Please Invest in Test Players

BoogalooglerBoogaloogler Member Posts: 97 ★★
These recent months have made 1 thing painfully clear to your community.

You guys don't *really* play your game. The fact that at this point, you guys haven't been able to confirm these various issues, and are still asking for reports and confirmation, is all the evidence we need. Very, very few people are encountering zero of these bugs. It's a problem for the vast majority of your community.

Now you guys claim to love thought out input from us, well here it is. Hire test players. So many of the things we all have to struggle with everyday would be found and resolved at the same time we were discovering them if you had a department playing along with us.

Comments

  • BigPoppaCBONEBigPoppaCBONE Member Posts: 2,405 ★★★★★
    They have employees that play the game. Maybe their input isn't given enough consideration...
  • DemonzfyreDemonzfyre Member Posts: 22,078 ★★★★★
    The problem isn't identifying them, the problem is fixing them and fixing them without further knock-on issues. I'm sure it's easy in your world and that adding testers is the solution that will fix everything but it won't. Development environments aren't the same as production environments, so something may work in a dev build but not in a prod build.

    Having test players doesn't account for the amount of different devices that range in performance either. So how many test players would you say are adequate for you to be satisfied? What if the test players program doesn't do what you expect it to do?

    I'm not against it, but I'm very certain it won't work the way you want it to work.
  • BoogalooglerBoogaloogler Member Posts: 97 ★★

    The problem isn't identifying them, the problem is fixing them and fixing them without further knock-on issues. I'm sure it's easy in your world and that adding testers is the solution that will fix everything but it won't. Development environments aren't the same as production environments, so something may work in a dev build but not in a prod build.

    Having test players doesn't account for the amount of different devices that range in performance either. So how many test players would you say are adequate for you to be satisfied? What if the test players program doesn't do what you expect it to do?

    I'm not against it, but I'm very certain it won't work the way you want it to work.

    The community is still fighting for official confirmation on a month long (honestly longer) issue. This would not be happening if they had test players. As for the variables in devices and performance, do you honestly think that isn't something accounted for in a testing field? Do you think an intelligent person sets up a department of game testers all on identical devices and networks conditions and expects legitimate data?

    Do you actually consider ideas that in any way place responsibility on the game team or do you just immediately start chewing leather?
  • DemonzfyreDemonzfyre Member Posts: 22,078 ★★★★★

    The problem isn't identifying them, the problem is fixing them and fixing them without further knock-on issues. I'm sure it's easy in your world and that adding testers is the solution that will fix everything but it won't. Development environments aren't the same as production environments, so something may work in a dev build but not in a prod build.

    Having test players doesn't account for the amount of different devices that range in performance either. So how many test players would you say are adequate for you to be satisfied? What if the test players program doesn't do what you expect it to do?

    I'm not against it, but I'm very certain it won't work the way you want it to work.

    The community is still fighting for official confirmation on a month long (honestly longer) issue. This would not be happening if they had test players. As for the variables in devices and performance, do you honestly think that isn't something accounted for in a testing field? Do you think an intelligent person sets up a department of game testers all on identical devices and networks conditions and expects legitimate data?

    Do you actually consider ideas that in any way place responsibility on the game team or do you just immediately start chewing leather?

    These are the current requirements for devices. This includes cell phones and tablets. Apple is easier to test with but Android is not. I would be willing to be there are roughly 300+ devices out there that fall under these specs. Android does not have standards in terms of chipsets and drivers etc..

    This also can't account for the different wifi that players have or their connection to internet in general. Where they play the game or located at because the internet is the same for everyone right?

    So yes, I honestly think there is no way to account for ALL variables when it comes to what players experience. When I had a LG V60, the game ran flawlessly for me until the update that broke the controls. There were tons of reports of input lag etc.. all while I used that device and I never had any of the problems. But, you seem to know better than I do. I am sure you have decades of experience in this field and understand how they can test for my Pixel 6 Pro to someone else's Coolpad Torino S2- https://www.kimovil.com/en/where-to-buy-coolpad-torino-s2 .
  • AIRxJ0RDANx23xAIRxJ0RDANx23x Member Posts: 21
    I would love to see kabam implement some form of closed beta for each months changes. They would have to make small changes to the what is offered to not give testers an unfair advantage. They already have the ability to take a snapshot of users accounts and load them into a different instance. Of course the down side is they will need to complete development earlier inorder to have time for the beta.
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