New UI Update: Gameboard
Comments
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@ThaRoadWarrior
You are now a mostly sentient broccoli to me. Lmao. Due to your name, this broccoli also sports post-apocalyptic leathers and spikes.
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The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?4 -
DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?0 -
Not to specifically argue with The_Boogie, but again for anyone who is actually interested in how the sausage is made there is more to calculating overhead than pure salary. Depending on the state the team is in, you have their gross pay, then you have the employer tax + benefits cost which can be up to 10% additional (so a hypothetical salary of $60,000 USD/yr shown on the employee paycheck may hit the books as high as $66k, and again remember i don't know what people make, just using an arbitrary number to illustrate the point). They all have computers, office furniture, any in-office canteen costs you may have, any administrative staff (hr, admin, bookkeeping, contracts administration, night security, whatever) who aren't direct contributors to the title but still need to have their salaries paid because they absolutely keep the machine turning for the studio. Then you have the facility lease, any development hardware, ongoing server costs to keep the game going (this can be quite expensive, and will fluctuate month on month so it can be difficult to accurately predict), whatever they may or may not have to pay to Marvel for this license, the list goes on and on. So yes, I would say it is highly likely there is no budget for consultants. The fact that Brigby was never properly replaced as Community Manager, but whose duties were kind of foisted on IceIX who I want to say said they were also a producer (someone who is directly contributing to something at the studio) in the thread where that was told to us tells me that the team is running lean. So whether you choose to be insulted by that or not doesn't change the high likelihood that there is, in fact, no budget for qualitative analysis of these types of changes outside the dev team or members of other dev teams across the studio who are surely busy on their own projects.6
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ThaRoadWarrior said:Not to specifically argue with The_Boogie, but again for anyone who is actually interested in how the sausage is made there is more to calculating overhead than pure salary. Depending on the state the team is in, you have their gross pay, then you have the employer tax + benefits cost which can be up to 10% additional (so a hypothetical salary of $60,000 USD/yr shown on the employee paycheck may hit the books as high as $66k, and again remember i don't know what people make, just using an arbitrary number to illustrate the point). They all have computers, office furniture, any in-office canteen costs you may have, any administrative staff (hr, admin, bookkeeping, contracts administration, night security, whatever) who aren't direct contributors to the title but still need to have their salaries paid because they absolutely keep the machine turning for the studio. Then you have the facility lease, any development hardware, ongoing server costs to keep the game going (this can be quite expensive, and will fluctuate month on month so it can be difficult to accurately predict), whatever they may or may not have to pay to Marvel for this license, the list goes on and on. So yes, I would say it is highly likely there is no budget for consultants. The fact that Brigby was never properly replaced as Community Manager, but whose duties were kind of foisted on IceIX who I want to say said they were also a producer (someone who is directly contributing to something at the studio) in the thread where that was told to us tells me that the team is running lean. So whether you choose to be insulted by that or not doesn't change the high likelihood that there is, in fact, no budget for qualitative analysis of these types of changes outside the dev team or members of other dev teams across the studio who are surely busy on their own projects.0
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I’m just giving insight into how it DOES work here in reality. You can choose to react to that information anyway you need to. It’s fine to want things to be different. But you can’t just wish things into being - if you want budget carved out for this kind of testing it has to come at the expense of something else is all I’m saying.0
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ThaRoadWarrior said:I’m just giving insight into how it DOES work here in reality. You can choose to react to that information anyway you need to.3
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I'm attempting to show that other industries do it differently, with what seems to be more success. May be worth the effort to get better?0
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The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?1 -
DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?
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The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?0 -
DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?0 -
Remember the time the purpose of this thread was to discuss what we liked or disliked about the UI changes? Man, that was cool.12
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Finishing the last PvE with the exact same score as the last time I played it , my placement went from 137th to 179th, so I don’t see any drop off in the player base and it appears to be even more competitive. Players are playing more and achieving higher scores . There will always be the large hater crowd in the forum , but even as a small child I had the basic common sense to know , if I rode the merry go round and i knew it made me nauseous , I DIDN’T RIDE IT! There were hundreds of other rides I could enjoy at the park without jeopardizing my health . I didn’t whine to the ride operator if he could please slow the ride to 1 mile an hour so I could enjoy it myself at the disappointment of every other person on the ride .-1
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mbaren said:Remember the time the purpose of this thread was to discuss what we liked or disliked about the UI changes? Man, that was cool.
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The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?
I mean...what are we even discussing here? Was this rollout pretty bad? Yeah but just because one poster tries to understand what might have gone wrong does not equate to a cheerleader event.
As I said, there have been some actual deliberate trolling in this thread but none of it relates to wherever the hell we are going with this0 -
The_Boogie said:mbaren said:Remember the time the purpose of this thread was to discuss what we liked or disliked about the UI changes? Man, that was cool.It sure sounds like ThaRoadWarrior knows what he is talking about on the matter. Take it how you will, but grain of salt or dump truck full...it’s all the same in the end. D3/Demi is most certainly doing what they can to protect their bottom line and it is very evident a “fix” for this will be a priority.2
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Its difficult to go against the Holy Rage Mode of the New-Found-Best-Community-Members-Game-Inquisitors with 20 posts atacking anyone.
I only hope when this issue will be fixed, you stay here providing feedback to try to make a better game like many of us we usually do, including roadwarrior.
I do think too this thread is toxic but like always when there is any change and it appears people seeming to enjoy the situation.
I have been playing my same amount of hours without any problem. I dont have any type of colorblind but I am confident the issue will be fixed. It is needed time for that.
Lets be patient, rational and mature.0 -
I think today can give a very important further feedback on this. I don't know about others but my Alliance 100% thrives around Boss Events - if this impacts that then we are driving at the very essence of having an Alliance. It was the epitome of crazy to roll this out and then potentially bugger up an event that needs mass player participation. Not to be conspirital but those oldy 4* rewards look a bit like "Never mind, it was only Elektra" safety net...0
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Even though I may just be a broccoli, I’m just mentioning that there are alive human people on the other side of this game, almost certainly less of them and working harder than they get credit for, who told us (eventually) they were evaluating their next steps. We know there is no full time community manager anymore, so we will just hear what we hear when we hear it. I am super sympathetic to those having adverse physical reactions to this change, I hope they land on a fix quickly that will correct that.7
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