Release Process (Dev Diary) Discussion

Latest Dev Diary by @KabamDORK
https://forums.playcontestofchampions.com/en/discussion/392508/dev-diary-mcoc-release-process-and-bug-fixes#latest
I’ll start regarding timing around Submission to Apple/Google.
Says could be up to a few days for Submission to be approved.
So since your example timeframes (2nd pic) seem to indicate you SUBMIT somewhere between 2-3 weeks before RELEASE (were those actually valid examples, that far in advance of Live ?)
Then I gather that is a 2-Step Release process then.
SUBMISSION to Apple/Google, but then you have to manually follow up and do the LIVE RELEASE later on, on the intended day. (as opposed to Apple/Google automatically releasing it as soon as they approve it, which I could imagine would play even more havok with event timings if Apple/Google released it much earlier on their own)
Is that right ? (which would show that releases, even the HotFixes you mention, are no quick process)


https://forums.playcontestofchampions.com/en/discussion/392508/dev-diary-mcoc-release-process-and-bug-fixes#latest
I’ll start regarding timing around Submission to Apple/Google.
Says could be up to a few days for Submission to be approved.
So since your example timeframes (2nd pic) seem to indicate you SUBMIT somewhere between 2-3 weeks before RELEASE (were those actually valid examples, that far in advance of Live ?)
Then I gather that is a 2-Step Release process then.
SUBMISSION to Apple/Google, but then you have to manually follow up and do the LIVE RELEASE later on, on the intended day. (as opposed to Apple/Google automatically releasing it as soon as they approve it, which I could imagine would play even more havok with event timings if Apple/Google released it much earlier on their own)
Is that right ? (which would show that releases, even the HotFixes you mention, are no quick process)


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Comments
Once it is approved, the developer can decide when it actually gets released to their customers or made available for download from the App store. Irrespective of when the developer schedules release, the actual release can get staggered by Apple and Google, so that everyone on Earth doesn't request the download simultaneously.
Cool we know the process now, which bugs are getting fixed or being worked?
Which, to be honest, I'm not sure that development pipeline overview fundamentally addresses. However, I suspect where the whole thing really goes into the weeds is with the merge. Or rather, The Merge. Having not directly seen the brass tacks of their pipelines I can only speculate, but for the MMOs I was more familiar with, The Merge was where things often went kablooey.
But if you haven't seen it, it isn't easy to appreciate.
Also makes me question, why it’s so easy to pull from resources to turn off Okoye’s ability to Dex Photon but it takes over a year and a half for Galan to have the right number of incinerates….
The stuff I would have been interested in are as clear as mud still.
Appreciate the attempt, but I feel like this type of thing has been described many times before.
For example the VFX one has been awful for months, what is the excuse on that?
Read the post of BigBlueOx, why are some bugs like Galan or other champs prolonged build after build? Tbh I don't care about your answer, I want theirs.
By your skepticism, it seems like there's nothing they could have said that would have been satisfactory. Perhaps I'm wrong in thinking that. It either sounds like you're asking for them to have their tail between their legs, or a complete list of every issue reported, where they're at in the process, and why things are going wrong. This is the problem when transparency meets expectations. They're rarely in tandem.
now i wouldn't say that i'm an expert at how software development structures, but isn't the goal of having the structure to have the best system possible in aiding the app development and not hinder the process. And such if it is broken might need to be looked at again
Based on the process and timeline they outlined it is near impossible for them to release a single update that will not have new bugs and since the the timelines are so compressed and they are working under such limited resources there is no way for they to identify all bugs that will appear, assess the criticality, and fix the critical ones. This is evident in the releases with new bugs and interactions in every release and some not getting fixed for multiple releases. TBH I’m actually shocked some things don’t take even longer because they could be building a fix for something that is going to break in a different way at next release. The code seems to be built on a house of cards and is at risk of falling over multiple times every month.
I don’t know what the right approach is. I know a suggestion such as “change to a bi-monthly release” is not feasible. The other recommendation would be add more dev and testing resources but that is likely above the pay grade of the game and community teams.
With all that said, I have appreciated the additional effort that has gone into communication recently but this one felt like it took a step backwards.
This doesn’t address the quality controls that appear to be lacking. You launch a featured six star that doesn’t have the advertised pool? I get that the game is complex and the processes you have to follow make things go slow but this post provides nothing to players other than an excuse on why you are slow fixing the numerous issues in game.
As for the second question, the only reason they do that is because the community thinks they do. There are bugs like MoleMan and kingpin that made them "overpowered" which took years to fix.
How is a UI change a priority over awful looking VFX that sometimes don't even show SP projectiles. We heard the praise to the art department with their awesome work. The art deparment doesn't miss!!! Well what is the point of them not missing when the end result is champs that look like they were colored with crayons?
Why are they messing around with champ sizes in different game modes when they know the hitbox issue was a thing? It took how many raids to realize "hey maybe they should be normal sized..."
Priorities I guess...
This is not a “Kabam only fixes pro-player” bugs rant but it’s an observation that as a consumer it’s like a constant spectre that floats over every kit in the game and at the will of a mercurial king will things be addressed. Okoye’s big went from unknown as a bug to fixed from what seems to be a forum comment. Galan’s bug has an 18month old thread begging for acknowledgment, showing proof for it be ignored. There’s little evidence of any prioritization when it comes to character bugs…
And then there’s the Juggernaut debacle where he wasn’t bugged and they decided to “bug fix” him into being bugged… and that took far far longer than it should for one of the most used characters in the game. One they actively sold at a premium price point.
As for the communication, Miike and Jax have effectively communicated things like this before. Many times even, without sounding as dodgy as this one did. So this fell flat. I sincerely appreciate the huge steps forwards and efforts in general by the communication team… I think this is a misfire though. It’s not one that largely detracts from the huge improvement we’ve seen the last month or two, but still a miss.