yeah i think they are going thro as they go, they seem to be making very good progress, guess the protesters are working bugs as they go.
Testers just find 'em, we don't fix 'em.
yeah i think they are going thro as they go, they seem to be making very good progress, guess the protesters are working bugs as they go.
I pray that Paradox won't be tempted by marketting advice from people who just want to play a game early.
I dont believe that an open beta test realy works well in combination with a pro beta test. How does one get both tests results together as the results of one probably would have consequences for the other. A streamlined test schedule that delivers good results is needed (paradox probably does not have the time to go through multiple test phases in which the changes of one side can be tested by the other side and vice versa). What they might do, is take in some very knowledgeable community members and let them run some trial games to stamp out some "into the face" errors or problems on the content side (like OH gamer). But thats realy something we might not hear before release.
Nope. Almost all of the comments so far have been trying to find ways that will allow the posters to play early, and there are precious few comments from those who have been part of the past beta tests.That is a bit of an assumption isn't it??
I agree that this is the best approach in an ideal world, but it isn't, so they have to make due with limited resources, which means they take the one that will be better for the game. If they're smart they'll request some of those who have been good in the past to play with the game, but they won't make a sign up form for those who want to try playing the game early.I personally want PI games to be as good as they can be when released, so I support both a pro tester and beta-tester approach. I wouldn't want to be a beta-tester on V2 (CK2 is another matter though) since I haven't enough knowledge of Vicky to be of much use ... but I know that there are some here who do have that knowledge and can be very valuable in feature testing and game-balancing, where professional testers might not be (as they lack knowledge of gameplay).
That's why you hire pros. You can't ask volunteers to focus on only one area, especially when they have such a bad track record anyway, it'll result in you getting zero information on a number of areas.Basically if PI don't have the resources to handle a "proper" beta-test phase where each beta-tester is given specifics to test and report on, then maybe let a handful of old-faithfuls get the chance to download the pre-released game and just play around with it, and then report back.
And he should privately approach those individuals, but that's a whole different story from having beta applications.Johan did say that some of them were insanely good ... so why not use the resources you have available??
I do hope Paradox will open (perhaps has already opened) a beta forum, likely by invitation only, for the purposes of balancing, supplementing research and giving learned feedback on game mechanics.
But I'm glad there will be a professional Q/A run.
Yeah, a professional beta test is a very good idea. But I do hope they will also have some "playing" beta testers (i.e. fans), because of what Kanalratte said.
A player beta test generally requires at least one full time person dedicated to tracking them...on top of tracking the other test team.
That seems a little overstated, but yes, it would require some time from someone, but it would surely be worth it!
Dunno how much work it is tracking a professional beta team; they are professionals, after all.
I think they have some fundamental design flaws. Mainly I have heard they switched to using Lua scripting which is horrible for performance especially with collections, it has horrible performance with simple key-value hash tables. It's one of the reasons pulling up the leaders list is so god awful slow. Its like a few hundred tuples of a 4 attribute entity and u can count out the seconds it takes to bring up, that should be virtually instantaneous.
Not sure how you can make assumptions about code you havent seen. Lua isnt used for any of that stuff. also luas table performance is pretty good, its one of the faster scripting languages (wins most benchmarks, but of course slower than c++ though).
I think they have some fundamental design flaws. Mainly I have heard they switched to using Lua scripting which is horrible for performance especially with collections, it has horrible performance with simple key-value hash tables. It's one of the reasons pulling up the leaders list is so god awful slow. Its like a few hundred tuples of a 4 attribute entity and u can count out the seconds it takes to bring up, that should be virtually instantaneous. They have map and texture problems on really simple 2d stuff, that line through the pacific is just not neccesary. They need more staff in the development area. Some of the problems come down to testing, some to poor architecture choices, and others to just having such a small development staff that you don't have the specialists you need, like having a GP perform heart surgery.
(www.lua.org/doc/jucs05.pdf, The Implementation of Lua 5.0, section 4: Tables)Lua 5.0 brought a new algorithm to optimize the use of tables as arrays: it optimizes pairs with integer keys by not storing the keys and storing the values in an actual array. More precisely, in Lua 5.0, tables are implemented as hybrid data structures: they contain a hash part and an array part.
Not sure how you can make assumptions about code you havent seen. Lua isnt used for any of that stuff. also luas table performance is pretty good, its one of the faster scripting languages (wins most benchmarks, but of course slower than c++ though).
I pray that Paradox won't be tempted by marketting advice from people who just want to play a game early.
Not sure how you can make assumptions about code you havent seen. Lua isnt used for any of that stuff. also luas table performance is pretty good, its one of the faster scripting languages (wins most benchmarks, but of course slower than c++ though).