How to be a good Alpha playtester / feedback sender

ZimbuTheMonkeyZimbuTheMonkey Join Date: 2010-07-14 Member: 72359Members
edited July 2010 in NS2 General Discussion
<div class="IPBDescription">Need input from the devs</div>Hey UWE devs,

I tweeted about this just now but I figure I might as well make a forum post as well. Most of us aren't professional play testers so we don't exactly know how to approach this alpha in the most constructive and efficient way possible. I think it would be a great idea for more experienced playtesters or the dev team to give us a few pointers on how to go about it, the mentality to have, what to look for, etc.

An "Alpha testing for dummies" if you will.

Comments

  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    Simply play the game as you would if you were trying to find every exploit. See it more of exploration than the enjoyment of the game mechanics. You want to break them, bend them, push it to the limit. Try to skulk walk out the world or hide inside a hive as its built so you're unable to be killed things like this. And then the #1 important thing: report it as accurately as possible about how it happened and where it did and what.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited July 2010
    Give thorough but concise feedback about any problems you encounter, be specific, state everything that was happening when it occured because some bugs are very situational. Also try to reproduce it because reproducing the error is key to fixing it, so if you aren't sure, try and make it happen again before submitting the report.

    If you can submit a bug report with info on how to reproduce the bug, it is very easy to fix it, because the devs can do it on their end and then they can fix it. Reproducing bugs is half the difficulty, the other half being sifting through the code to find the thing causing the problem, but that is easier for someone with knowledge of the code than for someone without.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    I don't have a lot of experience in the matter, but I would say first and foremost, don't try to play, rather, do things that can be out of the ordinary. When something glitches, try to repeat it.
    When signaling a bug, don't just say "it's broken!" try to say what led to it. If you have a hunch of what might be related, then it's nice to mention that, but sometimes glitches don't seem obvious at first (such as the stopcommandermode bug in 1.0x). Basically, say as much as possible. That does not mean ramble on, because the more you write, the more to read.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Or we could actually try to enjoy the game , as with NS the first. You know , getting a feel for the core gameplay before religiously exploiting every single bug to be found (as happens at any stage of any game for that matter !)

    It's early , meaning there is a lot of time to completely revamp any mechanic that doesn't bring in enough fun , if needed. NS2 doesn't just need a flawless technical execution , but also a soul that appeals to a wide population.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Try to clearly distinguish, as soon as possible, the type of issue you're reporting. If the getsatisfaction form is the same, this is what the short title is for. Maybe we can get some standard tags out of the NS2 crew so your title can be something like "[Engine] [Performance] Squeezing game crawls with the entire server in one large room dancing and strobing flashlights." That way they don't even have to read the full report to know who to forward it to.

    Be concise, separate what you know from what you suspect, and put the facts first. Imagine someone has just broken the most important/valuable thing you own. Now think about if you want to hear a long rambling story of what happened full of speculation and suggestions or a short and sweet description of events that lets you figure out what to do about it.

    Clearly distinguish between assumptions and facts. If X happened, then bug Y happened, don't report that X caused Y unless you can reproduce it. Let them know that it might be involved, but also let them know that you aren't sure it is. Chasing down false causality is one of the most frustrating things in programming.

    Try to read up on what exactly is in the alpha, and filter out any complaints that they already know about. For instance, we know skulks can't fit into some vents. Tell them which ones, not "zomg, skulks don't fit in vents!!". Hit registration is an issue. If you find a way to cheat it entirely, report that. If your only comment is that "it sucks", they know and probably agree, so keep that to yourself.

    I, personally, haven't seen a list or description of what the devs want tested. Should I even bother with gameplay balance issues? Can we see a list of "here's all the things we already know are problems"? I know many won't read that, but I will, and I plan to spam the hell out of you guys.

    As others have said, try to break everything. Pretend there's money involved. Enjoy spending some time just playing, but try hard to find all the bugs you can.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited July 2010
    Just play it as you would normally, there will be many of us with playtesting experience pumping out the bugs.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Most important thing is to play and say out loud what feels wrong and try to justify it somehow, also when writing a report of bug/glitch try to redo it and see how it manifests this is the quickest way to fix.

    This is unavoidable thou but anything regarding balance is probably out of your league.
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