Suggestion: Ingame Bugreport App

Hi

For the next release it would be nice if you added a ingame application/function for bug reporting. Example a menu where you take screenshot and select from a dropdown box what type of bug this is. A good example of how this has been done is Guild Wars 2. That bug reporting system was very easy for everyone to contribute at. Writing posts in a forum isnt the way to do this in 2014 I am afraid.

Marius

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Generally speaking this is a good idea. WH could use it to gather all needed data (System information, game settings, drivers used, can bug be recreated?, if so - how? etc.)

Problem is, currently there seem to be quite a lot crashes, which need to be handled differently.

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I would not know how to I am afraid. I can only point to a game where I have seen this done really smooth and that was Guild Wars 2.

It was a pure input system where you gave information including type of bug and for example a screenshot if you could reproduce the bug/glitches.

It is probably too early for this anyway but in Beta this is a must I think.

Also played GW2 beta.

I think you misunderstood, or I might not have clarified enough. What I meant is, that this are usually things the devs need to locate the source of a bug, so they need to know if a bug can be recreated. If it can be recreated, how can it be recreated (step-by-step).

I can’t fully remember how it was implemented in GW2, but it surely would help to have a guideline how to report bugs, so the devs get all information needed. If this is implemented into the game or some piece of software or form the users are forced to gather all the information, which will in the end save time.

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Agreed, it would be much easier and faster with an in-game bug reporting system, and no doubt that more players would contribute to the alpha :wink:

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In totally agree. Some kind of bugreporting tool would help the dev team organizing the report and make it a lot easier for us reporting any issue.

The other benefits being wrapping the report with the logs/crash logs and local system spec, drivers, etc… all in one handy, database-able, package…

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Agree with that. Its way to early for a system like that to be put into place (I’m not a programmer though so I could be completely wrong).

Well I am. And something really annoying is a non reproducable bug. Because some information is missing. With such a tool, the developer can define the type and amount of information coming with the bugreport. And so, instead of hunting down bad or insufficient decribed bugs for a long time, the developer can fix bugs a lot more efficient.

Sure but would you use a tool like that at this stage of the development?
I mean these ā€˜bugs’ that are being reported, while they are technically still ā€˜bugs’ they are most likely the result of unfinished code rather than broken code.

Well, you can let your ā€œbugreportā€ application filter the types of ā€œbugsā€. As long as you have some kind of crash log output from the game. So you can filter ā€œunfinished codeā€ issues from real bugs. Better that reading all possible bugreports here in the forum. There will be a lot of those ā€œunfinished codeā€ issues reported manually by the gamers.

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Agree!

If that is not possible I think some sort of bug tracker on the website would improve the reporting of bugs. One of example of what I mean is the Arma III bug tracker used when the game entered alpha stage: http://feedback.arma3.com/my_view_page.php

I had heard a bug report feature will hit the website soon.

It actually had me thinking… I am a database dev, I could probably have something to them that would work by the weekend. Obviously I couldn’t hack the game to have an ingame bug tool, but I could have an easy web based DB to track issues in… pretty short order.

Thanks for the suggestion. We are planning this and it“ s gonna be available in the next bigger update - probably in two months :wink:

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Seconded for in-game bug report and bug tracking system. Actually I was also consideing posting the same feature request.
Hope we get one soon, tracking bugs in forum is REALLY HARD…

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i agree and in elder scrolle online beta you had the same systeam

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I did not play GW2 Beta but I did play ESO Beta. The ESO Beta bug reporting was lacking in some areas. Not enough precise or missing categories/sub categories to place bugs in. The camera reset once you initiated the bug reporting so the screenshot was useless and you couldn’t take a screenshot while in dialogs/windows/panels because the bug report UI would take over and close the others. No way to capture animated issues but that’s a small inconvenience.

I did however like in the ESO Beta bug reporting tool, you could choose an item in your inventory, choose a quest in your log, etc. to include with the bug report.

Spell checking and/or auto completion of in game locations, NPCs, Quests, etc. would be a nice to have feature. Also an email where you could be given a link to add more information as you find it in a later game play. This would allow for more revising of the issue instead of ā€œOMG I have to get this bug inā€ and that’s that for the issue realizing later you missed including something important or the issue ended up being a user error.

WOW has/had an auto complete for help topics/known issues which would be a nice to have also so either the user can add additional information or help with reducing the duplicates.

There is an interesting story about ā€œingameā€ bugreport und macro bots, who testing every build of a game. ItĀ“s for The Talos Princip (Croteam)

In German a little shorter:

GamesBeat: How does it work?
Ladavac: It works by having a human player play each puzzle once while the bot ā€œwatchesā€ and records the crucial steps. It doesn’t record precise movements, but just the logic of the solution — like ā€œtake this box, put in on that pressure plate, then flip that switch, then connect this power source
to that door, [and so on].ā€
The bot can then later repeat the logic by dynamically handling eventual changes in the level geometry, obstacles, and placement of puzzle objects.

GamesBeat: What does it test?
Ladavac: The bot replicates the gameplay played by human and uses game mechanics to solve puzzles, just like a human player would. When the bot notices a problem, it automatically reports a bug using our in-game bug reporting system, then uses cheats to move on and continues testing further.
Thus, in one ā€œplaythrough,ā€ the bot can report several possibly game-breaking bugs and give us a report of overall health of the game as it is in that moment.

GamesBeat: How long does the bot take to finish the game?

Ladavac: The bot plays in fast-forward mode: It doesn’t respect real-time synchronizations but plays as fast as the CPU can calculate physics and A.I. It used to take him — yeah, we started referring to it as ā€œheā€ — about 60 minutes, which we later optimized to 30 minutes by optimizing the A.I, to finish the
complete game with all the secrets. So we can get several complete playthroughs of the game per day.

GamesBeat: How many games has it played so far?
Ladavac: We estimate that it has already performed about 15,000 hours’ worth of playtesting, or about 90 work months.

GamesBeat: Are you doing traditional human testing as well? How many hours have those players logged?
Ladavac: Yes, but those testers concentrate on other things now, like visuals, exploits, and narrative. Some of the testers and developers have logged a few hundreds of hours in the game, in the Steam version alone, and their input is very valuable to us. There are limits to what the bot can do and things only real testers can report.

GamesBeat: What did the bot help you accomplish?
Ladavac: The most important thing Bot saved us was time. During development, we often had to ask things like, ā€œIf I do this fix or add a feature now, when can I be sure that it didn’t break something?ā€ Previously, the answer was, ā€œIf we start testing now, we will know in a few days.ā€
So we often had to do changes blind and batch them — and we only learned if something was broken when the next batch was tested. That led to a lot of unpredictability and uncertainty in the project, especially around crucial deadlines.
Now we can just submit the change and have the answer back in an hour or two after the build is done and tested. If it is critical, the person who made the change can run the bot on his or her own
machine, and in half an hour, they will know if there are any problems with it. This is something that is just impossible for a human to do, no matter how much you pay them.

@warhorse do you have macro bots for testing bugs? I think it would be a great improvement for finding bugs.
And yes, I think KCD is more complex then The Talos Principle, but in alpha 0.21 are so many bugs, …your QA needs every help you can get. Maybe Croteam has a good idea… :smiley:

We have over 250 autotests - and there is no problem with QA department - we have reported all the bugs - blame the others! :smiley:

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