These Bugs and Awful math skills are glaringly obvious. There is Absolutely no way the Dev team is play testing anything. I am a software engineer and I would be fired, and have fired people for making such mistakes continuously without listening to anyone's complaints nor play-testing their codes. Also, there is little to no acknowledgement of game bugs.
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They recently requested our help in order to tweak the "few" things that are not WAI.
I guess the tweaking works in the same way as in preview:
- wait 6-8 weeks until reacting to a report. It might go away all by itself.
- randomly adjust some slider for some random amount in the direction indicated by the report, ignoring all changes made to the game during the wait time
- tell the community once in a while how "excited" the team is about the new content, that 90% of the players like it and that practically everything is WAI and the team is "aware" of the "few" remaining issues, but no ETA to fix them. This gets them a few thankyou's from forum users, that don't know that they have been told about the issues 8 weeks ago and did not care to fix them within these 8 weeks. No ETA actually means "very low on our list or priorities"
I guess we have to accept that the following things are "working as intended":
- the lower the IL level of a dungeon gets, the more geared to the teeth you need to be (near bis) in order to have a chance to complete it with just a couple of deaths. Malabog, Lostmauth not doable for a team with an average IL of 16k. Dont even think to run RIQ with the minimum IL of 12k
- CN (formerly the most difficult dungeon in RIQ) is now one of the most easy ones (still takes 30 min with crappy rewards)
- Manycoins skirmish: people immediately abandon when it comes up on RIQ. No use even trying. No fix so far, no ETA
- Tiamat: still not completable after the patch that claimed to address the issue (except maybe for a team of 25 players with an IL of 20k+)
- Kessel's: one of the lowest IL dungeons in RIQ, still only doable for a group of players with 20k+ IL
WHY are the low IL dungeon so hard? Probably an "unforeseen" consequence of reducing the effectiveness of stats from 500 per 1% to 1000 per 1%. The low IL dungeon might have been (barely) balanced when stats were more effective. But now a player with IL close to the entry IL of RIQ does not even have a chance to come close to cap his stats. The thing is:
- in order to cap your stats for level 80 content you require ~55-60k per stat,
- in order to cap your stats for level 70 content (as level 80 toon) you require around 90-100k per stat
WAI? Well, if we still had 500 stats per 1% the low IL players would come closer to cap in level 70 content, assuming they completed the UM campaign are wearing the gear they got during the campaign. But after the change 500->1000 things changed so much under the hood, that the feedback from the playtesters before this change is worthless.
I understand that the budget isn't always there, most companies make do with less staff than they really need etc. But when you have designers that can't design, coders that can't code, community managers that never seem to manage anything in the community, QA testers that miss every flaw even the most obvious... well it's pretty clear that any money we put into the game isn't being used to maintain the quality of the game.
But there's some happy accountants, middle managers and game 'designers' out there, I guess.
If you look at the big picture, what I see is:
* Solo content is somewhat tested and does not have that many glaring bugs
* Group content seems to be not tested at all
* Performance issues seems to be not tested at all. But I'll admit it is very difficult to test performance issues except on loaded servers, which means in production. Stress-testing such a system outside production is too complicated and expensive, and that is usually only done on new systems before launch.
What I think happens is:
NW team is so reduced they only got 1-2 people on QA. They can do an OK job on testing solo content.
However, how do you properly test group content with only 1-2 people?
I think the organisational structure at Cryptic now makes it very difficult to test group content properly.
There's....there's an awwwwwwwwffful lot that just started to make sense here. Not just in this game. But industry wide. Thank you.
113 lines of code on the wall, 113 lines of code, rewrite one line, compile it again.......
Wait For It