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Game Testing

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Warface99
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Game Testing

I tested for both Alpha and Beta in City of Heroes. Character name has always been Warface. If you would like any testing done as a player at any point please let me know. I work days but have my nights generally free. email is [snip for personal protection - wc].

I am in the Dallas area. (47 years old).

Also if you want any writing done (on the military side) let me know. 24 years as a US Marine.

Nika Alexandrov
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Would love to test for CoT,

Would love to test for CoT, my email is [snip for personal protection - wc] and while I work Monday through Fridays, Friday afternoons to Sunday evening I am free for it.

Lothic
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You guys need to necropost

You guys need to necropost this thread in another year or two when they're actually ready for beta testing.
All I could say other than that is stay tuned...

CoH player from April 25, 2004 to November 30, 2012

desviper
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This again, guis :p

This again, guis :p

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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Grimfox
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While this forum generally

While this forum generally doesn't have a whole lot of bad actors (relatively speaking) it's not a great idea to post your e-mail address or other identifying information to the internet. I suggest you edit your posts (MOD?) accordingly.

I'd say just about anyone willing, who donated to the kickstarter or is involved in the forums at this point in time is a shoe-in to get beta or alpha access when that becomes a thing. I also believe there is a rather long thread elsewhere of people who have volunteered to test.

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Fils Du Nord
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Awesome. I've heard about you

Awesome. I've heard about you Warface. Or actually, I've seen a fanart/commission of your character! :p

RolandGrey
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I would also like to

I would also like to volunteer for playtesting.

Ghrom
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Well Im allways up for some

Well Im allways up for some beta testing. My scrapper was called Wayne static ;)
Started playing on the US servers and then migrated to the EU servers.

Cyclops
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I beta tested for COH and

I beta tested for COH and several games. I never once alpha tested. I always thought alpha was professional testers who knew how to talk Dev speak and explore the issues and less for actual game play.

Please correct me if I am wrong.

Doctor Tyche
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Honestly, the phrases "Alpha"

Honestly, the phrases "Alpha" and "Beta" are more marketing-speak than anything. I've run into Alpha's that are more feature complete than Betas, and Beta's buggier than Alphas.

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Cyclops
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Thanks, Doc. Oh and don't

Thanks, Doc. Oh and don't look into, "You Speak with The Devs."
(looks all angelic)

Interdictor
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Doctor Tyche wrote:
Doctor Tyche wrote:

Honestly, the phrases "Alpha" and "Beta" are more marketing-speak than anything. I've run into Alpha's that are more feature complete than Betas, and Beta's buggier than Alphas.

Or - in Rimworld's case, an "alpha" that is more feature-complete than some full releases.

Foxbat40
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I am available for testing

I am available for testing any stage of the game. I have close beta tested for WoW, CoH and many other games. I have a background in computer animation but currently work in the mechanical engineering field. I am great at taking screen shots and labeling a bug. I also know some basic steps to isolate a bug to a particular feature or model. I can usually test between 2 and 3 hours a day as needed.

Lothic
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Doctor Tyche wrote:
Doctor Tyche wrote:

Honestly, the phrases "Alpha" and "Beta" are more marketing-speak than anything. I've run into Alpha's that are more feature complete than Betas, and Beta's buggier than Alphas.

It's definitely true that there's no absolutely strict definition of "alpha" or "beta" testing. The terms get used very loosely from one group of Devs to the next.

But at least in ideal scenarios the key difference usually comes down whether you're talking about "small scale internal" testing versus "large scale public" testing. Of course the situation gets more cloudy when you throw in qualifiers like "closed betas" versus "open betas" but even in those cases by the time you've stopped using the word "alpha" you've already gotten to a relatively larger and relatively public (as in 'not just Devs') stage in your testing.

Basically if the only people looking at the game are the Devs and perhaps a small tight group of friends/family I'd call that an "alpha", anything more public than that I'd probably call a beta.

CoH player from April 25, 2004 to November 30, 2012

Redlynne
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Which then makes head start

Which then makes head start the gamma and once you're past launch date you're into the delta phase.

Hmmm ... no one else seems to think in those terms, since most games seems to stay in the "Pay to beta test" for their first year after launch.


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Greyhawk
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Doctor Tyche wrote:
Doctor Tyche wrote:

Honestly, the phrases "Alpha" and "Beta" are more marketing-speak than anything. I've run into Alpha's that are more feature complete than Betas, and Beta's buggier than Alphas.

In my never humble opinion, for the Alpha test all of the games elements should be in place. Limited enemies and limited questing, but the core functionality should be up and running and running well. If not, then you're not ready for public testing. Alpha tests are not to expose known bugs (those should be already fixed!), the Alpha test reveals the game mechanic bugs you never knew existed.

For the Beta test you should be looking at server loads, connection stability, phasing, community controls (bans, chat limits, etc.), and so on. The game itself should be running fine and have about 80% of the enemies and quests in place. Beta testing should be confirming you can actually manage the game once it is released.

Far too many development teams jump into the fray and release their game way too early because they are paranoid someone will steal their future customers before they launch. Don't be paranoid. Build a fully functional product that customers can enjoy and the team can efficiently manage. Just by preparing a proper foundation you'll be the one doing the stealing as players flock to the chance to play a better running game.

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SpaceMoose
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And testing does not

And testing does not necessarily look anything like gameplay, either.

A day of testing could consist of something like:
* Perform this emote.
* Watch for these criteria: X, Y, Z. Write down result.
* Adjust Arm Length Body Slider by 1 increment.
* Do it again.
* Repeat until at end of slider.
* Now repeat for a different slider.
etc.

________
This looks like a job for SPAAAAAAAAAAAAAAAAAAAAAAAACE MOOOOOOOOOOOOOOOOSE!!!!!!!

Composition Team

Doctor Tyche
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Or today when it's "ok, try

Or today when it's "ok, try and login.... alright, send the log file."

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Empyrean
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I have no particular interest

I have no particular interest in alpha/beta testing unless more warm bodies are needed for some reason. I've never game-tested before and from what I hear it doesn't sound all that fun, BUT I'd be more than happy to do it to help out if needed. Actually, my wife might be much better at it than me. She's VERY good at repetitive detailed tasks (thank goodness, cause I ain't) and she's much smarter than me. And better looking. And more interesting. Marrying well is one of the few things I'm good at.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Cinnder
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Empyrean wrote:

When those of us who have beta testing as part of our KS rewards get access, I'd actually be happy to get a list of tasks like that from MWM. Or at least an area of the game to focus on to see if we can break it. When I did software testing for a living I enjoyed finding typos and holes in the code.

Empyrean wrote:

I have no particular interest in alpha/beta testing unless more warm bodies are needed for some reason. I've never game-tested before and from what I hear it doesn't sound all that fun, BUT I'd be more than happy to do it to help out if needed. Actually, my wife might be much better at it than me. She's VERY good at repetitive detailed tasks (thank goodness, cause I ain't) and she's much smarter than me. And better looking. And more interesting. Marrying well is one of the few things I'm good at.

Sounds like she came into the room and looked at the screen while you were typing that! :-)

Spurn all ye kindle.

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To more easily catch those

To more easily catch those rare and difficult-to-repeat bugs in gameplay testing phases, consider a combination of two things:

A client with an "extreme verbose mode" of logging, that can store at least one minute of nearly everything you'd consider noteworthy from the client's perspective... sort of like those ultra high speed cameras that constantly store the last few seconds in memory in case a brief rare event occurs. When a bug in noticed, the tester can push a snapshot key which saves whatever is in that temporary log before they attempt to duplicate the bug. In case they're unable to repeat the problem, that log may be the only hard evidence of the cause.

Ask your testers to install and use recording software for each testing session, and offer them some training on best practices when a bug is encountered. Bugs are not always repeatable, and even experienced testers may miss some aspect of the environment or their own inputs that reveals a bug only briefly. If they can review a recording, they'll be in the best possible position to accurately report even the most elusive of bugs.

If either one requires above-normal hardware, just let us know and I'm sure you'll still get volunteers to hunt these kinds of bugs. If you need me for the exhaustive unit testing that SpaceMoose noted, or this, or even more holistic "how will our [X] system be functioning after 6 months" analysis, I'll make time for it.

Cyclops
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SpaceMoose wrote:
SpaceMoose wrote:

And testing does not necessarily look anything like gameplay, either.
A day of testing could consist of something like:
* Perform this emote.
* Watch for these criteria: X, Y, Z. Write down result.
* Adjust Arm Length Body Slider by 1 increment.
* Do it again.
* Repeat until at end of slider.
* Now repeat for a different slider.
etc.

Yep, been there, done that. I remember days spent on the beta forum discussing bugs and exploits with the devs.

and don't forget the character wipes.
or complaints of "Why can't I keep my toon for launch! wah!"

Lin Chiao Feng
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Doctor Tyche wrote:
Doctor Tyche wrote:

Or today when it's "ok, try and login.... alright, send the log file."

... We don't just send the log automatically?

Has anyone seen my mind? It was right here...

Grimfox
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They need to test that the

They need to test that the log can be sent manually before they can try to automate it right? Or that the log is even being made!

We ran into that problem with one of our robots once. Someone wrote up this wonderful code that would log 10,000 variables incrementally. So we implemented the logger and went about our business until an error occurred. We went back to check the log and it was empty. Turns out someone failed to mention in the "read me" (there wasn't one) that you had to tell the logger how to recognize the variables to log. That company had a serious problem with annotating code. 10 thousand lines of code and you'd see maybe 27 notes. Most of which were just initials to note they had made the change. of course if you were to call up whoever made the code change they'd have no idea how it worked or why they made the change. I don't work there any more. /rant

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Lin Chiao Feng
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Not if you design it to

Not if you design it to submit the log automatically in the first place. Syslog over TLS if you have nothing else. Besides, "the user has a writable disk with available space" might not be a valid assumption when there's an error.

And yes, undocumented code is one of the scourges of the Earth, and self-documenting code isn't. "Code tells the computer what to do; comments tell the maintainer why it's done." No point writing a library nobody knows how to use.

Has anyone seen my mind? It was right here...

Planet10
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It sounds like there are some

It sounds like there are some experienced and eager people wanting to help with testing. The level of detail that some have described is something that typically occurs on your side of the wall.

I'd like to know what in-house testing group you have setup within MWM. Are you doing unit testing as code is being developed? What is the testing schedule looking like now that you are ~18 months away from launch? What is MWM hoping to get out of Alpha/Beta/WhatEverYouWantToCallIt testing?

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I'm playing mmo's since 2001

I'm playing mmo's since 2001 (dark age of camelot), i have been playing almost every single
mmo that came out since then, including City of heroes (best mmo & community)
i would love to help this team out making City of titans the next big thing.
I love the genre so much, and i have a good eye for detail.

I like to hear from you.

Kind regards,

Stephan

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