colossalvoids wrote: »
colossalvoids wrote: »
Well, they seem to have a robust and well organized QA department. Surely they don't depend on players to do QA for them?
Is there a testing protocol for new content? Are they not able to create their own in-house characters to test whether these things will work or not?
colossalvoids wrote: »
Well, they seem to have a robust and well organized QA department. Surely they don't depend on players to do QA for them?
Is there a testing protocol for new content? Are they not able to create their own in-house characters to test whether these things will work or not?
colossalvoids wrote: »Such achievement completion is probably done by automation or by commands in bulk, surely no one actually going Cyro for it and test in actual environment. I know for sure they have a team for testing group content and associated achievements it seem included, but most other things aren't "played" I can imagine, but done via commands for example adding kill counts or what's not.
Might get used that previously players were invested in PTS and did a lot of their work rolling all kinds of content there, which isn't the case now after multiple exoduses of dedicated playerbase.
There always seems to be this huge misunderstanding that the dev enviroments are event remotely the same as the live ones. In pretty much any software dev system, you could QA a specific item to death in the dev environment and then push it to live and that same thing just breaks in the live environment due to the nature of the two environments.
Live environments contain a whole factor of variables that make it different from the test environment. Including player load. No amount of QA work in the dev environment could make anything bug free. This very issue could have worked perfectly fine in dev and then just doesn't work in live.
I've literally tested software features in dev and uat environments. Everything worked as expected. Then we push it live and it breaks. Or, it has a cascading effect that literally no one testing could have guessed would happen and someone in the live environment stumbles across the very specific steps that cause the bug.
colossalvoids wrote: »Such achievement completion is probably done by automation or by commands in bulk, surely no one actually going Cyro for it and test in actual environment. I know for sure they have a team for testing group content and associated achievements it seem included, but most other things aren't "played" I can imagine, but done via commands for example adding kill counts or what's not.
Might get used that previously players were invested in PTS and did a lot of their work rolling all kinds of content there, which isn't the case now after multiple exoduses of dedicated playerbase.
Agreed, a lot of the players quit testing stuff when it became apparent that ZOS doesn't listen to a lot of feedback or fix bugs that are reported on the PTS.There always seems to be this huge misunderstanding that the dev enviroments are event remotely the same as the live ones. In pretty much any software dev system, you could QA a specific item to death in the dev environment and then push it to live and that same thing just breaks in the live environment due to the nature of the two environments.
Live environments contain a whole factor of variables that make it different from the test environment. Including player load. No amount of QA work in the dev environment could make anything bug free. This very issue could have worked perfectly fine in dev and then just doesn't work in live.
I've literally tested software features in dev and uat environments. Everything worked as expected. Then we push it live and it breaks. Or, it has a cascading effect that literally no one testing could have guessed would happen and someone in the live environment stumbles across the very specific steps that cause the bug.
So you're saying that a dev couldn't console command the same line that awards a player a Conquest Mission, and then check the achievement to see if if it was now 1/30 instead of 0/30?
colossalvoids wrote: »Such achievement completion is probably done by automation or by commands in bulk, surely no one actually going Cyro for it and test in actual environment. I know for sure they have a team for testing group content and associated achievements it seem included, but most other things aren't "played" I can imagine, but done via commands for example adding kill counts or what's not.
Might get used that previously players were invested in PTS and did a lot of their work rolling all kinds of content there, which isn't the case now after multiple exoduses of dedicated playerbase.
Agreed, a lot of the players quit testing stuff when it became apparent that ZOS doesn't listen to a lot of feedback or fix bugs that are reported on the PTS.There always seems to be this huge misunderstanding that the dev enviroments are event remotely the same as the live ones. In pretty much any software dev system, you could QA a specific item to death in the dev environment and then push it to live and that same thing just breaks in the live environment due to the nature of the two environments.
Live environments contain a whole factor of variables that make it different from the test environment. Including player load. No amount of QA work in the dev environment could make anything bug free. This very issue could have worked perfectly fine in dev and then just doesn't work in live.
I've literally tested software features in dev and uat environments. Everything worked as expected. Then we push it live and it breaks. Or, it has a cascading effect that literally no one testing could have guessed would happen and someone in the live environment stumbles across the very specific steps that cause the bug.
So you're saying that a dev couldn't console command the same line that awards a player a Conquest Mission, and then check the achievement to see if if it was now 1/30 instead of 0/30?
Not sure where you got that.
I'm saying, even if a dev did that, it may have functioned as expected in PTS but broke in the live environment.