iphdrunk wrote:Ok, I don't want to sound harsh, but....as usual, the end of the Executive Producer letter has a link to "discuss it" so unless I'm mistaken, you are expecting feedback, either good or bad. Usually, I try to give positive and useful feedback as much as I can, but not this time. Why? I'm shocked about the emptiness of the letter.
We already have had a nice lesson on software development in
http://ryzom.com/forum/showthread.php?t=12565 with nice Gantt diagrams, and careful and detailed explanation of the patch process. Although some players may think that the average player doesn't care/want to know about it, others may and Xavier's article was good and fair enough.. once.
Hey, people were asking, so I described the process again.
iphdrunk wrote:The article also refers to questions that may arise, so let's ask a few:
* The article focused on the patch process, and bug fixes. This seems also to be the criteria in the 'in development' sections, where mainly all issues are related to bug fixes, ui minor improvements and translations. What are the features that we can expect before and after chapter 3/outposts?. I asked in an old Q&A. "will we see minor fetaures before outposts" and the answer I got was 'yes

'. Does increasing the stack to 999 count as a feature?
No, but adding capabilities to a game system, such as the PvP changes that have been added recently, do.
iphdrunk wrote:* Do you consider cost-effective to add new content to the game for high level players, or are you focusing on having a stable framework/core game?
We need to have both. The trick is in balancing your resources between the two. That is the balancing act we're on today. I would estimate that we're concentrating about 50% of our effort to add/modify content and systems such as Chapter 3 and Outposts and the other 50% on stablizing and improving the core framework and tools.
iphdrunk wrote:* If, as one of the main conclusions of the article, the release cycle of a bug fix in a patch can go up to two weeks, is it unreasonable to state that the addition of new content will follow the same speed -- if the same Q&A criteria is applied to the addition of the new content -- ?
I believe I stated that we could reduce it to two weeks by throwing in plenty of bug risks. In reality, a decently tested patch takes at least 6 weeks from start to finish.
iphdrunk wrote:* How do you plan to streamline and reduce this?
I don't. I plan for us to continue using best of breed practices in the test cycle. That means if a test piece sails through Testing in two days, it goes in the game earlier than if we keep having to iterate on the test/debug/retest cycle.
It is almost axiomatic in this industry that few people remember you were late if the content is stable (and compelling to play, but that is another thread altogether), but EVERYONE remembers if it was buggy crap.
iphdrunk wrote:* With such a well thought and defined patch release cycle and awesome test team, can players expect a reasonable bug free implementation of outposts? (-- no need to answer this, kinda unfair and rethorical question --)
Yeah, it is unfair, but legitimate to ask,

. All I can say is, we plan to get non-storyline content on the ATS and open it up to player testing, so we can find even more bugs.
As to when... ah, that is the question, isn't it? I know people really want to know the answer to that one. I'm getting ready to head out on a 10 day business trip and I've asked the team to firm up estimates while I'm gone. When I get back, I'll post a LONG post with a schedule with some details and a rationale for the development plan. Then we'll discuss it together here.
Fair enough?