How to be a good Alpha playtester / feedback sender
ZimbuTheMonkey
Join Date: 2010-07-14 Member: 72359Members
<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.
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
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.
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.
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.
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.
This is unavoidable thou but anything regarding balance is probably out of your league.