KotC - Erian El'ranelen
Goblin Squad Member
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Smoke testing is an initial pass through basic/major functions to see if everything works before digging "under the hood" on more detailed tests. It's very similar in that regard to the above-mentioned test for electronics--if it "smokes" there's no need moving forward until you find the major issue(s).
| sspitfire1 |
There is an interesting semi-parallel to this term among typographers and printers: When new typefaces are being punch-cut by hand, a smoke test (hold the letter in candle smoke, then press it onto paper) is used to check out new dies.
Wait, yall are programming with typewriters? Damn, man. Rockin' it old school!
| Robert Hodgson |
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Yeah, our smoke test is currently something like "Turn it on. Do these 30-some odd steps. Did anything break? If so, do not post build to live servers."
A good smoke test should be quick, and should only test features that are required for release. Ours includes stuff like "Can you take damage?" and "Can you move into a new hex?" and "How about respawning, does that work?"
<Kabal> Dan Repperger
Goblin Squad Member
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*crosses fingers and thinks maby it's for the GRASS!
They say the key to internet humor is repetition. I have to admit that Pyronous is actually becoming pretty funny, and I mean that in a good way. His charm offensive vis-a-vis ubiquitous grass posts is winning me over to his camp.
Pyronous Rath
Goblin Squad Member
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Pyronous Rath wrote:*crosses fingers and thinks maby it's for the GRASS!They say the key to internet humor is repetition. I have to admit that Pyronous is actually becoming pretty funny, and I mean that in a good way. His charm offensive vis-a-vis ubiquitous grass posts is winning me over to his camp.
thank you I love the community again ;-p
Pyronous Rath
Goblin Squad Member
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Pyronous Rath wrote:*crosses fingers and thinks maby it's for the GRASS!Grass Simulator
WOOOOW I don't need any other games aver again. Now that is some serious greeens!
Neadenil Edam
Goblin Squad Member
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Giorgo wrote:Smoke test? I am unfamiliar with this term.It's also a reference to a common joke among electronic engineers that "all electronics run on smoke - if you let the smoke out, they stop working".
More specifically Lucas Electrics were particularly renowned for failing if you let the smoke out.
Genuine Lucas Replacement Smoke Kits were a popular item.
Schedim
Goblin Squad Member
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Nihimon wrote:Giorgo wrote:Smoke test? I am unfamiliar with this term.It's also a reference to a common joke among electronic engineers that "all electronics run on smoke - if you let the smoke out, they stop working".More specifically Lucas Electrics were particularly renowned for failing if you let the smoke out.
Genuine Lucas Replacement Smoke Kits were a popular item.
LOL!
Edam wins the thread!
Pyronous Rath
Goblin Squad Member
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We are not going to deploy the next build today. The test build did not pass its smoke test. The earliest a build could be deployed would be tomorrow at server downtime but we are not sure yet if we'll be deploying a build this weekend at all.
More details as I have them.
Just re read this and realized you guy's work weekends!!! Kudos to the team! P.S. Fix the GRASS ;-p
Gloreindl
Goblin Squad Member
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I know I will catch flack for this, but I truly hope that EE doesn't begin before January, giving the Devs/artists and others time to iron out the many issues, especially server side, that still plague PfO.
In another thread, Ryan is looking for ideas for the first PfO trailer, and while the ideas players are posting, they lack one major thing: Huge Red Flashing signs saying things like WIP; Not Ready for Prime-time; Content at Early Stage of Development; etc...
PfO has a huge potential factor, but if GW & Paizo, both companies i support, don't tamp down on EE expectations and/or make Ryan's MVP closer to what people are willing to pay for (still no word if the estimated $15/month is accurate), people will come, see, and leave.
We need a number of new builds, or one really large one addressing multitudes of issues, and a time to test them all. I know Ryan is chomping at the bit to get an EE release build out, I just implore him to please be willing to make sure that candidate has as much as can be done to make the game more interesting. and fun. People not in Alpha will expect a more polished game, with few de-syncs as possible (or better yet, none), escalations that are more manageable, a better interface for both AH and crafting, a higher drop rate for arcane spells, real PvP (for those that want it - I only will engage in it rarely, such as in guild/settlement wars, aiding those lower "level" than myself from being ganked and/or robbed, etc...); slower rep regeneration (sorry Bludd, but I think it is way to fast now, just MHO, but you do the crime, it should have a longer lasting effect on Rep), better settlement and company controls; slightly better character graphics will expectations of them getting much, much better; et. al.
Just my thoughts on the matter. I am concerned a great deal that EE rolls out and people who only have EE access will log in, look around and leave, thus reducing cash flow, which dooms PfO. PfO can't exist with a reduced cash flow, as Devs, artists, and other staffers expect (and rightly so) to be paid, and new upgrades to infrastructure also costs $.
Bluddwolf
Goblin Squad Member
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@Gloreindl,
I agree with every thing you wrote. On the point on Rep regen, that may just be a place holder until other rep neutral PvP systems are in play. That might also be where it remains if the server population continues to grow, in spite of it.
What is known now is that the present rep loss is too severe, either preventing players from engaging in PvP (not the intent of the design) or losing the ability to train characters by accidental targeting.
Gloreindl
Goblin Squad Member
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Bludd, I agree about the auto-target bug, however, I don't see the rep loss and lengthy rep recovery time for those who do engage in PvP as a bad thing. As you note, it prevents some from doing PvP; thus making PvP far more meaningful - if you decide to engage in it, it has to have a good reason behind it. It will discourage ganking, and griefing, while showing a deep level of commitment by those who do PvP in wanting to use it as just another tool (and expensive one, yes), in their quiver in effecting change in the persistent PfO world.
I see no downside to this. Ryan has stated many times PvP should be meaningful. It should impact not just the toon doing it, but the world as a whole, including how people be they players or NPC's view that toon/player. Granted, I also think that the new statements that PvP is the "Core" of PfO is far different from what was stated back when I supported both KS campaigns. PvP shouldn't be the core of the game - community should be, and that leads to PvP conflicts that don't have flags and rep loss (settlement wars, the War of Towers, etc...) Those who PvP outside these should just be willing to accept the rep loss and a day or so of not being able to train if PvP furthers their goals. In a game where everyone gets the same XP over time, what is so horrible about a delayed training? Rep loss fades, so it is just an inconvenience in that you have to do other things rather than train. PfO should, eventually, have plenty to do to occupy that player's time (yes, more PvE content is needed, as I believe you posted - dungeons would be a nice touch, be they cave systems, ruins, underground lairs of mad wizards, etc...)
Again, just my humble opinion. And yes, I thin the current system is just a placeholder as the alignment system isn't in place yet (another thing I believe should be in before EE). People will expect EE to be further along than it will be if the next build (or the one after that) is the EE build, unless the Devs work miracles and get more of what was discussed in the KS campaigns are at least at a bare bones point, showing that they are being worked on with near future completion.
Like I posted earlier, GW and Paizo will be sorely disappointed if they think KS backer who haven't been following this game too closely get into EE and say "Hey, I think this is something I will start paying for in the next few months". Not going to happen. The economy is still a struggle for many, and $15/month for a game that leaves some feeling they are getting the short end of the stick will just prove a money looser in the short term as people don't subscribe, right at a time when GW needs those subscription $ flowing in. I want PfO to succeed but it won't if it its base shrinks so much or players are unwilling to start their subscriptions, until some nebulous future date when they feel it will be worth the added money out of their pocket. Better for GW, Paizo, and all the players that EE be delayed as long as possible so as to make it a commercial success. It has been posted by many of us, once EE is open, the bloggers and review sites will savage it, and players who have been waiting on EE, as well as potential OE players, will be scared away. Bad long term business planning, and I say this as someone who has owned two businesses and is on the board of another.
| sspitfire1 |
Just keepin' it simple: At this point the longer we stay out of EE the less GW gets in the way of valuable game testing. No body is playing right now because we all know what the current Alpha looks like and there is no persistancy to any of our actions. In other words, GW needs EE to start sooner rather than later so that we can really get down to the business of playtesting the game and they can get down to the business of earning an income from it. Not that those are not all good points, Gloreindl, but at this point staying out of EE is burning up GW's cash reserves for little return on their end AND ours.
Gloreindl
Goblin Squad Member
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Yes, but what is more important to GW: Testing out new builds with a possibly larger group (possibly because many I have spoken to are unwilling to start EE if they have to start their subscriptions) or have a much larger EE population because the EE build is much further along. Simply put, is it better to have a product with a large test population but which fails due to finances; or a small test population and only then, when a real EE build is available to start EE and get players to be willing to infuse much needed cash via monthly subscription? GW has to weigh that. In a perfect world it could be both, but as we don't live in a perfect world, it is something GW and Paizo have to really consider before launching EE. Potential (small) population increase vs better long term finances. I know I'd choose the better finances myself, and would advise that course of action to the company who's board I sit on, but I think long term, big picture - something rare in today's business climate. Anyway, it is up to GW and Paizo now to decide between the two. I am only offering my informed opinion.
Takasi
Goblin Squad Member
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But I'm still having fun in Alpha!
Ryan said we've been in Alpha for 1 month too long, but I just think we've been in the same build for too long.
If the war of towers PVP windows worked and settlement training worked I'd test it every day for hours. I haven't tested PvP as much as I'd like to.
Crafters are just now getting enough training to make some Tier 2 stuff but we still have more to make. I'd like to keep working on making them. I'm also seeing more players who were not originally into crafting trying out the system now that they have enough points to dabble in higher ranks in all the refining. I think the resource distribution system could use more testing too.
I want to test the encumbrance system more.
I'm not desynching nearly as much as I was a few weeks ago.
I haven't seen anyone complaining about wolves or mobs in settlements lately. :)
Caldeathe Baequiannia
Goblin Squad Member
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In another thread, Ryan is looking for ideas for the first PfO trailer, and while the ideas players are posting, they lack one major thing: Huge Red Flashing signs saying things like WIP; Not Ready for Prime-time; Content at Early Stage of Development; etc...
I would guess that any trailer is going to be (at the very least) several weeks from release, to allow for final layout and production. They're just at the collecting ideas stage, not releasing it today.
Schedim
Goblin Squad Member
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But I'm still having fun in Alpha!
Ryan said we've been in Alpha for 1 month too long, but I just think we've been in the same build for too long.
Word! I think it was an error in preparing a large patch without a "contingency" patch of small stuff and some window dressings, yes it would have been bemoaned if there had been a small patch and not the big expected one, but screaming and rug chewing there will be anyway, whatever GW do.
But it would have been a straw to hold on to and perhaps a new feature to test for us who like to poke, nibble and drool on all toys they toss to us....
KarlBob
Goblin Squad Member
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Is Friday, November 21, the next target date?
By which I mean: If the patch/version/build that failed the smoke test last Friday happened to pass its smoke test today, would it be posted today, or would it be delayed until this Friday, in the interest of maintaining a consistent release schedule?
| sspitfire1 |
We are going on three weeks without a patch, I get the feeling the next one will be a rather large one.
This. And my big suspicion is that they are trying for an EE ready patch to end all Alpha Patches, instead of releasing something isn't EE ready and doing another Alpha patch later.
Neadenil Edam
Goblin Squad Member
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Just keepin' it simple: At this point the longer we stay out of EE the less GW gets in the way of valuable game testing. No body is playing right now because we all know what the current Alpha looks like and there is no persistancy to any of our actions.
Actually quite a few people I know rarely login because no-one else logs in. It is kinda boring logging into an empty settlement.
Which is also rather frustrating when you know some of the people waiting for EE actually do not know how to play or even understand keywords and could be taking the opportunity to learn ahead of time :D
I am also a little concerned about crafting settlements as they seem to have attracted a lot of people who intend to just play casually and may be pushing it in some cases to find enough active members to stay viable.
My personal intention is to sit back after EE and not play for a bit and see how it all pans it :D
KarlBob
Goblin Squad Member
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When EE starts, GW is hoping to attract people who haven't even heard of EE right now, much less purchased an account. That's what the upcoming trailer is for. We're going to have to teach those people how to play regardless, so having to teach people who could have learned during Alpha really doesn't bug me so much.
Even people who purchased an EE account are not obligated to play, or learn the game, during Alpha. An Alpha test is just too frustrating for some people, and I don't think we can fault them for skipping teleports and rollbacks just to learn the game ahead of EE. :)