Shokasegambit1 wrote: »...or am I wrong ?
Halcyon_blue wrote: »If we could get programming to be as smooth as half the forum goers want, we would already be dead from Skynet years ago.
lordrichter wrote: »Halcyon_blue wrote: »If we could get programming to be as smooth as half the forum goers want, we would already be dead from Skynet years ago.
I'd be more likely that we would be currently living in a simulation where the bugs are deliberately injected into "reality" to make it more believable.
That said, you really cannot test quality into a product like ESO. It is too large and too complicated to completely test in the time allowed. The development is never going to be large enough to turn around fixes for all the known defects in the time allowed. That does not even start to think about the defects that are yet to be discovered.
ESO, if it is like most large software projects, is held together with the programming equivalent of duct tape and bailing wire.
"If builders built houses the way programmers built programs, the first woodpecker to come along would destroy civilization."
You need to ask???Shokasegambit1 wrote: »How do bugs make it to live ?
starkerealm wrote: »Shokasegambit1 wrote: »...or am I wrong ?
A little.
Before we get started, I want you to look at this:
So, a couple things.
Large chunks of the code base are being rewritten. The stuff like memory management is going to require some pretty extensive rewrites of how those systems work. That's back end stuff. When you have legacy code you're replacing, that interfaces with more legacy code, you're going to get bugs. Someone wrote that code. It made sense to them. No one on the planet understands what the hell they were thinking.
When you're the only person writing code on a project, it's relatively easy. You understand your own logic, so your greatest enemy is typos (and off by one errors.)
When you're working with a large team, and you're all writing code, good luck. Good documentation, and coherent project design will help. But, stick enough programmers in the room, and inevitably one of them won't be strange enough. They'll implement something that makes sense to them, and no one else.
Come back six months later after they've moved on to a new project on the dark side of the moon, or Kansas, and good luck figuring out what they wrote. It looks like a coherent procedure call, but you're pretty sure it actually summons the Ghost of Christmas Past when you execute it in the wrong sub.
You wanted to know about the poisons. What could affect that? Dunno.
It should be a short list. The poisons should be connected to the item database, and that should be it. They're scaling, but that's an item database trait. They're not the only ones. It should apply a penalty to them, but that might have been removed. Other scaling items, like the Double Bloody Mara, have been altered. It's possible one of those changes affected the poisons.
But, if you ask the Ghost of Christmas Past, maybe they were given hard coded values, flagged for scaling, and now kinda do whatever they want. At that point, those values could be hooked into other things you wouldn't expect. So, when you change a value from an ability, it could turn out that the poisons are scaling off of that. They shouldn't be, but it's possible. I've seen some weird ass connections in games before. "This var returns the data I want, let's just call that and move on with our day."
So, how does that happen? ESO is a very big, very complicated, machine. No one person fully understands everything. Hundreds of people (if not more) have worked on the code base. How do bugs happen? Someone solved a problem without warning everyone else what they did.
Shokasegambit1 wrote: »I guess what I am saying also - is could this be done on purpose ? I know very little about coding - but a lot from a business standpoint.
The problem is reletivly easy to fix looking from a business perspective. I'm not trying to do research in how much these devs get paid but seems that the talent acquisition is very low. Rather paying a dev 60k from ITT Tech - to "save" money. You pay 120k for real talent that has the education and background to get things done.
This, I'm working with an page on an web application, pretty simple generate an table showing user progress in required reading. My problem is that the user mass is close to 100 its also over 100 subjects. Not all is require to read and check out all.starkerealm wrote: »Shokasegambit1 wrote: »...or am I wrong ?
When you're the only person writing code on a project, it's relatively easy. You understand your own logic, so your greatest enemy is typos (and off by one errors.)
When you're working with a large team, and you're all writing code, good luck. Good documentation, and coherent project design will help. But, stick enough programmers in the room, and inevitably one of them won't be strange enough. They'll implement something that makes sense to them, and no one else.
Come back six months later after they've moved on to a new project on the dark side of the moon, or Kansas, and good luck figuring out what they wrote. It looks like a coherent procedure call, but you're pretty sure it actually summons the Ghost of Christmas Past when you execute it in the wrong sub.
You wanted to know about the poisons. What could affect that? Dunno.
It should be a short list. The poisons should be connected to the item database, and that should be it. They're scaling, but that's an item database trait. They're not the only ones. It should apply a penalty to them, but that might have been removed. Other scaling items, like the Double Bloody Mara, have been altered. It's possible one of those changes affected the poisons.
But, if you ask the Ghost of Christmas Past, maybe they were given hard coded values, flagged for scaling, and now kinda do whatever they want. At that point, those values could be hooked into other things you wouldn't expect. So, when you change a value from an ability, it could turn out that the poisons are scaling off of that. They shouldn't be, but it's possible. I've seen some weird ass connections in games before. "This var returns the data I want, let's just call that and move on with our day."
So, how does that happen? ESO is a very big, very complicated, machine. No one person fully understands everything. Hundreds of people (if not more) have worked on the code base. How do bugs happen? Someone solved a problem without warning everyone else what they did.
This, I'm working with an page on an web application, pretty simple generate an table showing user progress in required reading. My problem is that the user mass is close to 100 its also over 100 subjects. Not all is require to read and check out all.starkerealm wrote: »Shokasegambit1 wrote: »...or am I wrong ?
When you're the only person writing code on a project, it's relatively easy. You understand your own logic, so your greatest enemy is typos (and off by one errors.)
When you're working with a large team, and you're all writing code, good luck. Good documentation, and coherent project design will help. But, stick enough programmers in the room, and inevitably one of them won't be strange enough. They'll implement something that makes sense to them, and no one else.
Come back six months later after they've moved on to a new project on the dark side of the moon, or Kansas, and good luck figuring out what they wrote. It looks like a coherent procedure call, but you're pretty sure it actually summons the Ghost of Christmas Past when you execute it in the wrong sub.
You wanted to know about the poisons. What could affect that? Dunno.
It should be a short list. The poisons should be connected to the item database, and that should be it. They're scaling, but that's an item database trait. They're not the only ones. It should apply a penalty to them, but that might have been removed. Other scaling items, like the Double Bloody Mara, have been altered. It's possible one of those changes affected the poisons.
But, if you ask the Ghost of Christmas Past, maybe they were given hard coded values, flagged for scaling, and now kinda do whatever they want. At that point, those values could be hooked into other things you wouldn't expect. So, when you change a value from an ability, it could turn out that the poisons are scaling off of that. They shouldn't be, but it's possible. I've seen some weird ass connections in games before. "This var returns the data I want, let's just call that and move on with our day."
So, how does that happen? ESO is a very big, very complicated, machine. No one person fully understands everything. Hundreds of people (if not more) have worked on the code base. How do bugs happen? Someone solved a problem without warning everyone else what they did.
As this would require open lots of sql queries to ask in the way its required to be displayed so I streamlined this to two calls and wrote this into an virtual table who I could then write in one operation.
This had some bug, it was very hard to figure out how this worked as I could not figure how it work and I made it two years ago.
Shokasegambit1 wrote: »I guess what I am saying also - is could this be done on purpose ? I know very little about coding - but a lot from a business standpoint.
Shokasegambit1 wrote: »The problem is reletivly easy to fix looking from a business perspective. I'm not trying to do research in how much these devs get paid but seems that the talent acquisition is very low. Rather paying a dev 60k from ITT Tech - to "save" money. You pay 120k for real talent that has the education and background to get things done.
Or... Unffortunaly what I'm thinking - is the proprietary systems they are using are completely garbage and out of date. And new devs are clueless to it at first thus having a retraining on this old - yet updated in house system they are using. And nobody wants to be apart of something so cringeworrhy developing and programming.
Shokasegambit1 wrote: »I just don't know but from what I heard from the bird - it's the talent. And ZOS's ability to not pay for knowledgable employees.
Shokasegambit1 wrote: »And it all just been damage control ... with dlc drops in between. It's us the players to feel what is acceptable and what's not. Catering towards roleplayers not fixing the game is what seems to be the real meta.
Shokasegambit1 wrote: »Regaurdless... we look at this process in so many ways that it's really tiresome. But it's no sweat off my back after 15k hours in the game, I don't play anymore I just find ways not too. 👍
Shokasegambit1 wrote: »How do bugs make it to live if there fixed or adjusted from the previous patch or dlc ?
I'm asking this becuase of disease damage status effect bug. As it was showing major defile but not actually giving the debuff ? It makes me think how long has that been a bug.
And how does new changed or adjusted abilities - passives - status effects- etc -etc get bugged if there working properly on the PTS.
Just a few questions - if any one has the knowledge to answer that would be most helpful.
I ask this becuase I seen the dev notes and they are looking into the crown poisons doing more damage than the 2x dot poisons. I'm thinking how is this possible - you'd have to purposely change it to make it stronger right. Becuase it wouldn't change by itself - or am I wrong ?
Thanks ... 👍
Shokasegambit1 wrote: »I'd figure damn - M.I.T is right down the street.
Shokasegambit1 wrote: »Where do you see ESO heading ?
Shokasegambit1 wrote: »And in terms of development do you feel it that ESO will succeed past it's 4 1/2 year mark of dlc/content ? Meaning how long do you feel this game will last after its done with DLC's.