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Improving the Alpha testing process

EzirensEzirens Member, Alpha One, Alpha Two, Early Alpha Two
So been going through alpha and leveling up the 3 different classes and the more I continue the less clear I am about what exactly I am supposed to be testing. "Server testing" is an extremely vague term even for me, even being a software engineer myself.

It is hard to tell what is supposed to be tested and what is placeholder. Why test placeholder content? Like with the node system, you test that players perform actions and xp goes to the correct node. But the amount of xp per action is probably up in the air (beta fine tuning), so why not increase the xp for actions so that you can test leveling up the nodes faster so you can iterate faster?

For testing crafting, increase the mats you get from gathering so we can craft more things since crafting is like 10% and who knows what is placeholder or not.

For testing siege content you have this artificial barrier of being level 12, why not place npc in city that can level you up to 12 (add + 1 level after talking to them) so people can have a character so they can run sieges from day 1. Since leveling a character is not really being tested.

If we need to test mayor system just have npcs give out gold so more can become citizens faster. Have boss spawns at like 30mins so they can be tested more often and in various gear (though stats are prob. placeholder also)

Make it easy to get to the point where we can actually test more things. Since we are supposed to be testing, not just playing/leveling like a normal playthrough.

Have some guidance on what we can actually test as a player that is not placeholder.

Comments

  • Balrog21Balrog21 Member, Alpha One, Alpha Two, Early Alpha Two
    I do agree, put up a new thread each week, please focus testing on "x, y, and z".
    Let us help you!
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