Quote:Tack on that they never fucking bothered to post that the server was updated. Only way I even knew there was chests from rednames was one of Shades posts, and by the time I got around to checking how that worked, only had time to test it the once to see what kind of rednames.
I'd be willing to bet there's a tenth of the 'previewers' around past the first couple initial days on a lam-patch.
edit: On the specific quote, I could see that one pushing for agile development. That usually cuts the in-house testing down by about a quarter, but it'd mean smaller more frequent updates, not these once a quarter or so massive changes.
Speaking of the chests, I don't understand how you can just chuck something like that in the game, that has never had (from memory) anything like it in the past, and not test it properly?
Dev 1: "Hey, we have these new chests that pop into your inventory when you kill a boss, saves people missing out when the party is split in the new challenge quests. You double click on it in your inventory and it simulates opening a chest, putting the items straight into your inventory, and consumes the chest"
Dev 2: "I wonder what would happen if you double click on it in another zone, where double clicking on an item would have another effect normally"
Dev 1: "Who the fuck cares, we have to have this thing ready by a deadline"
Its like my other 2 biggest pet peeves that keep slipping through, stuff missing from loot tables and typos in descriptions/incorrect descriptions. Not the most dire of issues, but seriously, wouldn't it be standard practice with things like loot tables, damage tables and stuff, to do a shitload of simulated results and making sure your results are within an expected margin? And really, no-one proofreads the shit they type on things? How many times do we need to see "+x to a skill" with a description of "+x to some other skill"