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Forum > Test Server Discussion > Before rolling out new changes, show us a game under the old and new rule sets
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Originally posted by Catch22
Controls aren't really possible on the test server. It'd have to be something Bort does on his dev box and I'm fairly confident that's not something he's going to do. I'm also not sure that many companies that let users have as much access to test server data as this one does (the main reason being that we use paying customers as testers and need to maintain transparency).

We're working on balancing/stabilizing the sim and the communications about what is being changed are going to be much clearer in the future as well as how changes are tested before being moved live. It might not be exactly what you want but give the new procedures some time to flesh out and see how they work.


Thanks.. That makes sense..
Just re-read the Procedures and it just maybe that the Baseline could be test runs (10 or so runs) between Teams 6 & 12 AND for Casual test runs between Teams 33 & 39 to start out. Then progress from there.
 
Time Trial
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We're working on balancing/stabilizing the sim and the communications about what is being changed are going to be much clearer in the future as well as how changes are tested before being moved live. It might not be exactly what you want but give the new procedures some time to flesh out and see how they work.

I would ask him about it. I work for an Engineering company that has their own software development team and when working with them I have come to realize two things:

1) Simple changes take forever because a one hour change to the code takes four days of documentation, testing, and apporovals.
2) When you ignore step one, you spend three times as long on the phone supporting the glitches that occur in the field.

@ Deathblade:

The younger a player is, the easier it is to adapt to changes in the sim, but wouldn't you rather get a heads up about the types of changes that are coming in advance? Wouldn't you like some sort of confidence that the changes aren't going to significantly alter your performance and the direction you are building?
 
Deathblade
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Originally posted by Time Trial
@ Deathblade:

The younger a player is, the easier it is to adapt to changes in the sim, but wouldn't you rather get a heads up about the types of changes that are coming in advance? Wouldn't you like some sort of confidence that the changes aren't going to significantly alter your performance and the direction you are building?


Not really. I build players because I want to build a certain kind of player. Want a strongish DE? I build a strongish DE...I don't build him because he is the current meta (which should be a good indication that he is going to get nerfed), I build him because I want to.

Same with pretty much all of my other players. As far as my players, I don't really care what changes are being made.
 
Time Trial
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Originally posted by Deathblade
Originally posted by Time Trial

@ Deathblade:

The younger a player is, the easier it is to adapt to changes in the sim, but wouldn't you rather get a heads up about the types of changes that are coming in advance? Wouldn't you like some sort of confidence that the changes aren't going to significantly alter your performance and the direction you are building?


Not really. I build players because I want to build a certain kind of player. Want a strongish DE? I build a strongish DE...I don't build him because he is the current meta (which should be a good indication that he is going to get nerfed), I build him because I want to.

Same with pretty much all of my other players. As far as my players, I don't really care what changes are being made.


I build my high level players like that... I know that any swing in one direction this season is only going to lead to another swing in another season. On the other hand, I build Pee Wee players for one season only and I need them to perform well or I drop out of Pee Wee Gold. But when the sim changes so drastically at level one every season, it is tough to tell if it is a build issue, a tactic issue, or a global issue.
 
PatrolzCat
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Originally posted by Time Trial

Wouldn't you like some sort of confidence that the changes aren't going to significantly alter your performance and the direction you are building?


Let's see what season are we in? 14? Yeah this has been a question pondering the minds of all GLB's user base for about 12 seasons now.
 
Guppy, Inc
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is it possible to run plays outside the confines of a game? how many hundreds of RGNs are needed for any given play? if we could run plays individually with a fixed set of RGNs, it would be much easier to see when changes arent working as intended
 
Dpride59
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Originally posted by Guppy, Inc
is it possible to run plays outside the confines of a game? how many hundreds of RGNs are needed for any given play? if we could run plays individually with a fixed set of RGNs, it would be much easier to see when changes arent working as intended



So you want to remove the RNG, give it a fixed set to see how it works by making it work an exact amount? Pretty sure that wouldn't be testing anything if he said to "Break block 100% of time"
Edited by David Stern on Feb 17, 2010 20:59:16
 
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