Well, things are not that simple.Originally Posted by nairda2k9 Go to original post
Games are now so complex that it is very hard for a QA Team to test everything in a reasonable time-span. And The Division is very, very complex.
Even worse for 1.6 Patch, which is supposed to put emphasis on PvP : reaching a correct balance is very hard for a dedicated team, as each member have his own habits and this put a huge bias on the statistical results.
And a dedicated QA Team is usually not very big (20 people or so, often less)(not talking about big testing campaigns, that can be hundred of people big : we are way past this step for The Division), so they would never - ever - be able to cover the same ground as a few thousands of players.
So in this case a PTS is a good thing.
While i'll probably won't try it this time (my input won't be significant), let the most dedicated players help the devs to make a better game.
Win/Win situation : time and money saved by Massive & Ubisoft, better game for players.
(on the opposit, i'm completly opposed to Early Access and the like : so many studios abuses their players with this system...).
Edit :
Short version : PTS is NOT supposed to be used for debugging.
This is the QA Team's job, and players have nothing to do here : they paid for a game, they deserve some as much bug free experience as possible.
If some bugs are found on any skill, talent (player, weapon or gear) or item then it is a failure of the QA Team, and this should not happen.
However, PTS is a very good thing for Balance, as the amount of players provide huge data for the devs to work with.
Just two question, where would the real estate come from for the DZ to expand? Two, why does PVP deserve to expand the map, but not pve?Originally Posted by Div.HITMAN Go to original post
Maybe because pve is 80% of the map and pvp just 20%Originally Posted by sabernub Go to original post
Hahaha! That made me smileOriginally Posted by Art.Van.Delay Go to original post![]()
Went in the DZ solo today for the sake of this PvP discussion.
It's simply a matter of "procc the talent" hold m1 into someones face. Bam.
If anything the TTK needs to drastically be reduced so that an idiot that runs into the open ... dies. That's what works in Survival and worked in 1.0 / 1.1. TTK was low enough to allow people to work methodically and tactically as opposed to dance dance revolution.
Massive did a fine job of representing both shooter and RPG elements in PvE. In PvP however it only represents RPG unless we're in a 1v1 fight or something.
Community testing isn't about finding bugs, though that is a nice benefit. Its more about getting community feedback on new features or changes. What seems like a good idea in the design phase can turn out to be horribly imbalanced or just not fun once made a reality. This is a good thing and is done by other games to great effect.Originally Posted by nairda2k9 Go to original post
Developer PTS procedures:
1. Release proposed build on PTS.
2. Open PTS Sugestions & feedback forum and request input.
3. Gather suggestions & feedback and generate a patch notes draft.
4. Send draft to tubers for editing.
5. Revise patch notes per edits and release to player base.
6. Release patch.
Originally Posted by S3anS3an Go to original post
It might be semantics, but I would call that knowledge, not skill.
Skill would be ability to aim or the ability to execute multiple button pushes quickly to desired effect, for instance.
Good grief. Ya got me.Originally Posted by Art.Van.Delay Go to original post
Maybe look up semantics next.