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.
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.
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 canāt 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.
The other benefits being wrapping the report with the logs/crash logs and local system spec, drivers, etc⦠all in one handy, database-able, packageā¦
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 ābugsā that are being reported, while they are technically still ābugsā they are most likely the result of unfinished code rather than broken code.
Well, you can let your ābugreportā application filter the types of ābugsā. As long as you have some kind of crash log output from the game. So you can filter āunfinished codeā issues from real bugs. Better that reading all possible bugreports here in the forum. There will be a lot of those āunfinished codeā issues reported manually by the gamers.
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 couldnāt 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.
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 HARDā¦
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 couldnāt 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 thatās 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 āOMG I have to get this bug inā and thatās 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 āingameā 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 āwatchesā and records the crucial steps. It doesnāt record precise movements, but just the logic of the solution ā like ātake 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 āplaythrough,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 doesnāt respect real-time synchronizations but plays as fast as the CPU can calculate physics and A.I. It used to take him ā yeah, we started referring to it as āheā ā 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 hoursā 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, āIf I do this fix or add a feature now, when can I be sure that it didnāt break something?ā Previously, the answer was, āIf we start testing now, we will know in a few days.ā
So we often had to do changes blind and batch them ā 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, ā¦your QA needs every help you can get. Maybe Croteam has a good ideaā¦