Which also says, that those who find (or even look for) bugs/exploits and report them (adding a savegame, screenshot, video) are tha real mvp's.
Definitely, vague bug reports don't help much - the more detail the better.Which also says, that those who find (or even look for) bugs/exploits and report them (adding a savegame, screenshot, video) are tha real mvp's.
That's exactly what I meant. Unfortunately 2k doesn't have a user friendly platform to report bugs.Having dealt with 2K's bug reporting system a couple of times, they honestly deserve to be canonized as saints.
Although obvious, some things are rather straight forward (at least) questionable, like how many years it took to get a look at planes, or why do we have bugs that are straight related to a new leaders abilities (some might be obvious to check for, but that could mean, some play a game to often)Basic thrust of his analysis - we have 10 people in QA testing, if all we do is test and take no holidays that's 21,000 hours testing in a year. If 50,000 people buy a game/ DLC and play it for one hour on the first day they get it that is 2.5 more game time than a year's work IN ONE DAY! Really puts it in perspective.
Basic thrust of his analysis - we have 10 people in QA testing, if all we do is test and take no holidays that's 21,000 hours testing in a year. If 50,000 people buy a game/ DLC and play it for one hour on the first day they get it that is 2.5 more game time than a year's work IN ONE DAY! Really puts it in perspective.
Firaxis has fans playing the game through the Frankenstein group, but as the credits show the group is not big. It stands to reason this is due to corporate fear of leaks, in all probability.Yes, it does. However, why then not to arrange beta testing periods? The game got rather complex, of course 10 people can't deal with all the testing. Some 200-300 dedicated players over a couple of weeks would put in enough hours to locate the majority of the most prominent issues beforehand. Why not to adapt feedback handling teams and taking the feedback in procedures accordingly? Why do we have to wait for months for game crippling bugs to be fixed (2017 Summer patch, remember?), when those could be handled in advance with a little bit more of organization?
With the track record of leaks to date, I'd say FXS and 2K have nothing to fear any more. Leader poster and Trajan T-pose split second frame in official trailers, Hungarian translator's leak of Hungary in the game, Chinese leaks and so on... Leaks became their hallmark. And we love them no less, but even more because of this And I would consider start worshipping them and constructing a temple in their honour, if only they paid more attention to fixing bugs faster and maximizing QoL features for the player.Firaxis has fans playing the game through the Frankenstein group, but as the credits show the group is not big. It stands to reason this is due to corporate fear of leaks, in all probability.
Did you listen to Carl's interview? Do you know how complex handling all that feedback would be?? I don't think you guys are grasping the scale of the challenge.Some 200-300 dedicated players over a couple of weeks would put in enough hours to locate the majority of the most prominent issues beforehand. Why not to adapt feedback handling teams and taking the feedback in procedures accordingly?
Carl talks about planes in the interview ....Although obvious, some things are rather straight forward (at least) questionable, like how many years it took to get a look at planes
...and that is where he talks about balance, and hours put by a small team of qa vs tons of players, and why those changes take so long (years), he also mentioned about machines with AI only playtests which also made my eyebrow rise, looking at it's behavior in many cases.Carl talks about planes in the interview ....
That's a really good point - they have a particular setup in mind as "standard", that probably differs from us fanatics!!A game that deblobbed City Center and made a great use of map, which already makes it feel cramped, is balancing everything for small space
...and that is where he talks about balance, and hours put by a small team of qa vs tons of players, and why those changes take so long (years), he also mentioned about machines with AI only playtests which also made my eyebrow rise, looking at it's behavior in many cases.
But I can't think of specific examples where the game is badly balanced for maps with a lot of space - smaller maps have less players, after all, and the differences in map sizes are not that big. What's more of a problem - for me - is the inherent limitation of the number of players (probably because Civ6 is so heavily influenced by board game geeks). In former Civ versions or Vox Populi, I used to flood games with AIs to the limit to get more interactions going, but in this one the AIs are just too weak to do anything of note when space is tight, since no one can really build tall efficiently, it's tough to knock a established civ out in the midgame and the many one-time-bonuses of the game (Great Persons, Wonders, Religions) get spread too thin between the players..There was one more thing, that made me wonder - when Carl mentioned Portugal. Small Continents map is a core for balancing. A game that deblobbed City Center and made a great use of map, which already makes it feel cramped, is balancing everything for small space, whilst at the same time using all of it. I am probably in minority here saying I like to play on maxed possible space there is. (i like my X's )
Did you listen to Carl's interview? Do you know how complex handling all that feedback would be?? I don't think you guys are grasping the scale of the challenge.
Exactly.that makes me wonder if the Firaxis people have really sat with that boredom of a grinded out culture win often or if they rather just fire up another multiplayer match.
I agree, it's the Job of the Programmers to handle that. But the Call to action (to fix things) must come from the Devs, and without resources they won't do anything. Even fixing a small AI behavior could take a lot of Time/Resources, which also could lead to other Issues, which then need a Lot of Play-testing to notice and report them, and the cycle goes on and on. That's because Civ is a Strategy game, hence a Complex Game in the perspective of programming, no matter how it seems Simple for us, Human Players.But they're programmers there. Their very job is to find the optimal way of streamlining complex things, to achieve maximum efficiency with minimal resources. Surely the feedback intake procedures can be optimized to manageable levels with some careful planning. Besides, other games are doing it. There are test branches on Steam that people can opt-in and test experimental game versions before the they are stabilized for the main release.
And this is why I really like how they scheduled NFP through out the Year with Bimonthly DLCs/Updates while being more open than ever to the Community. It is the best Solution for an already released Game to hold their Fans/Customers and keep in touch with them while gathering all the necessary Data to balance/fix things.
I didn't say that FXS did a perfect Job with NFP, but that the Approach is really good, and better than the usual DLC/XP releases. It's not just the Consoles but a lot of Bugs came along with the NFP Packs, which haven't yet been fixed or not properly, no matter the Platform. I always justify this with, that's what I'm assuming and thinking, the small Team that is responsible for NFP, which isn't of the quality of an XP that requires a big Team to work on.As a console player, I've got to vehemently disagree. The game was basically unfinishable since Gaul/Byzantium pack due to constant late game crashes and I only managed to finish a game on a standard sized map with Vietnam but still ran into the crashing issue when playing as Kublai on a huge, though no where near as bad as before. If the patch notes are to be believed it was fixed with the Portugal pack but I'm not exactly in a rush to pick up the game right now, in part because I don't want to commit the time only for the game to crash on me again.
Not to mention the fact that Firaxis keeps saying to send them bug reports but the amount of details and whatnot that they want from players is actually burdensome in my opinion. I sent a bug report earlier during the NFP but didn't follow through because the process was so frustrating, in part because they were asking for information that I no longer had because I don't keep a detailed play-by-play of the games I play, but decided to give it another go and report the crashes for my Kublai game. Long and short of it is that they would only pass along the issues if I had video but consoles can't get the kind of video they want which would mean setting something up to actually record while I'm playing. I get that devs need certain kinds of information but you can only ask so much from players because they aren't professionals so counting on them do your large scale playtesting but then refusing any kind of reporting that isn't professional quality is, at best, a massive double standard that looks like it's designed to avoid responsibility for doing their job properly.
I didn't say that FXS did a perfect Job with NFP, but that the Approach is really good, and better than the usual DLC/XP releases. It's not just the Consoles but a lot of Bugs came along with the NFP Packs, which haven't yet been fixed or not properly, no matter the Platform. I always justify this with, that's what I'm assuming and thinking, the small Team that is responsible for NFP, which isn't of the quality of an XP that requires a big Team to work on.
Yes, the Bug Report Systeme of Civ VI isn't great. And if there aren't enough Reports for a Bug received (no matter how detailed) then there is no reason for FXS to do something about that.
But we shouldn't forget that Civ VI expanding to some other Platforms isn't something that was part of it from the beginning (Nov 2018 for Nintendo Switsh). They hire other Studios to make the Game available on those Platforms, which ofc costs Resources.
Getting a Lot of Bugs with NFP doesn't have to say that it's a failed approach, but the contrary. It's the evidence that the short amount of Time between the smaller sized DLCs is enough for the Players to catch all the Bugs/Imbalances of a Pack, and to report them. With enough Reports FXS can fix them within Months, but this really depends on the Team and Resources. No matter how many Players report a Bug, if there are too many Bugs to fix, the Devs won't have enough Time and Resources to fix them all while also working on delivering other Stuff.
I agree, the Scheduling of the Packs could have been better, maybe No free Updates between the bimothly releases, but included with the DLC (decrease of pressure on the Devs), or they could have been quarterly. But the Approach would be the same (Some Months between the Packs: enough for the Players to enjoy them and find Bugs and leave Feedback, and for the Devs to collect data, while keeping in touch with the Players), which is my point here and not the exact Schedule of NFP (I also don't like it and would like to have it quarterly, but that's something for the Future).No, I understand that, I still just really disagree. If all of your patches are fixing things that broken with a previous update then that's a problem. I'm willing to give Firaxis a lot of slack because of Covid but I think that Firaxis really should reconsider doing monthly releases again. They either need to space their releases out or have more people work on them. Personally, if there is another pass for Civ6 I'm waiting till it's finished before playing it, if I decide to get it at all. Once bitten, twice shy and so on.
I've seen a lot of People complaining about the Report Systeme of the Game that requires a detailed report of the Bug encountered, where you have to describe each action you have taken to get the Bug (which you might have forgeten), and attach the savefile that is before the Bug occured. And a lot of People don't provide all that data. Which leads to not enough Bug Reports from the Players. And some Bugs that get reported include incomplete data that cannot help the Devs.I'm not really getting your point with these remarks. If Firaxis's bug reporting system is so bad that players are avoiding then that's something Firaxis needs to fix and expecting players to put in a bunch of effort to deal with a bad system to fix a game they already paid money for.
I understand you, really. I'm not happy with the Content of NFP (at least not all), and I wish that we got other things instead. I expected a lot of things but got disappointed at the End. But that's my PoV, and the NFP Packs were Add-Ons that I could choose from, nothing mandatory (and I could have set steam to not update the Game automatically, and wait till I'm sure of the Content so that it won't break my Game). So in the End it was my fault to grab something that I don't know of its Content, and to not wait till I see the Feedback of it from the players first.We are just going to have to disagree here. I've never had such an awful experience with a game as I've had the NFP. It's definitely impacted my opinion about the game and buying future Firaxis ports on consoles. Furthermore, players aren't employees and while I don't expect Firaxis to catch every weird edge case bug, balance issue, or exploit in testing I do expect a level of polish from a game that felt lacking in a lot of the game modes, especially the ones released later on.
I can't think of a Game, Software, App...etc that doesn't rely on the Customers/Consumers to collect necessary data to keep things running. Civ isn't a Physical Product that you can test in a Workshop/Lab or whatever and not release it till it fulfills the standard of a Company.Furthermore, players aren't employees...