test content
What is the Arc Client?
Install Arc
Options

PSA: The people who make ships are not the people who fix bugs/lag

illcadiaillcadia Member Posts: 1,412 Bug Hunter
edited May 2015 in PvP Gameplay
Every fricking day I see people whining endlessly about how 'they shouldn't make ships, they should fix the bugs/lag/whatever'- and every day it's just so much ignorant drivel.

The people who make and release ships are not the people who fix the bugs or the lag. They're completely different jobs with either no or very little cross qualification.

The systems engineer is not a programmer. He's the guy who manages the systems, makes sure that the network is running. If the network is doing fine, he cannot be retasked to fix bugs or code or whatever, because those are not his skills.

Ditto for the animators, riggers, environmental artists, and some of the coders- because not all the coders have the same skills and a lot of them work in different areas of specialty.

Then you consider that bugs need to be tracked down and isolated before a developer who can actually fix the bug even looks at it- in a lot of cases while the bug is obvious to us as players, that's just the end state output. Looking at the debug console, seeing the code pulls and whatever- it can be very difficult to track down what is actually causing the interaction that results in a bug.

And there's a whole chain of effort that is being made for each bug that needs to be fixed.

You can't just sit an animator down in front of a wall of code and be like 'fix bugs please' because not only is he not remotely suited to doing so, nor can you just find most bugs by looking at a wall of code, but literally any change he makes has the chance to mess up the entire code branch were it to go live, because he is not a programmer.

The developers are not omnicompetent hypersavants skilled in literally everything. They are specialists who have been hired for, and work for the role they have trained in.


So please, enough with the constant 'they need to stop producing X, and instead fix Y', because the people who produce X are not the people who fix Y.

And frankly I'm tired of you guys making yourselves look like bigger idiots- and worse when you bring those attitudes and completely factually incorrect beliefs into any dialogue you have with the devs when they try to talk to us.

It ****s all over any actual effort we make, it ****s on them, and it makes the whole community toxic and worse as a whole.
Post edited by Unknown User on

Comments

  • Options
    patientnr0patientnr0 Member Posts: 234 Arc User
    edited May 2015
    the problem is that someone decided, that its far better to puke out tons of ships for RL MONEY and ignore the bugs/lags/rubberbanding completely

    "hey, lets release more cars! we have no tyres or streets or fuel but who cares? we are just designers and we do what we want"

    you are right, yes, but still this is totally insane!
  • Options
    mancommancom Member Posts: 784 Arc User
    edited May 2015
    illcadia wrote: »
    Every fricking day I see people whining endlessly about how 'they shouldn't make ships, they should fix the bugs/lag/whatever'- and every day it's just so much ignorant drivel.

    The people who make and release ships are not the people who fix the bugs or the lag. They're completely different jobs with either no or very little cross qualification.
    No, an artist cannot fix the coding issues. But I suspect that their artists get paid in $ just like the programmers (although the amount of $ might differ) - and thus it is not entirely unreasonable to suggest that maybe they should consider reducing the number of artists they have and spend the then available money on additional (or maybe not more, but better) programmers.
    1042856
  • Options
    illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited May 2015
    patientnr0 wrote: »
    the problem is that someone decided, that its far better to puke out tons of ships for RL MONEY and ignore the bugs/lags/rubberbanding completely

    "hey, lets release more cars! we have no tyres or streets or fuel but who cares? we are just designers and we do what we want"

    you are right, yes, but still this is totally insane!

    They were doing that. This has since changed, since they're actually making an honest attempt to fix the issues now with the change in department leads.
  • Options
    sharxtremesharxtreme Member Posts: 850 Arc User
    edited May 2015
    illcadia wrote: »
    They were doing that. This has since changed, since they're actually making an honest attempt to fix the issues now with the change in department leads.
    Isn't it a bit late for that?
    And what does it have to do with PvP anyway?
    We all know PvP is all but canned. They put absolutely no effort in it, and they release PvP breaking thing after PvP breaking thing for quick buck.

    They charade of releasing new ships and specializations and advertizing it as content drove 90% of even most hardcore fans out of the game.
  • Options
    darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited May 2015
    Yes, people who design the ships don't fix bugs.

    BUT

    The persistent bugs in this game have gone on for years. If Cryptic was serious about fixing them they would have either hired more people for the specific purpose of fixing the game or replacing the current people if they weren't performing.

    Cryptic cares only for profit, not the gaming experience. They're never going to wholeheartedly fix the game whilst people are prepared to pay for new shinies despite the bugs. Only when people stop spending money will they actually take note of anything that doesn't directly make them money.

    I stopped spending ages ago. That's how I tell them that I'm not happy. And quite frankly, the direction the game has been taking has me not caring if they ever fix it.
  • Options
    bobs1111bobs1111 Member Posts: 471 Arc User
    edited May 2015
    What does arguing about how Cryptic chooses to spend resources have to do with PvP.

    Sure we often times suggest they are not very good at prioritization. PvP people often argue that Cryptic is wasting there money on the art guys. Either they have a few people to slow to upgrade employers in which case Cryptic really lucked out. Or the management they have in place is just really bad.

    Its like taking a 1990 Chevy Cavalier full of rust, an interior riddled with cigarette burns, and a knocking engine in for a high end detail job.

    Its like buying a gutted home with a sinking foundation, dry rot and a termite infestation. Slapping up a few thousand dollars worth of dry wall and paint, and trying to flip it on a sucker.

    Its like throwing a party with fancy wines, cheeses and pricey call girls for potential investors. At this party they are shown some nice cooked up books that hide the real numbers underneath.

    You get the idea. Cryptics art guys are great... they are not the problem. The problem is Cryptic using there services to try and hide the leaking foundation, the rust, a few termites and the cooked metrics... I mean numbers.
  • Options
    sysil84sysil84 Member Posts: 207 Arc User
    edited May 2015
    illcadia wrote: »
    They were doing that. This has since changed, since they're actually making an honest attempt to fix the issues now with the change in department leads.

    All I see is the cyclic "Release broken new stuff, wait a bit and then fix some of the stuff before other new stuff comes out"

    They are in the "fix some of the stuff" phase of the cycle right now. I've not seen anything to show me different.
  • Options
    illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited May 2015
    sysil84 wrote: »
    All I see is the cyclic "Release broken new stuff, wait a bit and then fix some of the stuff before other new stuff comes out"

    They are in the "fix some of the stuff" phase of the cycle right now. I've not seen anything to show me different.

    Trendy and SalamiInferno have been doing a lot of work in addition to the usual fix stuff, there've been some actual policy changes it seems, and I think they're going better.


    Anyways I know everyone has an opinion about how they need to shuffle money around, or change design goals, and that's great you feel that way- we all do.

    But this thread was specifically about the people who hang out here or in OPVP and ***** about how the animators should be bug fixing. Or the systems engineers. Or the riggers or guys writing the lore or whatever. I'm just tired of seeing such ignorant stupid drek when people could actually either shut up or talk about things that are actually happening.
  • Options
    johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited May 2015
    Think what you like but i've been lagging for over 6 month now. At first it was only in high dps runs and towards the evening but for several month now its been getting worse.

    Also releasing new ships with new abilities means someone had to program all those abilities. Thats propably not the ship designer himself.

    And we still have art related bugs clipping issues and the like.

    They release one ugly ship after another one stupid event and all in the same style as the last years. Adding time gated missions because we cant have ppl having fun with trying to win faster no never.
    Adding missions like close portal here press button there oh and sometimes you may even shoot something but its not really important.

    In short they just keep going in the same lame direction where we get more and more ships that noone whats and powers that make the game lag even more and missions boring as hell. New guy but no new direction taken really.
  • Options
    demonicaestheticdemonicaesthetic Member Posts: 3 Arc User
    edited May 2015
    illcadia wrote: »
    Every fricking day I see people whining endlessly about how 'they shouldn't make ships, they should fix the bugs/lag/whatever'- and every day it's just so much ignorant drivel.

    *snip*

    Yes, yes, the 3d modeler who makes the ship mesh, and the 2d artist who paints the pretty testures are not coders, this is true...

    BUT, coders are needed to put in the code for the new ships awesom-sauce new ship power, and handling the new ship's amazing new boff specialisation post, and the new class of boffs to fill that post, and... Etc.

    Crowbarring in endless new ships takes coders away from bug-hunting the code they crowbarred in for the last new ship, and the one before that, and the one before that.

    As an old game-modder, I can tell you that making and texturing a new ship mesh is the quick and easy part of implementing a new ship with new abilities and features.

    Getting all that new stuff into the game, testing it, and making sure it works is the hard part.

    10 mins to make a low poly hitbox for a new ship, 10 hours to convert to game format, start a test game, get the new ship, launch, fly, pick a fight, see if the thing registers hits, find out why it doesn't, examine the code, and rigging, find the mesh maker, get him to check his hitbox doesn't have technical flaws, test it again, fix something, test it again, etc.

    If adding new ships was just making a pretty model, droping it in a folder, and flying, we'd have almost any new ship players begged for, almost instantly, cross faction 9 packs every week.
    <center><font size="+5"><b>Give a man a fire and he's warm for a day...
    Set a man on fire and he's warm for the rest of his life...</b></size></center>
  • Options
    illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited May 2015
    Actually, at this point it is pretty much just a matter of writing out the basic setup for the ship, dropping it in a folder, and being done. That's why we have new 9/3 packs every month, and they're working with a considerable buffer- the pilot ships were done ages ago.

    Most of the difficulty in iterating the new powers isn't on a programming level, it's on a game balance/functionality level. The big issue is getting the animations and rigging done- they only have one animator, so he's the bottleneck for that new stuff.

    Cryptic has built themselves a whole host of 'tech'- code solutions- that they can plug and play to make just about anything. It's actually something they've run into difficulty with lately, because while it works for simple stuff, anything that ends up doing a lot of calculations lags the server, and by using plug and play stuff internally, you might get a power that 'works', but has so many function calls or whatever that it craps everything out when actually used.
  • Options
    fatman592fatman592 Member Posts: 1,207 Arc User
    edited May 2015
    Fire the artists and get some programmers and network gurus then.

    I'd rather have a playable game than a pretty lag fest.
  • Options
    patientnr0patientnr0 Member Posts: 234 Arc User
    edited May 2015
    the latest work on ships were great, please don't fire these artists
    As an old game-modder, I can tell you that making and texturing a new ship mesh is the quick and easy part of implementing a new ship with new abilities and features.

    Getting all that new stuff into the game, testing it, and making sure it works is the hard part.
    exactly!
    and nobody tests the new stuff. how can it be that many things just don't work right or even don't work at all? i don't think i'll ever see a working Overwhelming Force or working layouts just to name 2

    maybe they should use artists for basic quality control when there is nothing to model/rig/skin. something cryptic ignores obviously.
    you don't need coding knowledge for QC btw
  • Options
    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2015
    fatman592 wrote: »
    Fire the artists and get some programmers and network gurus then.

    I'd rather have a playable game than a pretty lag fest.

    Isn't it awesome that you have to repeatedly smash a key in hopes of the ability going off?

    Isn't it awesome that when you hit a series of abilities in sequence, you look back at the tray and realize half of them didn't even go off?

    Isn't it awesome that when you hit a command, it goes into immediate cooldown without it doing anything? Like I hit TS3, wait a second or two, then fire my torpedo, only to see a single unbuffed torp launch and the ability is on coodown...

    It's been going like this ever since DR hit and has not gotten any better.
    XzRTofz.gif
  • Options
    fatman592fatman592 Member Posts: 1,207 Arc User
    edited May 2015
    Yep, it's so awesome that I forgot to log in and bought several other games (got to love a Steam sale).
  • Options
    atalossataloss Member Posts: 563 Arc User
    edited May 2015
    Honestly the problem is the servers. They just can't handle the load of the new sector space. I program games as a hobby (using Unity and formally Unreal Engine).

    I've noticed ever since the new sector space roll-out, this lag has been a problem. Cryptic won't admit this, but it's my primary culprit. If I'm wrong about the servers, then it's the physics engine. Every game developer knows that the overhead for constant physics calculations does slow down any computer's processor.

    TacoFangs if you're reading this, tell "ya boys", that they should use simple sphere colliders for everything instead of trying to use a customized mesh collider. It's more work for the designers/artists, but it'll help reduce this lag (or help narrow down the cause of it).

    That's just my 2 cent.
    One day Cryptic will be free from their Perfect World overlord. Until that day comes, they will continue to pamper the whales of this game, and ignore everyone that isn't a whale.
  • Options
    tfomegatfomega Member Posts: 812 Arc User
    edited May 2015
    cryptic has driven the pvp crowd away, so there is no one left to test the bugs for them. Be prepared for many more and make sure you thank a cryptic dev on the forums for this when you see them!

    I AM NOT A FAN OF PWE!!!!
    MEMBER SINCE JANUARY 2010
Sign In or Register to comment.