Post by Daniel Everland on Jul 16, 2019 14:26:41 GMT 1
Standalone Bug Report Update
As you can tell by the title, we're not longer accepting minor standalone bug reports. This decision has been made because we're getting a ton of bug reports and have little time to through them. We're also slowly trying to ween out the use of Standalone, so it seemed like a no-brainer to stop spending time on processing minor issues for Standalone.
Major issues that keep you from playing are, of course, still valid, and will be as long as we're supporting Standalone.
Feel free to post replies if you have any questions
Hello Daniel! I honestly have been very confused with this post...
1. If you are collapsed with bug reports, why not take your time? You could have recovered the Bug Reporters method, the truth is something that helped us a lot over the years... Just take care to make them valid or not... The truth is that many people were also amazed when they decided not to follow with the Bug Reporters... I don't want to sound rude, Of course not!! But then don't complain that you are being collapsed with many bug reports... There may be other ways, such as putting a limit on reports per day or a similar method...
2. Why don't you want to use the launcher? Many people think that it's the best method to play KoGaMa... Do you think about creating a new launcher? :0
3. What do you mean with "Minor errors"? Can you explain to me what are the errors that will begin to be aceepted from now on?
4. When do you plan to stop supporting the use of the KoGaMa launcher? :thinking:
Post by Daniel Everland on Jul 17, 2019 12:19:24 GMT 1
1. In short, having bug reporters wouldn't speed up the process. We ultimately have to do a lot of work per-issue internally either way, so it wouldn't change the outcome of this decision.
2. WebGL is quite simply better because it runs natively in your browser, meaning that the barrier to entry is lower, which is super important on webportals.
3. A major issue would be one that keeps you from playing the game. So if you get Standalone to crash, that would be a valid bug report, but if you simply find a cosmetic issue we're not going to process it.
4. We have no plans to do so, I'm not sure if we ever will. I'm simply pointing out that we're never going to completely neglect all Standalone issues.
Thanks for asking these questions, let me know if you want anything elaborated
1. I still have doubts with this answer... Personally I think that the Bug Reporters were like a kind of filter so that you only get the errors that are really errors, and that you will not waste your time in other reports that final will be closed for lack of evidence or simply because the error can't be reproduced... From my point of view as a member of the community, I could observe a little lack of communication and plans to carry out this task, since if we think about it, you was looking for more Bug Reporters for a few weeks and just when these new members were starting to get used to the system, you simply decided to "fire them" to everyone, so to speak, and say goodbye to the filter function that they could have...
Do you think that the main reason for this error was a lack of communication in the office?...
2. Imagine a world where all people use WebGL to carry out their fun and entertainment... You and your team would be able to optimize the lag that is in this method of play? I think that is the main reason why people prefer to play in launcher, and although it can be optimized more, at least it is enough to be able to play without much lag (At least in computers that have a slow internet connection in themselves)...
Would you be willing to make you playing in WebGL better than playing in Standalone? I see that you have already incorporated certain updates that can only be used in WebGL, such as Game Tiers Crystals...
Maybe this decision you are taking to end the hackers finally? Knowing that they can manipulate the Launcher at will?... If so, similarly I think there will always be a stupid person with advanced knowledge in this topic to create another method of hacking this time in WebGL...
3. Ok, but if that "Small error" instead of finding it in Standalone I find it in WebGL, my report will proceed to be valid? Basically I'm not finding it in Standalone x)...
The website's bugs will continue to be successful too?...
I also have a question about this issue... If you find an error report that seems to be a minor error, will you simply proceed to close it? Or will you first try to reproduce it and then make a decision?...
4. The point of this measure, is that if you keep incorporating updates that are only valid in WebGL, there will come a point where people will simply prefer to play with this method, making the Launcher useless... Basically that is what you have planned? If not, do you think have any other reason why only incorporate updates that are only valid in WebGL? (Other than to prevent attacks by cheaters, since almost everyone is aware of that reason)
... Really thank you very much for giving a few minutes of your complicated work to answer my questions!! I would really be very happy if you answer in a coherent way ^^
I know that maybe my opinion as a member of this wonderful community will not change anything at the end, since you are the ones that rule, but I like to give ideas to you and your team so that they try to consider them and can improve some behaviors or decisions for the future, not only in the workplace, but also how this affects us as a community, which I think is also a very important opinion when offering a product to your audience ...
Post by Daniel Everland on Jul 17, 2019 16:53:50 GMT 1
1. "Do you think that the main reason for this error was a lack of communication in the office?" Nope, absolutely not. When I returned in the beginning of January, part of my responsibility was to improve Quality Assurance, which included the forum bug reporting flow - so there wasn't much communication internally, it was simply something I had to do.
It became quite obvious right away that we didn't have enough bug reporters, so I spent most of the time simply trying to "hire" more bug reports. This in and of itself took a lot of resources and was rarely successful. It reached a point where it was quite obvious I was never going to be able to hire enough bug reporters - the system wasn't working. So we looked at the alternative, which was to do it all internally, and decided it wouldn't really change how many resources we spent managing the forum. That's when the decision was made.
2. We've actually already spent a lot of resources optimizing WebGL, but as far as I'm aware future performance improvements have to come from Unity. As mentioned in my initial reply, an update is incoming which enables multithreading - we expect this to have a significant performance impact.
Hacking is certainly a part of it, but not a deciding factor. If we assume WebGL performance reaches Standalone at some point, it becomes the obvious preferred platform from a users point of view.
3. Definitely! Any and all errors that exist in WebGL will be processed as usual. The website too, yeah. This only affects issues which solely exist in Standalone.
If I'm certain I understand what the issue is based on your description I'll close it right away. If not, I'll reproduce it and take it from there.
4. As mentioned, we don't have plans to stop supporting Standalone. I merely said that we're going to continue to support bugs that impede your ability to use Standalone. If you're referring to some features not being available in Standalone, such as taking pictures of your games, that's solely due to cheating. We have no problem with users using Standalone what so ever.
1. Ok, so I think what happened was that simply your plan that took a long time did not give the fruits that were expected... I think that at this point, finally I could understand what exactly happened
2. If you have already been optimizing WebGL, I really think it's great! ^^ As you mentioned, if WebGL comes to equalize in terms of optimization it refers to Standalone, it will undoubtedly be the favorite platform to play KoGaMa ...
What is the "multithreading" and in what positive way would this affect a better performance on the platform?
3. That's very good to know! I will now be constantly playing in WebGL and I'll inform you of any errors I find
I also think that the technique you use is good... But, don't you think you need a broader staff to effectively perform this task?
4. That seems very good to me! I suppose the limitation of not being able to take screenshots for games, models or avatars is simply the attempt to prevent as many hacks as possible while developing a tool that can really serve to stop this movement