So hire more people for bug fixes.
it isn't a straightforward additive equation of "the more people work on it the faster it gets done", it isn't working a field. it's working with a very complex system in which every single person has their own part to play, and multiple people will just get in each other's way.
true that though.Its just disrespectful to release known broken patches and product.
Yes they can hotfix the crown store but not the combat... don't you recall that? it's a little bit far fetched to me that they can't urgently hotfix this bit
Should have picked up on reports during PTS
Yes they can hotfix the crown store but not the combat...
Should have picked up on reports during PTS
do you legitimately believe they didn't? do you think that somehow, the dozens of reports of the bugs that were made while the patch was on the PTS did not reach the relevant team?
have you considered that perhaps, they did, and the relevant team did not manage to finalize relevant fixes before the disconnected management decide that they HAVE to ship to live so that they will not delay the DLC and risk profits?
come on, it even has a "zos is greedy" undetone to it! because it's true!Yes they can hotfix the crown store but not the combat...
if you have had any smidge of tangency with coding & what goes into a system such as the crown store, versus what goes into a combat system in a game... well, you'd realize how different those aspects of a game's working innards are, and logically deduct that different teams work on these two different aspects.
to put it simply and directly- the people who keep the crown store in working order are NOT the same people who keep the combat in buggy order, and they can NOT fix the combat. just because those who are responsible for the combat are unable to fix their ***, doesn't mean those who are responsible for the crown store will stop their own work and not fix their own ***, if they are able to. they are a different team which does NOT work on or know how to work on the combat.
does that explain it to you? does it make more sense now than just explaining everything wrong with the game through "zos is a mythical beast whose only priority is money"?
EvilAutoTech wrote: »Y'all know who fixed most of the bugs in [singleplayer bethesda games]?
The community.
Y'all know who doesn't have access to fixing bugs in ESO?
so we can't have a hotfix patch for combat ever? I mean... ever?
you can take a programmer who has never made a video game before in their life, sit them down in front of the code, and they might actually start finding solutions to the bugs
do you legitimately believe they didn't? do you think that somehow, the dozens of reports of the bugs that were made while the patch was on the PTS did not reach the relevant team?
So hire more people for bug fixes.
Why even defend at all?
Its just disrespectful to release known broken patches and product.
I'm rather sure that they possess the needed resources to do this.
in times like these, an egregiously large percentage of keyboard warriors gather round the forums with their flaming pitchworks, here around the ZOS virtual headquarters, all chanting the same battle hymn:
"put EVERY SINGLE man, woman, and child to work, and FIX THE BUGS!!!"
the kindest of them might realize that poor timmy, the 16 year old intern janitor, probably doesn't have the necessary skillset to contribute anything of use to the desperately needed fixes.
the smartest of them might realize that deborah from marketing isn't whipping the coders' backs raw so that they optimize every line of code that has to do with monetization.
and yet an even smaller percentage have the sensibility to realize that in practice, even if jonathan the senior coder could theoretically shove his hands in the server code spaghetti, there's already thomas and his team of veterans simultaneously playing jenga with the code in perfect synchrony. sure, they may be the same people who always have been responsible for that particular moving part of the dauntingly massive machine that is ESO, and the same people who oopsie'd the bugs into existence in the first place- but by god, would their entire jenga tower collapse were they to have to indoctrinate new team members into the way they wrangle the code; to teach them the mystic arts of "if(goingToCrashToDesktop) { dont(); }".
in reality, this is more or less how it works:
game developers have teams assigned to different aspects of the game. each team is a cohesive unit of people working together in a way in which their individual work can be brought together coherently and functionally. assigning one team's duties to another team will NOT speed up the process, because it isn't a straightforward additive equation of "the more people work on it the faster it gets done", it isn't working a field. it's working with a very complex system in which every single person has their own part to play, and multiple people will just get in each other's way.
they can, and do prioritize working on urgently needed fixes which are essential to the game working. they're working with all reasonable able-bodied, relevantly-skilled men, women, and others.
if those fixes aren't ready day 2, they haven't figured it out yet. just because the content pipeline does not come to a standstill when there are critical bugs does not mean they aren't using every single employee whose job is to address those bugs, to address those bugs. they don't pull their coders aside and tell them "hey, i know we're supposed to fix weaving, but we wanna make a new class for the next expansion, you should work on that today instead".
and those people working on fixing the bugs? they're not going to work faster if you metaphorically whip them. nothing will make them work faster except maybe coffee.
TL;DR:
you can't "divert manpower".
so let's all calm down and go shout at a PUG or something.
y'all need to stop acting with the same mental incompetence as a PUG's combat incompetence.
-
obligatory disclaimer:
this is not about "defending" zos. this is about instilling critical thinking, logic, and reasoning, in the place of frustrated "demands". this is about providing a more reasonable explanation for all this mess. for the sake of knowledge.
the current state of the game, or ZOS' buggy day one releases in general, are disrespectful towards their paying customers. they are beneath the quality they should provide. ZOS' developer teams, regardless of their appointed responsibilites, should fulfill those responsibilites better.
given the success of the game, they should have some of the best people in the industry.
maybe they do, maybe they don't- what's clear is that they mess up a lot more than is acceptable to do by their playerbase.
that doesn't mean they're not prioritizing properly. it just means they're bad at their job.
...or the game really is a hellish nightmare to code properly idk i'm not a dev.
in times like these, an egregiously large percentage of keyboard warriors gather round the forums with their flaming pitchworks, here around the ZOS virtual headquarters, all chanting the same battle hymn:
"put EVERY SINGLE man, woman, and child to work, and FIX THE BUGS!!!"
the kindest of them might realize that poor timmy, the 16 year old intern janitor, probably doesn't have the necessary skillset to contribute anything of use to the desperately needed fixes.
the smartest of them might realize that deborah from marketing isn't whipping the coders' backs raw so that they optimize every line of code that has to do with monetization.
and yet an even smaller percentage have the sensibility to realize that in practice, even if jonathan the senior coder could theoretically shove his hands in the server code spaghetti, there's already thomas and his team of veterans simultaneously playing jenga with the code in perfect synchrony. sure, they may be the same people who always have been responsible for that particular moving part of the dauntingly massive machine that is ESO, and the same people who oopsie'd the bugs into existence in the first place- but by god, would their entire jenga tower collapse were they to have to indoctrinate new team members into the way they wrangle the code; to teach them the mystic arts of "if(goingToCrashToDesktop) { dont(); }".
in reality, this is more or less how it works:
game developers have teams assigned to different aspects of the game. each team is a cohesive unit of people working together in a way in which their individual work can be brought together coherently and functionally. assigning one team's duties to another team will NOT speed up the process, because it isn't a straightforward additive equation of "the more people work on it the faster it gets done", it isn't working a field. it's working with a very complex system in which every single person has their own part to play, and multiple people will just get in each other's way.
they can, and do prioritize working on urgently needed fixes which are essential to the game working. they're working with all reasonable able-bodied, relevantly-skilled men, women, and others.
if those fixes aren't ready day 2, they haven't figured it out yet. just because the content pipeline does not come to a standstill when there are critical bugs does not mean they aren't using every single employee whose job is to address those bugs, to address those bugs. they don't pull their coders aside and tell them "hey, i know we're supposed to fix weaving, but we wanna make a new class for the next expansion, you should work on that today instead".
and those people working on fixing the bugs? they're not going to work faster if you metaphorically whip them. nothing will make them work faster except maybe coffee.
TL;DR:
you can't "divert manpower".
so let's all calm down and go shout at a PUG or something.
y'all need to stop acting with the same mental incompetence as a PUG's combat incompetence.
-
obligatory disclaimer:
this is not about "defending" zos. this is about instilling critical thinking, logic, and reasoning, in the place of frustrated "demands". this is about providing a more reasonable explanation for all this mess. for the sake of knowledge.
the current state of the game, or ZOS' buggy day one releases in general, are disrespectful towards their paying customers. they are beneath the quality they should provide. ZOS' developer teams, regardless of their appointed responsibilites, should fulfill those responsibilites better.
given the success of the game, they should have some of the best people in the industry.
maybe they do, maybe they don't- what's clear is that they mess up a lot more than is acceptable to do by their playerbase.
that doesn't mean they're not prioritizing properly. it just means they're bad at their job.
...or the game really is a hellish nightmare to code properly idk i'm not a dev.
I entirely agree with you.
In time like this, don't wait two weeks to do your patch or maintenance... ALL HANDS ON DECK MOVE YOUR .... HANDS and fix those bugs...
We pay game, we pay dlcs, we pay ESO + you OWE US A BETTER QUALITY OF SERVICE, A BETTER QUALITY, it is a shame, when i started to play Fallout 3 Bethesda had a good reputation, NOW YOU ARE CALLED BUGTHESDA, and i am sad for you, because i love your games (except FALLOUT 76 the biggest error in the game history)...
assigning one team's duties to another team will NOT speed up the process, because it isn't a straightforward additive equation of "the more people work on it the faster it gets done", it isn't working a field. it's working with a very complex system in which every single person has their own part to play, and multiple people will just get in each other's way.
FrancisCrawford wrote: »So hire more people for bug fixes.
Why even defend at all?
Its just disrespectful to release known broken patches and product.
I'm rather sure that they possess the needed resources to do this.
In a software truism old enough that the whiff of sexism was just normal for the era it was first coined:
It takes 9 months to make a baby, no matter how many women you assign to the task.
That said, the truism doesn't rule out speeding things up at two extremes:
- Hiring more people to ensure that a huge fraction of the bugs are at least properly diagnosed.
- Hiring more people to entirely rewrite certain subsystems in which bug- and/or performance-fixing seem hopelessly slow.
you can't "divert manpower".
given the success of the game, they should have some of the best people in the industry.
maybe they do, maybe they don't- what's clear is that they mess up a lot more than is acceptable to do by their playerbase.
that doesn't mean they're not prioritizing properly. it just means they're bad at their job.
...or the game really is a hellish nightmare to code properly idk i'm not a dev.
in times like these, an egregiously large percentage of keyboard warriors gather round the forums with their flaming pitchworks, here around the ZOS virtual headquarters, all chanting the same battle hymn:
"put EVERY SINGLE man, woman, and child to work, and FIX THE BUGS!!!"
the kindest of them might realize that poor timmy, the 16 year old intern janitor, probably doesn't have the necessary skillset to contribute anything of use to the desperately needed fixes.
the smartest of them might realize that deborah from marketing isn't whipping the coders' backs raw so that they optimize every line of code that has to do with monetization.
and yet an even smaller percentage have the sensibility to realize that in practice, even if jonathan the senior coder could theoretically shove his hands in the server code spaghetti, there's already thomas and his team of veterans simultaneously playing jenga with the code in perfect synchrony. sure, they may be the same people who always have been responsible for that particular moving part of the dauntingly massive machine that is ESO, and the same people who oopsie'd the bugs into existence in the first place- but by god, would their entire jenga tower collapse were they to have to indoctrinate new team members into the way they wrangle the code; to teach them the mystic arts of "if(goingToCrashToDesktop) { dont(); }".
in reality, this is more or less how it works:
game developers have teams assigned to different aspects of the game. each team is a cohesive unit of people working together in a way in which their individual work can be brought together coherently and functionally. assigning one team's duties to another team will NOT speed up the process, because it isn't a straightforward additive equation of "the more people work on it the faster it gets done", it isn't working a field. it's working with a very complex system in which every single person has their own part to play, and multiple people will just get in each other's way.
they can, and do prioritize working on urgently needed fixes which are essential to the game working. they're working with all reasonable able-bodied, relevantly-skilled men, women, and others.
if those fixes aren't ready day 2, they haven't figured it out yet. just because the content pipeline does not come to a standstill when there are critical bugs does not mean they aren't using every single employee whose job is to address those bugs, to address those bugs. they don't pull their coders aside and tell them "hey, i know we're supposed to fix weaving, but we wanna make a new class for the next expansion, you should work on that today instead".
and those people working on fixing the bugs? they're not going to work faster if you metaphorically whip them. nothing will make them work faster except maybe coffee.
TL;DR:
you can't "divert manpower".
so let's all calm down and go shout at a PUG or something.
y'all need to stop acting with the same mental incompetence as a PUG's combat incompetence.
-
obligatory disclaimer:
this is not about "defending" zos. this is about instilling critical thinking, logic, and reasoning, in the place of frustrated "demands". this is about providing a more reasonable explanation for all this mess. for the sake of knowledge.
the current state of the game, or ZOS' buggy day one releases in general, are disrespectful towards their paying customers. they are beneath the quality they should provide. ZOS' developer teams, regardless of their appointed responsibilites, should fulfill those responsibilites better.
given the success of the game, they should have some of the best people in the industry.
maybe they do, maybe they don't- what's clear is that they mess up a lot more than is acceptable to do by their playerbase.
that doesn't mean they're not prioritizing properly. it just means they're bad at their job.
...or the game really is a hellish nightmare to code properly idk i'm not a dev.
I've often said to people imagine if you arrived in work one day and your boss told you all the staff in a totally different department were going to stop doing their work and do yours instead, you just need to show them what to do. How do you imagine that would go?
Yes they can hotfix the crown store but not the combat... don't you recall that? it's a little bit far fetched to me that they can't urgently hotfix this bit
DMuehlhausen wrote: »Yes they can hotfix the crown store but not the combat... don't you recall that? it's a little bit far fetched to me that they can't urgently hotfix this bit
Because you don't Hotfix major systems like Combat. You Hotfix something like that and you are going to break it even more. Hotfixes are done with minimal testing.
The fact that people think you can just hire more people, or easily fix the bugs. You literally have billions of lines of code, interacting with 100ks of sub systems. Designed to run on Millions of different PC configs and people are surprised with bugs happen....
Get a grip. Game design is almost as fragile as the world economy. You ever want to see a scary situation look at how poorly designed that system is. Based on ships, trains, planes, or trucks all set to make things happen at certain times. Interrupt any part of that system and it starts to collapse. It's the same with game design. Change a line of code to fix LA bugginess and it could break something in crafting.
Just today with WGT being a pledge. The enemies that create Molag Kena's shield don't disappear when killed. That fight has worked since it came out in like 2015. Yet after this last patch something, somewhere broke it, or can cause it to bug. Yet keyboard warriors COME ON ZOS IT ISN'T HARD TO FIX. Like they could just fix it in a few minutes on their computer. Then do it...go and make your own game designed to run in X languages as well.