1.7.0.13 - enforce colonization range limits (Full Version)

All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Tech Support



Message


Kayoz -> 1.7.0.13 - enforce colonization range limits (4/3/2012 8:41:47 AM)

Problem:
Range is not enforced - as the 1.7.0.12 release notes claim. Colonies out of range, w. red lettering in the expansion planner, are still capable of being colonized - either manually, or w. expansion planner.

AI seems to restrict its colonization to the range limit. The player can by mistake, or design, ignore the limit. Is this how it's SUPPOSED to work? If so, then a more detailed explanation is needed. For example, does the limit apply exclusively to establishing new colonies? Does it apply to sending your colonists to independent colonies? How about invasion forces - in one sense, that's colonization - albeit in force.

File demonstrating issue:
ColonizationRange-20120403.dwg

Note:
It would be appreciated if the so-called beta-testers actually tested the game. As a new feature in 1.7.0.12, this should have been exercised. However, that seems not to be the case.




ASHBERY76 -> RE: 1.7.0.13 - enforce colonization range limits (4/3/2012 11:02:55 AM)

The only non range allowance should be invasions.




ehsumrell1 -> RE: 1.7.0.13 - enforce colonization range limits (4/3/2012 8:17:22 PM)


quote:

ORIGINAL: Kayoz

Problem:

Note:
It would be appreciated if the so-called beta-testers actually tested the game. As a new feature in 1.7.0.12, this should have been exercised. However, that seems not to be the case.


Hello Kayoz;

I will respond to your inquiry only because your relentless negative posts seem to
purposely irritate the majority of us here on this forum.

At the moment, I (and other beta testers) are working on release 1.7.0.13. Each release
attempts to correct, fix, repair, etcetera any known problems and/or bugs that was in the
previous release. Also remember that in doing so, on rare occasion, sometimes a new release
may break something that has worked properly in the game all along.

We appreciate any and all bug reports so Elliot can be made aware and intervene. But
remember that once a release is out, there now exist 'thousands' of players (testers)
of the game that create MANY more scenarios than the current testers can produce.

Since YOUR name is NOT in the credits of the game though, please forgive me for NOT
understanding either the negative attitude of your posts, or the reasoning behind
YOU not understanding the fact that Elliot and everyone else on this planet is human
and can't be perfect. Please feel free to propose a methodology on how this, or any
other complex game, can be made bug-free.
When you do, forward it to Elliot, Electronic Arts, Ubisoft, and all the others (especially the makers of the X3 series).

Forgive me for not wasting my time in reading any reply from you, I must continue my testing {i.e. Pressing the green button now}. [sm=00000028.gif]




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (4/3/2012 10:24:52 PM)

quote:

ORIGINAL: ehsumrell1

I will respond to your inquiry only because your relentless negative posts seem to
purposely irritate the majority of us here on this forum.


Relentless? Perhaps you should consult a dictionary before using words you are not familiar with. My comments are not "relentless negative" - I comment positively on positive developments, and negative where the development is such. The term for that is "constructive criticism". If you are so faint of heart that you lack the constitution to face criticism, then I can only suggest that you avoid any and all forums.

quote:


At the moment, I (and other beta testers) are working on release 1.7.0.13. Each release
attempts to correct, fix, repair, etcetera any known problems and/or bugs that was in the
previous release. Also remember that in doing so, on rare occasion, sometimes a new release
may break something that has worked properly in the game all along.


Irrelevant. This is not, as you suggest, something that was broken in this release that was working previously. It is a new feature which was not tested by those who accepted the responsibility to test. While you claim to have read my post, your wording makes it clear that you have not.

As for your "working on release 1.7.0.13" - that is entirely confusing. As I clearly stated in my post title, this is an issue with 1.7.0.13, and the issue was in 1.7.0.12. That means, should the timeline be too complex for you, that:

1. beta testers should have tested it before the release of 1.7.0.12
2. beta testers should have tested it between the release of 1.7.0.12 and 1.7.0.13
3. having failed #1 and #2 above, the beta-testers had an additional 2 weeks since the release of 1.7.0.13 (till now) to test it.

Perhaps my concept of "beta tester" is wrong. In my experience, it is a select group of people that get development builds before they are released to the general public. Since as you claim - you are testing 1.7.0.13 - then you are not, as far as my understanding goes, a beta tester. You are another "Joe Public" who is downloading a beta patch, ostensibly after it has gone through the hands of these "beta testers".

Am I wrong in this? If you are truthful in your claim to be a "beta-tester", then that is a title that can be claimed by anyone who downloads the patches following Elliot's posts. In that case, I suggest you get off your pompous horse - we are equals, and your use of the title of "beta tester" is misleading to the casual reader. It's a hat that can be picked up at a whim by anyone.

quote:


We appreciate any and all bug reports so Elliot can be made aware and intervene. But
remember that once a release is out, there now exist 'thousands' of players (testers)
of the game that create MANY more scenarios than the current testers can produce.


Your use of "we" includes myself as well, given your previous statement - should I be mistaken in my understanding of "beta tester" as used in DW development.

As for your testing of, "MANY more scenarios than the current testers can produce" - I fail to understand how "push a button" is difficult to produce. Enforced col. range restriction requires only that you push a button, and only requires that in your game, you find a suitable planet that is beyond the defined range limitation. Is that really so hard a testing situation to produce?

quote:


Since YOUR name is NOT in the credits of the game though


Given your use of the term "beta tester", I thank you for pointing out that grossly unfair omission. My name should be on that list - as well as the unrecognized thousands of others whose interest was piqued by Elliot's release announcements.

As you are clearly better connected to have this glaring omission rectified, I shall leave it in your capable hands.

quote:


...the negative attitude of your posts, or the reasoning behind
YOU not understanding the fact that Elliot and everyone else on this planet is human
and can't be perfect.


Again, you seem to have a different understanding of the English language than myself. Perhaps this is due to it not being your native tongue, or a sad reflection of the quality of the educational institution you attended. Regardless, I strongly advise you to invest in a dictionary.

"push a button" does not require perfection. All that it requires is that you - being one of the illustrious "beta testers", push a button. All the foreknowledge it requires is that you read Elliot's change notes, and be so inspired as to actually check if it's working. Is that so complex?

Let's be perfectly clear - I do not fault Elliot in this. He should be spending his time writing the code. This is a fault of QA/beta-testers for never - not once - checking whether or not an advertised new feature is actually functioning.

quote:


Please feel free to propose a methodology on how this, or any
other complex game, can be made bug-free.
When you do, forward it to Elliot, Electronic Arts, Ubisoft, and all the others (especially the makers of the X3 series).


You clearly have never written a line of code in your life. No software (beyond "hello world") is perfect.

I do not ask for perfection. I merely ask that those who supposedly test the software - to in a matter of fact, test it.

I'll avoid commenting on X3 - as clearly it's an attempt to goad me into an argument concerning the release of pathetically sub-standard products on the market.

quote:


Forgive me for not wasting my time in reading any reply from you, I must continue my testing {i.e. Pressing the green button now}. [sm=00000028.gif]


This is clearly too complex an issue for you to address (ie: pushing buttons), so your input is neither desired nor productive. I'll leave you to your testing of 1.7.0.13 - and I shall endeavour to find time to... um... test the same version that you're testing...

In the words of the bard, "Something is rotten in the state of Denmark".




Dracus -> RE: 1.7.0.13 - enforce colonization range limits (4/4/2012 12:33:05 AM)

I notice that if you find a colony ship you can use it to get a planet outside the forced limit also. Just and FYI to add to the report.




ehsumrell1 -> RE: 1.7.0.13 - enforce colonization range limits (4/4/2012 6:20:36 PM)

Hello Kayoz;
Although I chose to respond to your rant concerning your delusions of how perfect
you are over most (I will respect your opinion that much only), I'm not going to dignify answering ALL of your opinions and reflections concerning your views about me or any of the other beta testers. I haven't the time or need to indulge in a flame war with you. I'll just go back to testing and playing Distant Worlds. You see, my goal is to assist Elliot and the crew in accomplishing the goal of making this game one of the best of its genre. not to act like I deserve to sit at the right hand of some deity. I pity someone as obnoxious as you.

Note the word obnoxious. Does your dictionary give you a full understanding of
the meaning of that word?




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (4/4/2012 10:44:23 PM)

quote:

ORIGINAL: ehsumrell1

I'm not going to dignify answering ALL of your opinions and reflections concerning your views about me or any of the other beta testers.


Interesting.

So your idea of your duty on the forums (as a so-called beta-tester) are:
1. Ignore people whose comments you disagree with. And/or...
2. Make personal attacks on those posters you disagree with.
3. Completely ignore the substance of the comments - instead of discussing the issues outlined, resort to #2 above and/or ranting on about how complex and demanding it is that you push a button.
4. Claim superior knowledge and authority as a "beta-tester", despite the fact that it is a title that can be taken up by anyone who downloads a beta patch.

You seem to have problems with big words, so here's a phrase that uses small ones - "duty of care". Do you honestly think you've fulfilled your duty of care (as a so-called beta-tester) by starting a flame-war? You have not provided any information on how to resolve the issue; instead you have launched into personal attacks and ignored the confirmed defect.

In your own words, it's an onerous task to push a button. Far too complex and demanding for your capabilities. I think that speaks volumes.

Have fun testing 1.7.0.13 - and take pride in your achievement of managing to download the file. Considering the challenge faced by you in the task of pushing a button, the technical challenge of downloading a file should be considered a tour de force of your abilities.




Igard -> RE: 1.7.0.13 - enforce colonization range limits (4/5/2012 1:59:45 AM)


quote:

ORIGINAL: Kayoz

Do you honestly think you've fulfilled your duty of care (as a so-called beta-tester) by starting a flame-war?


Actually I think you started it in the original post when you said, 'It would be appreciated if the so-called beta-testers actually tested the game.' You really expect this to be well received?

You must know that beta-testers read these forums. Beta-testers are a group of volunteers (not selected). They should not be a target for your insults (and it was an insult). They don't get paid. It's their free time they choose to spend and I'm sure they find many bugs before each patch is released.

If you don't like the bugs, don't play the betas.





Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (4/5/2012 12:31:21 PM)


quote:

ORIGINAL: Igard

You must know that beta-testers read these forums. Beta-testers are a group of volunteers (not selected). They should not be a target for your insults (and it was an insult). They don't get paid. It's their free time they choose to spend and I'm sure they find many bugs before each patch is released.


You seem to know more about the so-called beta-testers than the above.

So what's the difference between a so-called beta-tester and anyone who downloads a beta patch? Given the bizarre responses above, then I'm a beta-tester. So if it's an insult as you allege, it's directed at myself - yes?

I'm very much in confusion as to the "I'm a beta-tester" comment - it implies some sort of authority and insider access to builds. But such seems not to be the case.

quote:

ORIGINAL: Igard
If you don't like the bugs, don't play the betas.


The official releases are bug-free?




Data -> RE: 1.7.0.13 - enforce colonization range limits (4/5/2012 5:43:27 PM)

I guess it's my turn now, though I'm not sure you want to get the point anyway. I unblocked you only because I saw you managed to annoy both Ed and Igard...a rare feet. The only one capable of this before was...wait, still you. Remember that Erik already warned you, don't think he has a short memory.
Back to the green button now.




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (4/5/2012 9:06:23 PM)

quote:

ORIGINAL: Data

I guess it's my turn now, though I'm not sure you want to get the point anyway. I unblocked you only because I saw you managed to annoy both Ed and Igard...a rare feet. The only one capable of this before was...wait, still you. Remember that Erik already warned you, don't think he has a short memory.
Back to the green button now.


You are referring to my less than friendly comments on one of your buddies who proselytizing? Do your homework. Go back to the thread and check to see who indeed started the religious bollocks before you complain about my behaviour. Erik didn't bother to check who started proselytizing. He just took your complaints at face value, an abuse of the trust he seems to give you. But with an eternally full PM box and no email listed, it's hardly possible to offer a retort, is it?

While you might dislike this comment, the issue was handled with a great lack of tact by emwhatever. There is too much posturing from so-called beta-testers on the forum, by people who claim insider knowledge and claim a position of authority in their postings. For all the posturing; for all their claims of authority and knowledge, the real actual truth seems to be that anyone who downloads a beta patch can claim that title. Which brings up the messy question of whether or not it's allowable for me to insult myself... From what I've heard, I'm a "beta-tester".

Silly me. I thought there was a group that QA'ed the releases before they were posted for general download. It seems that there is no such group, so there's no way I can cause offense to a group that does not exist. If you're offended, it's because you want to be offended - you'll find offense in many things in life if that's what you want.

And interestingly enough - the sum total response on the bug has been:

1. It was not confirmed - indeed, not one of you whingers even checked it. (Dracus - not one of you lot, was the only one to even bother checking. Why is it that not one of you so-called beta-testers even confirmed the defect? So involved in the invective of edwhatever to criticism, that you've managed to completely ignore the issue that started it all.)
2. Excuses were made due to the complexity of pushing a button.
3. not one mea culpa - the sum total of response from you and your lot are excuses and personal attacks. Why is it so hard to accept you've made a mistake? Why do you feel a need to attack those that question the quality of what you (though the use of "you" is much in question) did?
4. edwhatever launched into personal attacks directed specifically at me, when I made a questionable comment on a group that - as it turns out - is comprised of whomever chooses to claim membership. You complain about MY behaviour, when his is clearly more egregious?

Make what excuses you want, and try to distract people however you wish. The fact remains: pushing a button is apparently too complex a task for beta-testers (emwhatever's words).

At the end of the day - yes, banning people from the forums is one way to silence criticism. See how well it works?

Note:
I love the "make an inflammatory comment then hit the ignore button" espoused by Data, and eddie. Very effective way to resolve issues - flame and run away. Fantastic!




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (4/5/2012 9:44:28 PM)

A clever man would respond to my initial post - "you're using a beta, that makes you a beta tester. Well done, you've tested it."

Data and Ehrmwhatever's responses speak for themselves.

Note:
I assume Data is referring to ehsumrell1, whom he refers to as "Ed". This is a wild assumption, however, as there is no "d" in "ehsumrell1".




Dracus -> RE: 1.7.0.13 - enforce colonization range limits (4/6/2012 2:42:55 AM)

guess I picked the wrong place to post a bug report. I will re-post somewhere else.




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (4/6/2012 5:36:18 AM)


quote:

ORIGINAL: Dracus

guess I picked the wrong place to post a bug report. I will re-post somewhere else.


Well said.




aiongold -> RE: 1.7.0.13 - enforce colonization range limits (4/17/2012 2:47:05 AM)

No big deal I have a coup




Vincenzo Beretta -> RE: 1.7.0.13 - enforce colonization range limits (4/29/2012 3:53:45 AM)


quote:

ORIGINAL: Igard
Actually I think you started it in the original post when you said, 'It would be appreciated if the so-called beta-testers actually tested the game.' You really expect this to be well received?


For what is worth, it is by me.




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (5/1/2012 4:28:54 PM)


quote:

ORIGINAL: Vincenzo Beretta

For what is worth, it is by me.


Oh, why not? Join the crowd. Seems everyone's claiming the "beta tester" title. Why not someone who's just picked up the game? You have as much claim to the title as ehsumrell1.




ehsumrell1 -> RE: 1.7.0.13 - enforce colonization range limits (5/1/2012 5:20:59 PM)


quote:

ORIGINAL: Kayoz


quote:

ORIGINAL: Vincenzo Beretta

For what is worth, it is by me.


Oh, why not? Join the crowd. Seems everyone's claiming the "beta tester" title. Why not someone who's just picked up the game? You have as much claim to the title as ehsumrell1.

Unbelievable Kayoz, is his name in the game credits? Is yours? Give it a rest man, You give great
comments and information on one hand and the next minute go flaming. Ask Erik and Elliot directly
to comment on my contributions to them and the game as a beta test team member if you dare.

I'm hoping this post will not start another wild ranting from you. I just wanted to respond since
you mentioned me sarcastically in your response to Vincent. Let it go.




Tophat1812 -> RE: 1.7.0.13 - enforce colonization range limits (5/1/2012 5:44:47 PM)


quote:

ORIGINAL: Kayoz

Problem:
Range is not enforced - as the 1.7.0.12 release notes claim. Colonies out of range, w. red lettering in the expansion planner, are still capable of being colonized - either manually, or w. expansion planner.

AI seems to restrict its colonization to the range limit. The player can by mistake, or design, ignore the limit. Is this how it's SUPPOSED to work? If so, then a more detailed explanation is needed. For example, does the limit apply exclusively to establishing new colonies? Does it apply to sending your colonists to independent colonies? How about invasion forces - in one sense, that's colonization - albeit in force.

File demonstrating issue:
ColonizationRange-20120403.dwg

Note:
It would be appreciated if the so-called beta-testers actually tested the game. As a new feature in 1.7.0.12, this should have been exercised. However, that seems not to be the case.



Hmmm,I will check this out as well.

Your playing the beta 1.7.0.13 so good catch and welcome to the ranks of the "so called beta testers".

At this time may i ask if you have detected any other bugs in this game version? I'm not being sarcastic I'm actually curious as none of us want preventable bugs in the game.




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (5/1/2012 6:23:55 PM)


quote:

ORIGINAL: ehsumrell1

...and the next minute go flaming.


Pointing out the inconsistencies and absurdities in your statements isn't "flaming".

quote:

ORIGINAL: ehsumrell1
Ask Erik and Elliot directly


"The lady doth protest too much". Similar observations can be made regarding your incessant harping on about your inclusion in the credits list.

I suppose it's pretty exciting to be on the pony for the first time. But having ridden the software development pony for the better part of 2 decades, I'm far from impressed with a name on it, or conversely inclined by one's absence.




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (5/1/2012 6:33:08 PM)


quote:

ORIGINAL: Tophat1812
At this time may i ask if you have detected any other bugs in this game version?


Most problems I have noticed have been documented in the forum - but there are some issues I don't expect to be addressed till DW2, as they'll likely require changes that go beyond the scope of a "patch" or "expansion" - though that is not to say Matrix's unique marketing would eliminate such.




Tophat1812 -> RE: 1.7.0.13 - enforce colonization range limits (5/1/2012 7:47:59 PM)


quote:

ORIGINAL: Kayoz


quote:

ORIGINAL: Tophat1812
At this time may i ask if you have detected any other bugs in this game version?


Most problems I have noticed have been documented in the forum - but there are some issues I don't expect to be addressed till DW2, as they'll likely require changes that go beyond the scope of a "patch" or "expansion" - though that is not to say Matrix's unique marketing would eliminate such.


So the colony range issue then is the one bug you are experiencing that needs addressing? No other bugs to fix??

I simply don't understand your reference to matrix marketing.




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (5/1/2012 8:14:48 PM)

quote:

ORIGINAL: Tophat1812
So the colony range issue then is the one bug you are experiencing that needs addressing? No other bugs to fix??


No, I did not imply there are no more bugs.

There are plenty of bugs to fix, many of which I have experienced. The "tech support" forum has many bugs documented - the majority of which I believe are well within the scope of DW to fix. Some of the bugs are, I believe, outside the scope of a "patch/expansion" and are more appropriate for DW2.

I don't believe it would be useful to try to list all the bugs here in this thread.

quote:

ORIGINAL: Tophat1812
I simply don't understand your reference to matrix marketing.


There are numerous threads in which people question the logic of Matrix marketing. To name three:
1. Issues such questioning why DW + expansions weighs in at about US$90, which places it higher than most mainstream games.
2. The fact that there is little or no marketing run-up for any DW/DW-related releases. Most are released with little more than a perfunctory announcement in the forums and a spot in the carousel on the home page.
3. The lack of fixes/patches available for DW, despite the number of defects addressed in each expansion (most fixes in Legends have not been merged in RotS or DW-only code base). That does not send a good message to prospective customers.

I'll leave it for you to find the relevant threads; there is little to be gained by repeating the arguments here.

Note:
Matrix Games Ltd on Facebook has 562 followers. No cover, no timeline customization. There's a picture - I'll let you fill in the thousand words.




Dracus -> RE: 1.7.0.13 - enforce colonization range limits (5/2/2012 1:39:34 AM)

I have posted a few bugs/issues on the forums but never received a response from a tester, matrix or the developer. I personally kind of feel that newer users are being overlooked for the simple fact that we are newer users.


Anyway here are some things I would like to see looked at:

1. The game creating multiple copies of the same ship design. This not only over whelms the screen but make it hard to find the right items to build.

2. The colony range not being enforced. You can grab a colony outside this range with a found ship.

3. I don't think the game should design ships outside the buildable limit of the empire. it kind of sucks having curisers one year and the next year not having them unless you unmark the last buildable design.

4. migration needs to be re-addressed. I should be able to strip a planet of any non empire races as long as my race has a present there. You should have to have a place for them to go though. Also, races should not freely migrate to or from your empire unless you have a migration treaty in place. This would help prevent the gaining of a race trait just by waiting. Races should not freely migrate to slave planets if they are not the race being enslaved.

There are more but I got the flu and really can't think right now.




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (5/2/2012 4:50:29 PM)

quote:

ORIGINAL: Dracus
1. The game creating multiple copies of the same ship design. This not only over whelms the screen but make it hard to find the right items to build.


This one is certainly a game-killer. It's rather disappointing that it hasn't been fixed.

But there's no point in listing defects here. I have no idea why Tophat1812 wanted a list. If he wants the list, the forum is accessible to all, and there is nothing stopping him from making it.




Erik Rutins -> RE: 1.7.0.13 - enforce colonization range limits (5/4/2012 5:46:52 AM)

I'm coming to this a bit late, but I have to say that it's very poor form to lay into the volunteer testers. These public betas are primarily that and receive a shorter internal test than pre-release builds before being posted here. They are then tested by both the testers and the members of the public who are willing to try the beta versions. Reporting a bug should not be an exercise in casting blame or being rude.

Please remember that being civil and constructive is part of the forum rules.

A new public beta will be available this week.

Regards,

- Erik




Tophat1812 -> RE: 1.7.0.13 - enforce colonization range limits (5/4/2012 6:14:25 AM)


quote:

ORIGINAL: Kayoz

quote:

ORIGINAL: Dracus
1. The game creating multiple copies of the same ship design. This not only over whelms the screen but make it hard to find the right items to build.


This one is certainly a game-killer. It's rather disappointing that it hasn't been fixed.

But there's no point in listing defects here. I have no idea why Tophat1812 wanted a list. If he wants the list, the forum is accessible to all, and there is nothing stopping him from making it.



I was simply listening to what you had to say and seeing what cropped up or if I can replicate your issue. Since your tone seems to imply more is annoying you other than the colony range issueI asked if you had any additional concerns. Note I am attempting to do so while walking on eggshells because you seem to go off on sarcastic rants with little warning.

And that is the mystery of why I was trying to listen to "your' concerns. So no harm,no foul and no ill intent alright?




Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (5/4/2012 12:46:26 PM)


quote:

ORIGINAL: Tophat1812

I was simply listening to what you had to say and seeing what cropped up or if I can replicate your issue. Since your tone seems to imply more is annoying you other than the colony range issueI asked if you had any additional concerns.


With this issue, I find it more annoying than others due to the fact that it is an entirely new feature, and was not tested at all. Standard QA testing requires that any new features in a release be checked. The extent of the testing can change depending on time available and the complexity of testing. But in this case, it seems that no testing at all was done. This is not a case of unexpected or erratic behaviour, but one of a feature being completely non-functional.

Beta testers need to be instructed that they should read the change logs and test those issues first. Sometimes those changes result in something else being broken - and that new defect not being caught - but this is not the case for this defect. It was not tested.

That, I suppose, is the core of my frustration here. Testing was said to be done, and it was in fact, not done.




ASHBERY76 -> RE: 1.7.0.13 - enforce colonization range limits (5/4/2012 2:56:04 PM)

Responsibility is only with the publisher and developer and not voluntary testers.I have in the past been involved in private beta testing games with other companies and you would post gameplay issues and bugs and get no reponse at all in the private beta boards.NDA's stop testers posting the truth about the game state.SOTS2 comes to mind...





Kayoz -> RE: 1.7.0.13 - enforce colonization range limits (5/4/2012 3:44:44 PM)

quote:

ORIGINAL: ASHBERY76

Responsibility is only with the publisher and developer and not voluntary testers.


Some effort needs to be made to guide/direct/manage/mentor the testers, voluntary or not. A basic "must be done" test script, for example. This seems to be lacking, and testing is very much ad hoc as a result. Or so it seems.

Now, this is what I call product testing.

[image]http://i.imgur.com/MaVBf.jpg[/image]




Page: [1] 2   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
3.515625E-02