FDEV Community Managers - are your holidays over yet?

I'm guessing you're looking at the wrong devtracker; plenty of CM & dev activity on https://elitedevtracker.com

That devtracker must be fake - I've been assured by the community that "they don't play". Also, we know they don't communicate, and those livestreams are fakes like the moon landing. Or something :D

Edit: Oh yes, and the game is dead again - srry, missed that. And doomed. Always.
 
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I'm so sorry about my "tone" earlier in the thread.

Next time I'm asked to retype 18 months worth of bug reports for someone else's benefit I promise I will be all sweetness and light about it.

No harm in being pleasant about having a complaint . Having worked in customer service I can assure you , you would be placed firmly at the bottom of the pending pile with that attitude.
 

sollisb

Banned
Loaded questions.......

Lets answer each part:
incomplete
When working in an agile manner, it is axiomatic that the product is incomplete. Incomplete also means different things to the customer, the IT department, the business.

partially faulty product
every (software) product ever produced has bugs. No exceptions. Not even NASA can release bug free software. I read somewhere last week that the average aeroplane software contains in the region of 36,000 bugs.....

signed off as "good enough to deliver"
If all the agreed pre-defined tests on specified components have passed, then there is no reason for QA to hold the release back. As I previously wrote, it is not up to the QA department to make decisions about whether to release a product or not. QA gives an advice about the 'quality' of the product they test. How that 'quality' is defined varies from project to project and company to company.

For my team, we have a change to test. We first look to see that it runs. Then we look to see that it does what the design says it should do. Thats a simple line on the end report, essentially, Yes or No. Then we look to see how the change works with other elements of the application(s) to see if those interactions still function as expected. But somewhere along the line the time has been used up and the test findings (Yes it works, but there are x bugs and issues that have been identified and not yet resolved) form the basis of the advice/report QA gives.

QA does not communicate directly with the customer in a traditional project environment.
Within teams that use the Scrum framework for example, there are opportunities to communicate directly with the customer, but in principle that is task for the Product Owner, not expressly a QA team member as the team needs to focus on development, not managing the customers expectations. There is intensive collaboration within teams between the QA, design and porgrammers, because without that it is very difficult to improve the quality by identifying whether a finding is a bug or not, and whether it 'needs' to be resolved before release. Those decisions are not QA's to make.

Leaving aside all the fancy names for your frameworks and business practises, it;s plain to see that which/what ever Frontier use, does not work.

Every single release by Frontier has been a bugfest. If not new bugs on top of old bugs, then old bugs that were fixed but which are not broken again, and finally the new bugs in their release.

From someone who was in IT long before the fancy frameworks, we did things the simple way.

Design, Code, Test to a point where it was deemed ready to go to User Acceptance Testing. From there it either went forward to Quality Assurance or back to the dev team. Agile (lets all have a cuddle) and SCRUMM while workable in a given scenario are not the be-and-end-all of project/development management. The entire company must work to the methodology selected. Having half doing and half not leads to a mess.

The current release 3.3, while having some nice new stuff (mining) as a whole is a complete mess. It's design is flawed, for example, (how do you know if you've mapped a planetary body?) and those flaws are exacerbated by the amateur approach to server topology and it's implementation within the game.

The constant server disconnects for example, lose your route mapping and can leave you where you started your jump or where you meant to jump to. Either way, you have no way of knowing if you mapped the entire system. I did a jump last night, got disconnected and returned to where I jumped from, with no fuel scooped and no system FSSs or DSSd.

That's just one example. There are many more. And they're all indicative of amateur at best methodologies and design. But that's not the real problem.

The real problem is that some gamers will just not hold the company responsible and will allow the company to publish any old manure and they'll accept it.

The game is only as good as the people publishing it. And Elite while being a great game, is probably the worst I have ever seen from a development point of view. Thankfully the graphics dept hold it together.
 
Leaving aside all the fancy names for your frameworks and business practises, it;s plain to see that which/what ever Frontier use, does not work.

Every single release by Frontier has been a bugfest. If not new bugs on top of old bugs, then old bugs that were fixed but which are not broken again, and finally the new bugs in their release.

From someone who was in IT long before the fancy frameworks, we did things the simple way.

Design, Code, Test to a point where it was deemed ready to go to User Acceptance Testing. From there it either went forward to Quality Assurance or back to the dev team. Agile (lets all have a cuddle) and SCRUMM while workable in a given scenario are not the be-and-end-all of project/development management. The entire company must work to the methodology selected. Having half doing and half not leads to a mess.

The current release 3.3, while having some nice new stuff (mining) as a whole is a complete mess. It's design is flawed, for example, (how do you know if you've mapped a planetary body?) and those flaws are exacerbated by the amateur approach to server topology and it's implementation within the game.

The constant server disconnects for example, lose your route mapping and can leave you where you started your jump or where you meant to jump to. Either way, you have no way of knowing if you mapped the entire system. I did a jump last night, got disconnected and returned to where I jumped from, with no fuel scooped and no system FSSs or DSSd.

That's just one example. There are many more. And they're all indicative of amateur at best methodologies and design. But that's not the real problem.

The real problem is that some gamers will just not hold the company responsible and will allow the company to publish any old manure and they'll accept it.

The game is only as good as the people publishing it. And Elite while being a great game, is probably the worst I have ever seen from a development point of view. Thankfully the graphics dept hold it together.

Whitehair makes his points very well in a convincing and reasonable manner, so I think he's absolutely bang on the money.

You don't though.
 
Leaving aside all the fancy names for your frameworks and business practises, it;s plain to see that which/what ever Frontier use, does not work.

Every single release by Frontier has been a bugfest. If not new bugs on top of old bugs, then old bugs that were fixed but which are not broken again, and finally the new bugs in their release.

From someone who was in IT long before the fancy frameworks, we did things the simple way.

Design, Code, Test to a point where it was deemed ready to go to User Acceptance Testing. From there it either went forward to Quality Assurance or back to the dev team. Agile (lets all have a cuddle) and SCRUMM while workable in a given scenario are not the be-and-end-all of project/development management. The entire company must work to the methodology selected. Having half doing and half not leads to a mess.

The current release 3.3, while having some nice new stuff (mining) as a whole is a complete mess. It's design is flawed, for example, (how do you know if you've mapped a planetary body?) and those flaws are exacerbated by the amateur approach to server topology and it's implementation within the game.

The constant server disconnects for example, lose your route mapping and can leave you where you started your jump or where you meant to jump to. Either way, you have no way of knowing if you mapped the entire system. I did a jump last night, got disconnected and returned to where I jumped from, with no fuel scooped and no system FSSs or DSSd.

That's just one example. There are many more. And they're all indicative of amateur at best methodologies and design. But that's not the real problem.

The real problem is that some gamers will just not hold the company responsible and will allow the company to publish any old manure and they'll accept it.

The game is only as good as the people publishing it. And Elite while being a great game, is probably the worst I have ever seen from a development point of view. Thankfully the graphics dept hold it together.

Good morning.

As a long time worker with IT systems and within the IT industry (my first IT related job was at an IT company that entered data using punch cards - look it up if you don't know what I'm talking about).

During my extensive career I've worked at many different companies, in different countries, in different roles. I'm actually quite good at it, seeing as after over 30 years I'm still employed to do it. I have consistently stuck to doing things that I like to do, so I enjoy my work.

None of that entitles me (IMO) to pass judgement on others or their work, especially in areas in which I am not an expert. I am (was) an expert programmer. In COBOL. Whilst I do know how to program, you should ask me to write a complicated routine in java. I'd take 10 times longer that anyone else, and hog a lot of other programmers time wilst doing it.

I have never (and never wanted to) understand servers. You need people like Dav who enjoy it to do it, experts in their field. I will listen to Dav explain how it works, nod at appropriate places to try to give the impression that I'm interested and am following, but in reality I have nothing to say about his area of expertise as I know nothing about it.

I've done design - it's actually integral to testing - but again, commenting on anyones design and their processes is going to be limited to 'appreciation' of the result, in the most positive terms I can find, because I do not have access to the many hours and days/weeks of consideration that has gone into their end result. I do actualy think that the the whole design of Engineers is a thing of beauty. I appreciate the design as made. It's clever, thorough and utilises every aspect of the game as it was when Engineers was introduced. But that's just my opinion coming from the basis of my experience with design.

I've made a career out of testing, starting right back when I got my programming training. The methodologies or 'fancy frameworks' that are in use today are based on and grow out of the 'simple way' of which you speak. Or rather, they grow out of the desire to improve on that 'simple way'. Being and old hand and saying that things were simpler and worked better 'when I was a nipper' ignores the simple fact that 'when I was a nipper' this game was impossible to make. Things are much more complicated now. Trying to compare the methodologies used when writing financial transaction programs for banks, to methodologies used for writing OO programs to control a space ship in a game, that has umpteen modules, weapons, paint jobs, engines (giving direct input into the game physics) etc. etc. and have that collection of objects move around as one item bases off of thrust, collisions, weapons impacts, degradation due to damage, etc. etc. is kind of like saying that cavemen were better at making stone axes. Yes they were. WERE. We don't need stone axes anymore, we have chainsaws.

And as I have previously stated. No organisation releases bug/issue/error free software. During my COBOL programming time I wrote one program that complied eror free the first time, and one program that the functional testers could find no error in. And I was an expert. Nowadays I have it a lot easier, as I just have to help my people find errors :D

FD are not amateurish, they are a professional organisation with experts in many different area's. Not even NASA get it right all the time, and the better companies to work for recognise that and surprisingly enough use frameworks and methodologies that are based on the idea of NOT getting it right the first time, but also on improving things consistently. Something that didn't happen back in the day, at the pace in which it happens today.

So, to address some of your complaints:
as a whole is a complete mess
This is your opinion. I get it, you are unhappy.

It's design is flawed
This is your opinion, as I can find no analysis in your posts to underpin your declaration. You are obviously an expert designer with intimate knowledge of all the facts and processes used to come to that design.

amateur approach to server topology and it's implementation
Amazing. You are also an expert on server topology too. Well I call myself an expert in two area's so I guess I'll take your assessment as is, based on your extensive knowledge of the subject.

the worst I have ever seen from a development point of view
*cough* That's pretty subjective.

To finish my answer to you.
Yes, there are some bugs, some issues and some challenges that all need to be addressed. Lumping the work and achievments of 100+ people into a small declaration such as 'a bugfest' or 'a mess' or 'the worst' or ' amateur approach' is not giving due consideration to anything other than your own dissatisfaction and is not helpful in any way. But then I'm guessing your post was not meant to be helpful.
 
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Whitehair makes his points very well in a convincing and reasonable manner, so I think he's absolutely bang on the money.

You don't though.

but neither has anything to do with community managers...

as it seems, Elite Dangerous Community Managers job seems to be centered around BUGs and the BUG reports.
There is no dialog regarding Game DESIGN questions. Those seem to be completely IGNORED...
 
but neither has anything to do with community managers...

as it seems, Elite Dangerous Community Managers job seems to be centered around BUGs and the BUG reports.
There is no dialog regarding Game DESIGN questions. Those seem to be completely IGNORED...

Elite Dangerous Community Managers <> | != Design Team.
 
but neither has anything to do with community managers...

as it seems, Elite Dangerous Community Managers job seems to be centered around BUGs and the BUG reports.
There is no dialog regarding Game DESIGN questions. Those seem to be completely IGNORED...

Community Managers manage the community. Design will be handled by the dev team. If I were you I would encourage the community team to get the devs onto more streams. And post ideas for the game in the Suggestions forum, which they have consistently said they do read, along with the main forum.

I don't suppose they have the spare time to get involved in the endless discussions that seems to go on around here whenever they do speak up ;)
 
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Every software has bugs, and today any new game released is unfortunately often a bug ridden, unplayable, let's call it "experience", hours after release.

However, not every company shows the same dedication to eradicating those bugs. I have criticized Bethesda before for how long some of the (often savegame ruining) bugs persist, and they are actually quite infamous for their buggy games.

Other companies have a similarly rough start but put enormous effort into fixing most of the bugs within a few days, and manage to do that, even without the luxury of having a 4 weeks beta period before release. And we talk daily patches with server and client updates, until it is fixed. While that can be annoying by itself, because obviously you can't play the game while it's being patched, in the end users are happy to have a mostly bug-free experience. The philosophy being fix what's broken first before you start something new.

And for that I blame FDEV. The time it takes them to get rid of a lot of the annoying bugs, sometimes weeks or months, is just subpar. And that's a failure in project management.
 
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Every software has bugs, and today any new game released is unfortunately often a bug ridden, unplayable, let's call it "experience", hours after release.

However, not every company shows the same dedication to eradicating those bugs. I have criticized Bethesda before for how long some of the (often savegame ruining) bugs persist, and they are actually quite infamous for their buggy games.

Other companies have a similarly rough start but put enormous effort into fixing most of the bugs within a few days, and manage to do that, even without the luxury of having a 4 weeks beta period before release. And we talk daily patches with server and client updates, until it is fixed. While that can be annoying by itself, because obviously you can't play the game while it's being patched, in the end users are happy to have a mostly bug-free experience. The philosophy being fix what's broken first before you start something new.

And for that I blame FDEV. The time it takes them to get rid of a lot of the annoying bugs, sometimes weeks or months, is just subpar. And that's a failure in project management.

Daily patches are out of the picture now.
David Braben promised that the console versions will NEVER be allowed to delay any patching of the PC version - one of the reasons why "cross platform" won't happen except for the BGS.
the past year showed a different reality aka the console patch verification process dictates the release times.
 
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