. . . . with a little randomness for good measurepretty sure it was a first come first serve policy...
. . . . with a little randomness for good measurepretty sure it was a first come first serve policy...
pretty sure it was a first come first serve policy...
Having only experienced testers is just as bad as having only new players.Never was like that. And if it was, then the QA would surely suck.
Sometimes the "I can't play the game" responses can be useful feedback for streamlining UI and such. A pro can't always tell you how clear a game's layout appears.
pretty sure it was a first come first serve policy...
And given that Paradox said people were chosen based on their technical aspects, aka computer setups, I don't really understand the discussion. It's a hardware test, to see what works and doesn't.
Wow! That implies there is only a hand full of testers this first round (as in maybe a dozen) or there were a ton that applied for the position. . . . (But more testers will be added later.)Fact is that we only let in 3-4% of all applicants at this stage
Wow! That implies there is only a hand full of testers this first round (as in maybe a dozen) or there were a ton that applied for the position. . . . (But more testers will be added later.)
Either way – I like the way this is shaping up. It should mean a very good Beta phase and in the end will mean a much better game.
Haha, this is a great example that I'll need to remember for the future.Yep, that explains how DF got its UI, getting all your feedback exclusivly from the hardcore is never good.
Why would he care? The core playerbase is familiar with the UI and doesn't raise much of a fuss because they know how to use it and are willing to help those who aren't as good with it. If no one could even figure out how to play then he might have done something about it. At this point though there are enough tutorials that anyone can get into it even in its current state.No it doesn't, DF got a shitty UI because the developer didn't care about it.
Fyi I'm a programmer on the popular Minecraft mod IndustrialCraft 2, and have been in my fair share of betas too. .
He wouldn't get very many donations if no one played the game.Why would he care that the UI is shitty? I think that question answers itself.
Devs are devs for a reason as well. What testers and devs consider bugs can be vastly differentEntitled much?
I have programmed multiple open source programs that get used by a couple of thousand people and one also got packaged for archlinux.
I have done Skyrim Mods and some for other games but I don't go into forums and tell people to accept me into a beta because I am the ubar master hacker...
That's quite some attitude and you should lose it. Just my 4 gold.
Devs are devs for a reason as well. What testers and devs consider bugs can be vastly different![]()
In such a case, you should really address that in the e-mail. Especially if you foresee later BETA phases that require more people.You were many applying for which we are very grateful, it's awesome to see so many people interested in the game. For now we only wanted a few people testing a wide array of technical aspects however, so sadly a lot of you had to be declined.
Most Professional/Internal Testing programs have the testers write down a description of the bug and then the tester would look for a match in a bug database to make sure they are not erroneously duplicating a know report. Then the report gets classified by the Game designers, programmers and producer by severity or even rejected as 'Not a Bug' (it will stay in the Database though so as to avoid re-reporting). I'm familiar with a three tier classification system, 'A' Bugs generally crash the game or make it impossible to play (like not being able to trigger the ending of a stage in the campaign), 'B' bugs greatly diminish player experience without destroying it all together (like not getting the reward from a side-quest) and 'C' bugs and very minor things (misspelled words in the Chinese localization).