test content
What is the Arc Client?
Install Arc

How long does it take Cryptic to fix things?

2»

Comments

  • splattysplatty Member Posts: 144 Arc User
    spiritborn wrote: »
    splatty wrote: »
    Its a shame that twitch deletes VODs of past streams after a few months. The streams from Cryptics QA lead a couple of years ago didn't exactly paint a great picture of Cryptic management with regards to bugs. The time allocated to find bugs, send back to the dev and then confirm fix or not fixed was very tight even for a small game studio. As they worked six months in advance, things were done, committed to code (working or not), and moved onto the next episode or event. Then one week ahead of release a couple more days were allocated to the most severe bugs. Most bugs reported when they went live were already in JIRA as QA had found them already.

    I will be interested to see how DECA handles the content vs bugs/maintenance balance as they take over, the fact the next episode has been delayed is promising.

    You might be able to find that in the Cryptic YT channel, as they have some 10 forward streams there I can't remember how many though

    He did do a segment with Mike on the official stream and should be up there yes, but I was referring to his own personal channel where he did several streams.
  • spiritbornspiritborn Member Posts: 4,367 Arc User
    rattler2 wrote: »
    spiritborn wrote: »
    I don't think I ever had to experience that but I gave my example there so emphasize that the take away from your post isn't that Cryptic can't spell check, but rather that it doesn't take much to break the code and the flaw not always in the most obvious place.

    Well here's the thing. Cryptic inherited STO from Perpetual, including the release deadline. The fact STO was released in a playable state at all was a miracle in itself. The code is speggetti, but still going strong after... what? 14 years? And in a game engine that was never designed for the things STO does.
    Honestly at this point the little quirks are amusing, and are prime examples of the fact you never know how one bit of code may interact with another bit of code. Sometimes we get funny bugs out of it. Other times we get annoying bugs. BUT that is honestly the nature of ANY long living MMO. It is a constantly evolving creature, and there will always be something that doesn't play well no matter what is done.

    Yeah it's just that there's those who think only reason Cryptic hasn't fixed all bugs is they're either malicious or incompetent and there will be massive paragrim shift there with DECA (not likely as DECA is probably also in the business to make money and thus will act accordingly and will not do things that cost a lot with very little if any returns).
  • krisxr400krisxr400 Member Posts: 145 Arc User
    edited October 6
    [/quote]

    I think the Connie Shuttlebay has been fixed. While its been a while I do remember that part missing, and the last time I visited it the doors were back in place.[/quote]


    I visited the tos bridge last night, and yes, everyone was seated properly and the shuttle bay is fixed! Couldn't believe it, looked so much more... idk, normal, natural. So i visited the pioneer bridge next, they were all seated, but the shuttle bay was missing part of the rear door section. Watch your step, that next one is a doozy. lol

    Gosh i really like the pioneer bridge layout. I do wish the resolution on the belfast bridge monitors was better, another one of my favorites. A bit off topic, just wanted to say it.

    edited- i obviously dont know how to quote properly
  • spiritbornspiritborn Member Posts: 4,367 Arc User
    krisxr400 wrote: »

    I think the Connie Shuttlebay has been fixed. While its been a while I do remember that part missing, and the last time I visited it the doors were back in place.


    I visited the tos bridge last night, and yes, everyone was seated properly and the shuttle bay is fixed! Couldn't believe it, looked so much more... idk, normal, natural. So i visited the pioneer bridge next, they were all seated, but the shuttle bay was missing part of the rear door section. Watch your step, that next one is a doozy. lol

    Gosh i really like the pioneer bridge layout. I do wish the resolution on the belfast bridge monitors was better, another one of my favorites. A bit off topic, just wanted to say it.

    edited- i obviously dont know how to quote properly

    remove the "/" from the first quote tag and it should work (like I did in this message), also I'm guessing the Pioneer shuttle bay is different from the Connie one with is why they both haven't been fixed
  • krisxr400krisxr400 Member Posts: 145 Arc User

    spiritborn wrote: »
    krisxr400 wrote: »


    edited- i obviously dont know how to quote properly

    remove the "/" from the first quote tag and it should work (like I did in this message), also I'm guessing the Pioneer shuttle bay is different from the Connie one with is why they both haven't been fixed

    Thanks for the tip. I think you're right about the bridges being different. I am glad to see the little glitches being tidied up. I also wanted to try the quote out.
  • tmassxtmassx Member Posts: 831 Arc User
    In the case of Turei on Korfez, it seems like an eternity.
  • vetteguy904vetteguy904 Member Posts: 3,923 Arc User
    It's funny that code can effect other things, but it's not just digital systems that have that problem. the old MK114 Fire Control was all analog. you would adjust one synchro and suddenly 2 more in an unrelated panel were acting up. partially because prior techs would jumper voltages from one point to anther. and no documentation, of course. same thing with code. a dev gets lazy, calls a routine from something else, so now they are sharing some variable somewhere, so the next guy comes along and gets the helmsman back in his seat and the phaser hardpoints are now off by 60 pixels
    sig.jpg
  • spiritbornspiritborn Member Posts: 4,367 Arc User
    It's funny that code can effect other things, but it's not just digital systems that have that problem. the old MK114 Fire Control was all analog. you would adjust one synchro and suddenly 2 more in an unrelated panel were acting up. partially because prior techs would jumper voltages from one point to anther. and no documentation, of course. same thing with code. a dev gets lazy, calls a routine from something else, so now they are sharing some variable somewhere, so the next guy comes along and gets the helmsman back in his seat and the phaser hardpoints are now off by 60 pixels

    Often time it's less about the dev being lazy and more about dev being under an unreasonable deadline, that's generally the result of 99% of those weird dependencies, you had to get it done yesterday and what you did kind of works even if it's not even close to optimal.
  • protoneousprotoneous Member Posts: 3,156 Arc User
    edited October 24
    I really don't think STO code..
    • is related to pasta
    • is written in an alien language
    • contains hieroglyphics
  • spiritbornspiritborn Member Posts: 4,367 Arc User
    protoneous wrote: »
    I really don't think STO code..
    • is related to pasta
    • is written in an alien language
    • contains hieroglyphics

    I don't about the pasta or Hieroglyphics but the code might as well be an alien language so someone who isn't familiar with it.
  • This content has been removed.
  • phoenixc#0738 phoenixc Member Posts: 5,835 Arc User
    spiritborn wrote: »
    protoneous wrote: »
    I really don't think STO code..
    • is related to pasta
    • is written in an alien language
    • contains hieroglyphics

    I don't about the pasta or Hieroglyphics but the code might as well be an alien language so someone who isn't familiar with it.

    It probably isn't written in APL either, so probably no Hieroglyphics or other weird symbols.
  • leemwatsonleemwatson Member Posts: 5,467 Arc User
    protoneous wrote: »
    I really don't think STO code..
    • is related to pasta
    • is written in an alien language
    • contains hieroglyphics

    The code is proprietary to Cryptic, so yes, it's alien to everyone who doesn't know Cryptic's code, and if it's further encrypted (to protect Cryptic's IP), it's gonna look like hieroglyphics (trust me, this is what most game files, I've looked at, look like),
    and it's certainly spaghetti because if you weren't there to build it, you will struggle to find which strand to look at and to pull without collapsing the settled mound too much, or destroying the strands.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • This content has been removed.
  • protoneousprotoneous Member Posts: 3,156 Arc User
    leemwatson wrote: »
    protoneous wrote: »
    I really don't think STO code..
    • is related to pasta
    • is written in an alien language
    • contains hieroglyphics

    The code is proprietary to Cryptic, so yes, it's alien to everyone who doesn't know Cryptic's code, and if it's further encrypted (to protect Cryptic's IP), it's gonna look like hieroglyphics (trust me, this is what most game files, I've looked at, look like),
    and it's certainly spaghetti because if you weren't there to build it, you will struggle to find which strand to look at and to pull without collapsing the settled mound too much, or destroying the strands.

    As long as they have an egyptologist, a linguist and a chef on staff everything will be fine.
  • spiritbornspiritborn Member Posts: 4,367 Arc User
    protoneous wrote: »
    leemwatson wrote: »
    protoneous wrote: »
    I really don't think STO code..
    • is related to pasta
    • is written in an alien language
    • contains hieroglyphics

    The code is proprietary to Cryptic, so yes, it's alien to everyone who doesn't know Cryptic's code, and if it's further encrypted (to protect Cryptic's IP), it's gonna look like hieroglyphics (trust me, this is what most game files, I've looked at, look like),
    and it's certainly spaghetti because if you weren't there to build it, you will struggle to find which strand to look at and to pull without collapsing the settled mound too much, or destroying the strands.

    As long as they have an egyptologist, a linguist and a chef on staff everything will be fine.

    a Xeno-linguist since it's an alien language ;)
  • annemarie30annemarie30 Member Posts: 2,694 Arc User
    protoneous wrote: »
    leemwatson wrote: »
    protoneous wrote: »
    I really don't think STO code..
    • is related to pasta
    • is written in an alien language
    • contains hieroglyphics

    The code is proprietary to Cryptic, so yes, it's alien to everyone who doesn't know Cryptic's code, and if it's further encrypted (to protect Cryptic's IP), it's gonna look like hieroglyphics (trust me, this is what most game files, I've looked at, look like),
    and it's certainly spaghetti because if you weren't there to build it, you will struggle to find which strand to look at and to pull without collapsing the settled mound too much, or destroying the strands.

    As long as they have an egyptologist, a linguist and a chef on staff everything will be fine.

    Paging Dr. Jackson.. Dr Daniel Jackson to the blue phone please
    We Want Vic Fontaine
Sign In or Register to comment.