Quote:
Originally Posted by Ice_Storm
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But, if you see this:
Test Server = Endless time to create content
Test Server = Less volume in player send and retrieve packet functions
Test Server = Players are selected, not randomly given the permission immediately upon account creation
Test Server = No need if everyone could login to test (Defeats the purpose as they can't get any work done under heavy load).
Now if you see:
Live Server = Any player is allowed to play at anytime upon account creation
Live Server = Content in early stages of development are not present
Live Server = Load is 5-10 times greater than Test Server (Is why some bugs don't pop up on the Test version
Live Server = Hundreds of players playing at the same time hogs the server's resources, clogging packets and other data that makes it harder to process
Live Server = Will trigger new bugs as a result of high server load. Always.
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Let me put this in simplest terms i can, if you don't see my point than I give up. Ship customization was NOT ready on test so in now way was it ready for live. The issues were KNOWN on test and could of been fixed on TEST. The known issues posted by D are NOT even all the issues on the game. They are NOT new. Check any game on this world with a price tag of around $10 and see if any game will add content KNOWING that there are issues with it. There is NO reasons to test bugs on live.
If the issues are issues on test, then they most definitely will be issues on live.Thus, my point is, fix everything you know on test first than fix any new issues that occur on the transferring of content to live. it's all logical. They have never done this in the past and it has always put POTCO down. It's most definitely time for a change in POTCO's strategy as so far it has proven to be a FAIL and sad that they do not learn from their mistakes.