're working on, just a handful of the major recent issues from the past couple weeks. For example, we're also working on fixing the Sprint bug and the invisible walls/structures that were called out in this thread.
ZOS_GinaBruno wrote: »Hey guys, just want to mention the list on the first page isn't everything we're working on, just a handful of the major recent issues from the past couple weeks. For example, we're also working on fixing the Sprint bug and the invisible walls/structures that were called out in this thread.
ZOS_GinaBruno wrote: »Hey guys, just want to mention the list on the first page isn't everything we're working on, just a handful of the major recent issues from the past couple weeks. For example, we're also working on fixing the Sprint bug and the invisible walls/structures that were called out in this thread.
ZOS_GinaBruno wrote: »Hey guys, just want to mention the list on the first page isn't everything we're working on, just a handful of the major recent issues from the past couple weeks. For example, we're also working on fixing the Sprint bug and the invisible walls/structures that were called out in this thread.