@starkerealm
I'm curious do you think it's realistically possible for a game as big as ESO that's constantly being updated with big patches to be 99% bug free? (excluding unforeseen bugs caused by server stress and whatnot) Assuming the company had this goal at the start of creating the game would it be realistic for them to keep it relatively bug free while routinely dropping major content patches?
I've had this question in my mind for a while now. lol
TheShadowScout wrote: »You need to ask???Shokasegambit1 wrote: »How do bugs make it to live ?
By strength of numbers, the bugstompers just cannot get them all!
@starkerealm
I'm curious do you think it's realistically possible for a game as big as ESO that's constantly being updated with big patches to be 99% bug free? (excluding unforeseen bugs caused by server stress and whatnot) Assuming the company had this goal at the start of creating the game would it be realistic for them to keep it relatively bug free while routinely dropping major content patches?
I've had this question in my mind for a while now. lol
starkerealm wrote: »@starkerealm
I'm curious do you think it's realistically possible for a game as big as ESO that's constantly being updated with big patches to be 99% bug free? (excluding unforeseen bugs caused by server stress and whatnot) Assuming the company had this goal at the start of creating the game would it be realistic for them to keep it relatively bug free while routinely dropping major content patches?
I've had this question in my mind for a while now. lol
The hard part here is, the game is already well above 99% bug free.
There's always going to be bugs, but they account for a tiny fraction of the code base. You'll rarely see something that is legitimately 1% buggy, because it would be virtually non-functional.
Now, could ESO do better? Maybe. If ZOS invested a metric **** ton into QA, and extended their schedules out a bit to give QA more lead time? You could reduce the number of bugs we see. But you wouldn't eliminate them entirely.
That's not even considering the content drops. Simply getting a major piece of software completely bug free is effectively impossible.
There's also a law of diminishing returns in effect. So, the more people you put in QA the more bugs you will catch, but, the value per person drops.
starkerealm wrote: »@starkerealm
I'm curious do you think it's realistically possible for a game as big as ESO that's constantly being updated with big patches to be 99% bug free? (excluding unforeseen bugs caused by server stress and whatnot) Assuming the company had this goal at the start of creating the game would it be realistic for them to keep it relatively bug free while routinely dropping major content patches?
I've had this question in my mind for a while now. lol
The hard part here is, the game is already well above 99% bug free.
There's always going to be bugs, but they account for a tiny fraction of the code base. You'll rarely see something that is legitimately 1% buggy, because it would be virtually non-functional.
Now, could ESO do better? Maybe. If ZOS invested a metric **** ton into QA, and extended their schedules out a bit to give QA more lead time? You could reduce the number of bugs we see. But you wouldn't eliminate them entirely.
That's not even considering the content drops. Simply getting a major piece of software completely bug free is effectively impossible.
There's also a law of diminishing returns in effect. So, the more people you put in QA the more bugs you will catch, but, the value per person drops.
You do know the coding is the reason all these bugs exist and that the current devs aren’t the ones who wrote that coding and that it’s coding on top of coding on top of coding that hasn’t been refined at all. Not to mention the outsourcing of coding to be done that the current devs didn’t code themselves.
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.
When management is more concerned about crown store and money than the root of their game they should be complained tostarkerealm wrote: »starkerealm wrote: »@starkerealm
I'm curious do you think it's realistically possible for a game as big as ESO that's constantly being updated with big patches to be 99% bug free? (excluding unforeseen bugs caused by server stress and whatnot) Assuming the company had this goal at the start of creating the game would it be realistic for them to keep it relatively bug free while routinely dropping major content patches?
I've had this question in my mind for a while now. lol
The hard part here is, the game is already well above 99% bug free.
There's always going to be bugs, but they account for a tiny fraction of the code base. You'll rarely see something that is legitimately 1% buggy, because it would be virtually non-functional.
Now, could ESO do better? Maybe. If ZOS invested a metric **** ton into QA, and extended their schedules out a bit to give QA more lead time? You could reduce the number of bugs we see. But you wouldn't eliminate them entirely.
That's not even considering the content drops. Simply getting a major piece of software completely bug free is effectively impossible.
There's also a law of diminishing returns in effect. So, the more people you put in QA the more bugs you will catch, but, the value per person drops.
You do know the coding is the reason all these bugs exist and that the current devs aren’t the ones who wrote that coding and that it’s coding on top of coding on top of coding that hasn’t been refined at all. Not to mention the outsourcing of coding to be done that the current devs didn’t code themselves.
So, what I'm taking from this is you want to complain to the management about the spaghetti?
@starkerealm
I'm curious do you think it's realistically possible for a game as big as ESO that's constantly being updated with big patches to be 99% bug free? (excluding unforeseen bugs caused by server stress and whatnot) Assuming the company had this goal at the start of creating the game would it be realistic for them to keep it relatively bug free while routinely dropping major content patches?
I've had this question in my mind for a while now. lol
Even if their only goal was bug fixing, it is probably unrealistic for a game with the size and complexity of an MMO to be even close to bug free.
ManwithBeard9 wrote: »@starkerealm
I'm curious do you think it's realistically possible for a game as big as ESO that's constantly being updated with big patches to be 99% bug free? (excluding unforeseen bugs caused by server stress and whatnot) Assuming the company had this goal at the start of creating the game would it be realistic for them to keep it relatively bug free while routinely dropping major content patches?
I've had this question in my mind for a while now. lol
Even if their only goal was bug fixing, it is probably unrealistic for a game with the size and complexity of an MMO to be even close to bug free.
Borderlands 3 recently released, not an MMO just multiplayer. AAA title from a AAA studio, recently a bug was revealed that can be triggered in numerous ways that will wipe out your entire bank.The simple nature of coding is not if you'll have bugs, but how many there will be and how bad they will be.