Wow, it totally sounds like this game hasn't finished its development cycle! Oh... wait.
I cannot understand how releases are made with apparently minimal quality assurance being done. Fundamental game mechanics are being broken. Do you guys do any testing AT ALL? If you make a change to the RES spawn mechanics it takes about 5 minutes to determine if they're working as intended. Instead it seems like you just push out a release and then take about 5 attempts to get a particular feature working how you want.
So the repair costs are broken AGAIN and they now need to be fixed AGAIN. Someone obviously made a change to the repair cost calculator; but how did you release it without checking if it works? This is just utterly amateurish. Did you want to start making e.g. Python damage millions to repair, again? If so, why didn't you announce this in the release notes?
So you've prevented shields from recharging when you exist an instance. Why have you also prevented them recharging when I'm docked at a station? I dock, enter hangar, leave the game, come back a day later and my shields are still the same level. Congratutlations, now you force players who take shield damage to actually sit in space waiting for the recharge. Given how quickly NPCs can take down a A6-triple boosted shielded Python, that's now a lot of time spending waiting for shields. That's absolutely no fun, and this is a game, it's supposed to be enjoyable.
So, FD, PLEASE:
1) TEST, TEST and TEST again any changes you make to the game mechanics so that you get it right FIRST TIME
2) Give us some proper, detailed, release notes rather than the cryptic one liners. TELL US what you changed and how it affects the game.
3) Come up with a new way of incentivising beta testers, because the current mechanism isn't working.
4) LISTEN to the beta testers, and FIX the issues they raise before release.
This thread offers nothing but self-important bloviating.
How many patches have there been since PP release? 5? 6? This is a sign right there that there are a lot of bugs that need to be fixed. I'm not sure I understand your comment. You must have been sleeping under a rock for the last couple of weeks.
I've been doing software development for over 25 years. I think the problem here is that they have a hard schedule in place. So, at that point in time, they need to have such and such out of the doors, no matter if it's fully tested or not. This or the head of QA should be fired. As someone else said, if I had been providing such buggy software, I would have been long without a job...
Yup, I don't understand why people are angry either. Guys, things will get better when the game hits release.
I know it's hard to deliver perfect solutions under tight deadlines, but I don't think the issue is just hard schedules or tough management. They probably do some manual testing, but a regression like the repair cost bug (if it's back again, haven't played yet) seems to me they do not even have unit tests for their game mechanics in place or they don't write unit tests after fixing bugs.
That is very scary to me, since everything is a huge black box to the developers working in the code at that point. Especially in a complex game like Elite with different interacting components, you want the main components/mechanics tested and giving green lights every build.
How it works for me: if a bug is found by our QA team or reported by a customer, I fix it and at least write unit-tests (or automated test) to make sure regressions do not happen. If the unit-tests fail, QA never even gets to see the build. It's as simple as that. Developers have to fix the code or fix the test (if they changed the code). In any case, a fail is a big red flag: it means untested or broken code.
Our QA has the power to block releases and that should be the norm in a lot more software companies. It's a pain to miss a deadline, but it's worse to have all your customers call you and having to fix everything in a rush - introducing even more bugs - and looking amateurish in front of your whole customer base. Hotfixes are a rarity in my case, and customers are happy with a functional product (although bug-free is never possible). We even have 24/7 support... and we only build forums![]()
A week is plenty of time if you ignore what the beta testers say and release anyway.
You're right; at the earliest, PowerPlay should have been coming out now after a month of beta testing, announced at E3 along with the Xbox version announcement.
What I dislike most about all this is the implication that Frontier aren't really in the business of bug checking themselves, that they're relying more on the community to do this.
Wow, it totally sounds like this game hasn't finished its development cycle! Oh... wait.