So my point is, if I were FXS and get some few Reports about a Bug, but the majority of Players don't seem to bother about that and there is no to little complaint from the Community about that, then why should I put more Resources on fixing it or even decrease resources from other Projects to focus on that?
(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)
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....Even if FXS had 100 of Play-Testers to just test the game for Bugs (that's a potential 200 000 hrs per year), I'm sure Bugs will still arise after the game has been released.
If you looked at any social media post from Firaxis over the last couple of months there are always people complaining about the state of the game on consoles, even on this forum. If a bunch of people are complaining about something but Firaxis isn't getting bug reports then something in process has gone wrong and they need to be one to fix it, not hope player's jump through a bunch of hoops.
I don't think Firaxis does any of the console versions. I think all of the ports (anything but Windows basically) is Aspyr.
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?
It stands to reason this is due to corporate fear of leaks, in all probability.
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'd like to extend the question, if you were to make a game with at least 4 different difficulties, what specific changes would you make to the AI to make the AI dumber on easier difficulties, and harder on higher difficulties?
The simplest way would be using % modifiers for the various yields (Science, Culture, Production, Food, Faith, etc.). So on the middle difficulty level, the AI gets 100% to those yields. But on the next lowest difficulty, they only get 80%, then 60%, and so on. Likewise, on the next difficulty, they get 120%, then 140%, and so on. It's not the most elegant method, but it's a simplistic method that is already used with Combat Strength (I believe).I'd like to extend the question, if you were to make a game with at least 4 different difficulties, what specific changes would you make to the AI to make the AI dumber on easier difficulties, and harder on higher difficulties? I don't mean to challenge anyone specifically, but just something to think about when making a game for both casual users and hardcore users.
The simplest way would be using % modifiers for the various yields (Science, Culture, Production, Food, Faith, etc.). So on the middle difficulty level, the AI gets 100% to those yields. But on the next lowest difficulty, they only get 80%, then 60%, and so on. Likewise, on the next difficulty, they get 120%, then 140%, and so on. It's not the most elegant method, but it's a simplistic method that is already used with Combat Strength (I believe).
A more complex way would be having 2 choices - one optimal, one suboptimal - and the various difficulties would have higher or lower % chance of selecting the optimal choice. I'm not coder, but that seems extremely cumbersome to write and will likely slow down the turn times (especially on older machines).
Oh god, I put in all that time and effort and thought, just to find out it was a rhetorical question all along :facepalm:All I'm trying to do, is educate that it's a big ask. With many civilization combinations, city-state combinations, natural wonder combinations, tile combinations... Looping in unique units, abilities, districts... a lot of variables to consider.
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.
...when Carl mentioned Portugal. Small Continents map is a core for balancing.
Carl's either talking about big multiplayer extravaganzas in the office ... or autoplays.
I only commented about balancing because You mentioned Portugal on Small Continents. (as in You were talking about it as a reference) Going ham with Portugal on Huge Archipelago being by design is something I don't think anyone has any issue with, (it's awesome) and I'm sure You guys doing whatever You can to make the game as fun as possible.We test civs on a large variety of maps. We have to! For a civ like Portugal, we test Duel all the way up to Huge, Archipelago to Highlands. But we don't balance their core mechanics around those kinds of maps, we have to focus around a handful of core map types and sizes—Portugal wouldn't be very fun if they were balanced only for Huge or only for Duel. As I mention in the interview, we want people to be able to play games where they can purposefully make things crazy just for fun. Being able to go ham with Portugal on Huge Archipelago is by design! But it's not what they are balanced for.