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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Hammer

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Posted - 2006.05.26 12:08:00 -
[1]
Originally by: Seleene Guys and gals, I didn't start this to bash the Devs. I just want some solid answers. To me, the lowly player with zero concept of things like 'programming time', the seeding of skills and modules seems like a simple thing. If it's not, I'd like to know why. If there is a reason for the delay, I'd like to know that.
If Ovuer just got drunk and forgot to whack the code monkeys, I'd like to know that too. 
It actually is easy to seed skills. Bug reports are your friend. Here are three scenerios:
Scenerio A 1) Player submits bug report 2) Bug report is filtered by bug hunters 3) Dev recieves bug report and fixes bug as soon as feasibly possible 4) QA tests fix and ports it to test server for players to test 5) Patch day comes, bug is fixed and everyone is happy
Scenerio B 1) Player whines on forum 2) RABBLE RABBLE RABBLE 3) Thread is buried having never been seen by a dev
Scenerio C 1) Player whines on forum 2) RABBLE RABBLE RABBLE 3) Random person who's in contact with devs notices forum post and forwards it on 4) Dev A talks to Dev B and says "hey did you see that post on general about whine X, is that an issue?" 5) Dev B says to Dev A and says "no I hate reading general but I guess I'll go check it out, you said it was on page 3 of general?" 6) Dev B goes to wade through the forums in search of a whine post that may or may not be an issue 7) Dev B reads the thread, decides it's an issue and creates a bug report for himself or someone else in the department 8) Dev C gets bug report and fixes bug as soon as feasibly possible 9) QA tests fix and ports it to test server for players to test 10) Patch day comes, bug is fixed and everyone is happy
I find it suprising that so many intellegent people choose B or C over A. Today was the first time I'd heard that the Jump Portal skill was not seeded. Tux fixed the mothership volume thing so it will be on TQ after the fix goes through the proper channels.
Clone Vat blueprints are on TQ already, TomB and I were just looking at them on the market.(They are in the gang assist modules section)
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CCP Hammer

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Posted - 2006.05.31 11:27:00 -
[2]
In an effort to be open and honest with the players I hereby present to you my unresolved defect list with priority included. I fully expect to get flamed for this but sometimes you're damned if you do and damned if you don't.
High New players overflow on China cluster Medium Chaos: Micro shield extenders use up to much CPU compared to small extenders. Medium Inderdictor spheres are destroyable Medium Balance: Fighter production time too long Medium no kill right generated when podkilled in >0.1 systems Medium Small Ship Assembly array is 25k m3, and can be removed by some haulers Medium Precision Cruise missile Productivity research Medium omg remote hull repairers !!! :D Medium Minmatar and Caldari based cosmos items suck compared to Amarr and Gallente. Medium podkills dont count as killrights Medium Items with missing marketGroupID Low Tech 1 Mining Crystal Blueprints do not reflect material research Low Ship Maintence Array - Capital Ships useable Low Ship Maintenance Array allows to store Capital Ships Low jaspet mining crystal ii blueprint build regs wrong Low Wrong Price Low Shuttles cannot be built at a Small Ship Assembly Array Low vigil still has it's old speed bonus None Attributes on Survey Probes list 3 probes to analyze None Cosmetic: Doomsday Modules do not show range in attributes. None Armor plates names None 350mm Railgun Mass seems incongruously low None Curse Thruster Trails None Lots of skill attributes require whitespace between words in the attribute tab. None Minmatar Wolf elite frigate has blue, rather than orange, exhaust trails
Please keep in mind that the reason some of these bugs aren't fixed is not because we are lazy but because there are other mitigating factors. Another point is that some of these might already be fixed but the defect hasnĘt been closed. The final point I should make is that all defects have a comments section that bug hunters and devs can use which also shows who the defect has been assigned to when a defect is reassigned. A defect might jump around between devs as we collect information or opinions about how a certain defect should be resolved.
I'd also like to point out that Tux has 6 unresolved high priority defects which obviously makes me better than him. 
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CCP Hammer

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Posted - 2006.05.31 14:11:00 -
[3]
Originally by: Sarmaul
Originally by: CCP Hammer Medium Inderdictor spheres are destroyable
I always thought that was intended, same as covert ops probes.
Sometimes we get defects created by bug hunters that weren't sure if something is a bug or not. I didn't delete that defect because despite that fact the probes should be destroyable their hit points might be a little low. I haven't had the chance to play test them long enough to decide on a new value so this defect will just sit there until I get around it it.
Originally by: Sarmaul
Originally by: CCP Hammer
None Cosmetic: Doomsday Modules do not show range in attributes.
They have RANGE?!?!? I always thought they were supposed to be omgwtfbbqeverythingonthegrid modules.
The fact they are omgwtfbbqeverythingonthegrid modules is the reason there is no range shown. We need to make it so the attributes tab shows RANGE: omgwtfbbqeverythingonthegrid
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CCP Hammer

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Posted - 2006.05.31 14:15:00 -
[4]
Originally by: Tachy P.S.: Removing a few annoyances from the lower/no priority issues clears such lists pretty quickly. I used to feel much better when my lists became shorter with each day. 
If it's simple enough sometimes I fix the defect the second I get the notification in e-mail.
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CCP Hammer

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Posted - 2006.05.31 14:32:00 -
[5]
Originally by: Nice Cleveage Edited by: Nice Cleveage on 31/05/2006 12:29:30
Originally by: CCP Hammer High New players overflow on China cluster
Wasn't it my understanding that it was said the China cluster's development would NEVER effect rest of the world's cluster development. Not knowing exactly what your dev area is hammer it just seems a strange combination of missing items and then the user thing on the china cluster This isn't a flame just an observation
I'm in a very small team at CCP called "Dragon Squad". I'm the "world manager" of the china server which means I do basically the same thing there as I do on TQ. It mostly involves deciding which blueprints and skills and such are released but it also involved bigger decisions like how the heck are we going to distribute 800k open beta players who are ALL in noob corps when we know that bad things start happening with about 600 people in a system and any changes we do to the world will also happen on TQ. And once that's figured out what do we do when they all want to enter the training complex? This is why you can find so many pictures of drunk EVE devs.
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CCP Hammer

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Posted - 2006.05.31 16:32:00 -
[6]
Off topic but I'm pretty sure all of China is on the same time zone.
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