My comments on this topic may have not been entirely clear (based on responses to them). So in the interest of not wasting any more of our time, I'll give a go at being more direct.
I think:
- We do have a very real need for target dummies
- Configurable target dummies for the varied types of testing mentioned in this thread, is fringe functionality relative to other incomplete aspects of the game (Broken skills, LFG, Guild Search, Inventory Filters etc...) regardless of how common it is in previous MMOs.
- ZOS comm strategy is to NOT speak up. And only they know why they do this. (I've been highly vocal about NOT liking this style and moderated several times because of my method of talking about it)
- Until we have target dummies, there are more viable forms of testing that can be done than not
- Some are confusing my responses for arguing against a target dummy when in fact, I'm contrasting what test capabilities we do have against other things that I think ZOS should be focused on (included but not limited to: broken skills, successful console launch, new content, lag issues in PvP).
OK that makes sense to me. Except you should consider this part:[*] Configurable target dummies for the varied types of testing mentioned in this thread, is fringe functionality relative to other incomplete aspects of the game (Broken skills, LFG, Guild Search, Inventory Filters etc...) regardless of how common it is in previous MMOs.
The addition of test dummies will have a direct impact on sussing out broken skills, and thus should be seen as just as much a benefit for Zenimax as for the players.
Alphashado wrote: »Intentionally keeping us in the dark is a nice tinfoil hat theory that could have some merit. Especially when they could make bank selling them on the crown store. But I believe it's more along the lines of a rookie MMO developer being a rookie.
Some of us were in PTS testing 1.6. We were requesting even then test dummies FOR PTS testing to sort out many bugs. The tooltips were wrong, skills behaved unexpectedly. Trying to figure what is actually a bug would be very much eaier in controllable test. So PTS is not solving need for dummies because there they are needed there even more than in live server.
There are so many unsaid things in tooltips, wrong values, vagueness etc. that only way to really dissect a skill is with test dummy. Living targets immediately make it much challenging by adding many new variables. We eventually figure out effects of every skill and gear buff. It just takes more time in uncontrollable fights.
Sorry but you got it all wrong. This was not about testing the dummies. This was that in PTS there is even greater need for test dummies. In fact ZOS has internally Wrobel dummy, but they just don't put it into public release.Some of us were in PTS testing 1.6. We were requesting even then test dummies FOR PTS testing to sort out many bugs. The tooltips were wrong, skills behaved unexpectedly. Trying to figure what is actually a bug would be very much eaier in controllable test. So PTS is not solving need for dummies because there they are needed there even more than in live server.
There are so many unsaid things in tooltips, wrong values, vagueness etc. that only way to really dissect a skill is with test dummy. Living targets immediately make it much challenging by adding many new variables. We eventually figure out effects of every skill and gear buff. It just takes more time in uncontrollable fights.
PTS is a copy of live from last week, so it's the same system now as live in terms of function. Test dummies would need time to work the bugs out of them as would anything new. So while I agree with the reasons "why", I recommend you find another way till they are created and reliable.
Alphashado wrote: »Intentionally keeping us in the dark is a nice tinfoil hat theory that could have some merit. Especially when they could make bank selling them on the crown store. But I believe it's more along the lines of a rookie MMO developer being a rookie.
Whilst ZOS is a rookie studio, many of the dev team have previously worked on other MMOs. Nothing is developed in a bubble and I can't imagine they've not looked around at the competition and what other MMOs are doing.
So the fact that ESO is missing a lot of features considered standard in the MMO industry tends to lead to the conclusion that these are conscious design decisions, whatever the reasoning behind them.
Yolokin_Swagonborn wrote: »Alphashado wrote: »Intentionally keeping us in the dark is a nice tinfoil hat theory that could have some merit. Especially when they could make bank selling them on the crown store. But I believe it's more along the lines of a rookie MMO developer being a rookie.
Whilst ZOS is a rookie studio, many of the dev team have previously worked on other MMOs. Nothing is developed in a bubble and I can't imagine they've not looked around at the competition and what other MMOs are doing.
So the fact that ESO is missing a lot of features considered standard in the MMO industry tends to lead to the conclusion that these are conscious design decisions, whatever the reasoning behind them.
I wish that logic worked in other industries besides games. For example, I wish I could create a car that lacked power steering, cruise control, air conditioning, power windows and anti-lag breaks, sell it for the same price as other cars with those features, and call it a "design decision" to omit them.
I also wish I had a fanbase so fanatical to the historical brand name of the car (that I licensed to make this model) that they would blindly defend every flaw and pay me tons of money for vinyl wraps that changed the outward appearance of the vehicle while ignoring the fact that it stalls out on the freeway at high speeds.