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Dev Blog: From Two Expansions To Ten Releases!

First post First post
Author
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#81 - 2014-05-13 19:14:45 UTC
Wrent Simulus wrote:

I do really hope you guys can pull this off, and please believe me when I say that my concern really is only for you guys. If these 6 week cycles turn out anemic products, or worse, just get the whole "we need more time" stamp, you're going to end up spending more of your time here, responding to customer complaints about why you either delivered a poor product, or didn't deliver at all, instead of coding up the next cool feature.


I think they've got this covered, at least in concept. There will be bumps and details to iron out as they occur of course. The most important part of managing (and thus meeting) customer expectations is communication, which was specifically mentioned in the dev blog. It's an ambitious change, but I think they are fully aware of the implications and prepared to deal with them.
CCP Explorer
C C P
C C P Alliance
#82 - 2014-05-13 19:49:07 UTC
mynnna wrote:
CCP Explorer wrote:
Katrina Bekers wrote:
Freelancer117 wrote:
How does CCPgames intends to market these 10 release points per year to raise awareness to the gaming media and / or the broader gaming community ?


Why market the releases created by CCP, when you can prepare videos (like the B-R5 one shown at Fanfest), and market the events created by players?

In the recent years, all the mainstream media attention was sky high for things like Caldari Prime, Asakai, 6VDT, B-R5, 49-U, etc. and much, much, much less about Odyssey or Rubicon.
We also plan to do more videos like the Butterfly Effect.
Thinking about it for myself for a bit, the fact that you can release things as they're ready doesn't necessarily mean that you would, since often times things that are interconnected should come out together. See, for example, the industry changes. That creates plenty of opportunities for large patches whose marketing wouldn't necessarily be all that different from a classic expansion.
Indeed; the expansion model with the way marketing, planning and systems were set up required us keep things waiting until the expansion came around. The release model enables us to release every 6 weeks, but doesn't require us (neither individual teams nor the EVE Project as whole) to release, if either there is nothing to release or the changes would make more sense being deployed later along with something else.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

CCP Explorer
C C P
C C P Alliance
#83 - 2014-05-13 19:52:48 UTC
Kusum Fawn wrote:
Any word on if all changes will get put on sisi first or if like the tool tips changes and several other things that got dropped directly onto TQ without testing be the norm?
The tooltips were first A/B tested on SiSi, then A/B tested on TQ (starting 1 April), then tested on SiSi and now fully deployed to all on TQ (13 May). Different features will be tested in different ways for different periods of time.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Jeremiah Saken
The Fall of Leviathan
#84 - 2014-05-14 06:39:03 UTC
CCP Explorer wrote:
The tooltips were first A/B tested on SiSi, then A/B tested on TQ (starting 1 April), then tested on SiSi and now fully deployed to all on TQ (13 May). Different features will be tested in different ways for different periods of time.


Now i'm concerned. Short period between releases makes testing ineffective. Its been 1,5 month with tooltips and its a big failure IMO. The time beetwen releases will be shorter, i don't know how you will solve this.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Wedgetail
Sebiestor Tribe
Minmatar Republic
#85 - 2014-05-14 06:56:27 UTC  |  Edited by: Wedgetail
Jeremiah Saken wrote:
CCP Explorer wrote:
The tooltips were first A/B tested on SiSi, then A/B tested on TQ (starting 1 April), then tested on SiSi and now fully deployed to all on TQ (13 May). Different features will be tested in different ways for different periods of time.


Now i'm concerned. Short period between releases makes testing ineffective. Its been 1,5 month with tooltips and its a big failure IMO. The time beetwen releases will be shorter, i don't know how you will solve this.


you seem to think that just 'cuz they're going to do a release set every 6 weeks that this means they can't or won't test?

the whole idea is you can use the shorter intervals to 'change the kind of work you do'

so you spend the first lot of cycles creating the content in house, this is all the back end concept design, prototyping, implementation and case testing.

then when you've got the content to a point where it's good enough to use, you put it through into the 'release this stuff onto singularity' - ideally i'd like to see this as quality assurance goes and checks the design doc components and based on complexity determines an appropriate number of cycles required on SiSi needed to gather appropriate feedback and test data from players.

(while this is happening the development team is free to be building/designing something else as another team is responsible for overseeing this stage)


then when that's done with - assuming that nothing hugely nasty was found that needs to be fixed or redesigned - the content will go into the 'release this onto tranquility at the end of the next cycle' box

the whole idea is to make releases more optional, so there's much less lost if you miss a deadline or need to stop to fix something, it's not 'you MUST release content every 6 weeks' it's instead 'every six weeks we will release content that's ready to go, and if it's not ready yet by all means keep developing it until the next cycle's done, or the one after or the one after'
Jeremiah Saken
The Fall of Leviathan
#86 - 2014-05-14 10:03:06 UTC
Wedgetail wrote:
then when you've got the content to a point where it's good enough to use, you put it through into the 'release this stuff onto singularity' - ideally i'd like to see this as quality assurance goes and checks the design doc components and based on complexity determines an appropriate number of cycles required on SiSi needed to gather appropriate feedback and test data from players.


Theory. Now we had tooltips. it's like the worst implementation i saw. Ever. Not in EvE only. I can't write the adjectives i used when tried it. i don't need frame with description for everything in game, nobody does. Whole idea is good, but not the way they done it.

Wedgetail wrote:
you seem to think that just 'cuz they're going to do a release set every 6 weeks that this means they can't or won't test?


One of CSM admited that Devs have little time to play and test EvE.
Someone had good idea with tooltips, someone else write code for it, they've tested it even on Sisi, where's the error? TQ is bad place to get feedback. I wanted to test things on Sisi but when i've heard about testing scattering containers years ago and how was it responsed by Devs, i gave up. Took them one year to realise it wasn't good after all?

All i see is a mess now, nobody controls final stage of product/release. First i was happy to find this new expansions system, now i'm not so sure about it.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Wedgetail
Sebiestor Tribe
Minmatar Republic
#87 - 2014-05-14 10:29:03 UTC
Jeremiah Saken wrote:

**snip**

All i see is a mess now, nobody controls final stage of product/release. First i was happy to find this new expansions system, now i'm not so sure about it.



and that's ideally what a useful implementation of this system will help mitigate, the changes to workload distribution means devs can better focus on one specific task at a time and when that one tasks done do something completely different, depending on availability of human resources, jumping between several tasks over the course of a dozen cycles would also be advisable.

yes it's gonna depend very largely on how intelligent the managers are but that's what they're paid for - if they aren't good enough to use this system yet then they best be startin' to learn :)


personally, i've been waiting nearly 5 years to see CCP get around to adopting this system - well in fairness not just CCP but most companies that develop MMO genres, simply because it's the only system I've encountered that can react quickly enough to the multitude of unforeseen changes that crop up when messing with systems of ever growing complexity - if something does break or someone does make a wrong step it means the difference between weeks and months in fixing it.

as for the testing on SiSi - yes previously the system used for managing feedback by reputation and in practice has been poor, hopefully the change to this system will afford the breathing room to correct for that, spend 6 weeks building it, 6 weeks checking it and re-thinking/testing alternatives/parsing feedback to make sure, then go from there.

(admittedly you also cannot parse feedback you do not have, CCP would do well to post patch/release/test notes to SiSi on the tranqulity launcher/news feed so people interested in looking at something new can go and take a look with minimal effort, a rethink of the use of systems available to players for providing said feedback also wouldn't go amiss - adaptive systems are only as good as the management of information inputs and outputs they have available to feed them)

the trap with the previous system was there was no time within the deadlines to consider any error that wasn't a functional error, "if it compiled, runs and displays properly it's good and i have to move on to the next part or the whole system will be put off for 6 months, there's no time to spot a flaw and suggest an alternative once the design's in we gotta go with what we've got."

- because of this we've been subjected to countless poor content deliveries, Scanning formations, Marauder Bastion Module, and Ghost sites to name some recent ones: all of those releases work, but they aren't/weren't well considered and weren't altered adequately ultimately causing them to subtract more value from the game than they added - all because the game development methodology wasn't versatile enough to double check itself relative to the players on time.



Jeremiah Saken
The Fall of Leviathan
#88 - 2014-05-14 11:15:22 UTC
Wedgetail wrote:
because of this we've been subjected to countless poor content deliveries, Scanning formations, Marauder Bastion Module, and Ghost sites to name some recent ones: all of those releases work, but they aren't/weren't well considered and weren't altered adequately ultimately causing them to subtract more value from the game than they added - all because the game development methodology wasn't versatile enough to double check itself relative to the players on time.


This is what i fear the most. Poor content deliveries caused by releases fragmentation. Like Ghost sites. Hybrid something "that we will use in the future". Mother nature kills hybrids or make them sterile.

Wedgetail wrote:
yes it's gonna depend very largely on how intelligent the managers are but that's what they're paid for - if they aren't good enough to use this system yet then they best be startin' to learn :)


I don't want to offense anybody but i don't belive in any of managers in CCP. I'm playing this game for year now. Long enough to see some flaws. Anytime i want to participate to improve the game i get some bomb like tooltip. This is my personal opinion ofc.

Wedgetail wrote:
and that's ideally what a useful implementation of this system will help mitigate, the changes to workload distribution means devs can better focus on one specific task at a time and when that one tasks done do something completely different, depending on availability of human resources, jumping between several tasks over the course of a dozen cycles would also be advisable.


Its true only when implementation can be revised. When i've started to play i can log on any alts i choose without closing game, now i was said i can't do it because of launcher...

CCP Delegate Zero wrote:
Also, we're not going to ignore the points controlling display of tooltips, to the contrary, but we do think this is something that bears thinking about carefully.


This shows they can't do quick, firefight response. Just because on starting stage of project nobody thought about simple off button.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Heimer
Republic University
Minmatar Republic
#89 - 2014-05-14 11:34:01 UTC
This change in release schedules will be seen as a mistake. Check back next year and see if it isn't so.

Observations:

- Perhaps because of the launcher, each major release in the current model, is actually 5,7, or 10 patches, that come out in a flurry.

- We already have "point" releases in between major releases (suffering from the same flurry of patches around each.) (In fact I would not be posting now if Eve wasn't patching yet again.... which "release" is today's patch for?)

- The stability of the game is something many players rely on (as someone posted earlier). Having 6 weeks between these new releases increases the chance the sandbox will be broken more often. Saying you might get down to 5-week or even 4-week releases ...well...that begins showing some lack of touch with reality. 10-week or 12-week releases seem much more viable, provided you ramp up testing and start taking player feedback into account.

- Small example: The changes in reprocessing would take a perfect refiner 200 to 250 days (depending on current remap) to train the skills required to get back to the new perfect refine. We were given 60 days notice (so thank god that is slipping....)


tl;dr: Skeptical this will work, skeptical player tester feedback gets listened to, go for quarterly releases.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#90 - 2014-05-14 11:35:02 UTC
Jeremiah Saken wrote:

**snip**


all we have to do now is sit and wait for the captains to get their crew sorted - ultimately how well this pans out will fall to them.

previous to this I was (still for the most part am) with you regarding my assessment of CCP's leadership choices, judging from the results and responses to game events both development and otherwise, there's been little to inspire confidence in their ability: they've shown they are smart but always seemed to consistently take the least informed action, this was something I attributed to a convoluted business process that couldn't react quickly enough to changes in circumstances.

now, this should no longer be an issue, now all that's left is to have EvE's decade old base code brought up to the standard it'd be at were it written last year (at least) and we'll be all good (though thankfully due to dev skill (10-13 years ago when this stuff was coded) and in some cases out right badassery, most of this should be purely documentation, not to say there aren't parts that desperately need to be fully reconstructed but the basic functions are mostly fine)

(I want 2014 to be the final year i hear from CCP the excuses 'oh our code's too old to do that' or 'our tools are broken' those are the excuses I'd make, they are the words of a novice/someone who has a poor basis of knowledge, who can't wield the system he's constructed and it's not on.)

I genuinely look forward to seeing this system in action.
Jeremiah Saken
The Fall of Leviathan
#91 - 2014-05-14 12:19:42 UTC
Wedgetail wrote:
previous to this I was (still for the most part am) with you regarding my assessment of CCP's leadership choices, judging from the results and responses to game events both development and otherwise, there's been little to inspire confidence in their ability: they've shown they are smart but always seemed to consistently take the least informed action, this was something I attributed to a convoluted business process that couldn't react quickly enough to changes in circumstances.


Audaces fortuna iuvat. CCP have great, unique world. Great developers (look at graph team works) but always lacks something. Final step. Some bold move. A leaders as you wrote. I don't see any charisma at fanfest. Bunch of peoples that i would gladly drink a beer or two. Again no offence to anybody.
Our aproach as players have different perspective from someone emploied in CCP. I saw that when watching panels from last fanfest. There was a guy who told about some improvement in EvE performance as general (this was best what i've heard from all fanfest material)- audience reaction, meh. Rise and Fozzie - "Do you wanna see some spaceships!!!" - wild scences at audience, panem et circenses. Players are happy they get new BS, but where do they fly them? In those boring L4? Where in this is "performance guy"? This should be prio.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

CCP Explorer
C C P
C C P Alliance
#92 - 2014-05-14 12:40:47 UTC  |  Edited by: CCP Explorer
Heimer wrote:
(In fact I would not be posting now if Eve wasn't patching yet again.... which "release" is today's patch for?)
There was a patch yesterday, not today; patch notes http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon-1.4 and devblog http://community.eveonline.com/news/dev-blogs/dev-blog-tiptoe-through-the-tooltips/

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Soldarius
Dreddit
Test Alliance Please Ignore
#93 - 2014-05-14 13:48:54 UTC
Heimer wrote:
This change in release schedules will be seen as a mistake. Check back next year and see if it isn't so.

Observations:

- Perhaps because of the launcher, each major release in the current model, is actually 5,7, or 10 patches, that come out in a flurry.

- We already have "point" releases in between major releases (suffering from the same flurry of patches around each.) (In fact I would not be posting now if Eve wasn't patching yet again.... which "release" is today's patch for?)

- The stability of the game is something many players rely on (as someone posted earlier). Having 6 weeks between these new releases increases the chance the sandbox will be broken more often. Saying you might get down to 5-week or even 4-week releases ...well...that begins showing some lack of touch with reality. 10-week or 12-week releases seem much more viable, provided you ramp up testing and start taking player feedback into account.

- Small example: The changes in reprocessing would take a perfect refiner 200 to 250 days (depending on current remap) to train the skills required to get back to the new perfect refine. We were given 60 days notice (so thank god that is slipping....)


tl;dr: Skeptical this will work, skeptical player tester feedback gets listened to, go for quarterly releases.


I have been playing for over 5 years now. Trust me. This new system will be better. It allows CCP to be more flexible and agile in their development and deployment. Having a single deadline once every 6 months is like having everyone show up to defend one station timer. It looks great on paper. But in practice its a huge PITA.

In the past deployments were huge multi GB patches with many changes that all had to work together. They frequently did not, generating rage and angst amungst players and devs alike. I don't think for even a second that devs aren't passionate about Eve. Hell, I spent 4 hours last night trying to figure out why I couldn't get a single conditional formatting option to work in a google spreadsheet because God-damn it, It's my project and I want it to work!

And about your reprocessing gripes, HTFU. You now have to train perfect skills to get perfect performance just like everyone else. Deal with it. I already trained those skills on my indy alt because, holy crap, I actually wanted perfect refine in nulsec 40% outposts. Guess you shouldn't have taken those skills for granted.

Dev feedback is so much better now that it has been in the past. CCP deserves recognition for their efforts. :applause:

http://youtu.be/YVkUvmDQ3HY

Wedgetail
Sebiestor Tribe
Minmatar Republic
#94 - 2014-05-14 14:22:30 UTC
Soldarius wrote:

I have been playing for over 5 years now. Trust me. This new system will be better. It allows CCP to be more flexible and agile in their development and deployment. Having a single deadline once every 6 months is like having everyone show up to defend one station timer. It looks great on paper. But in practice its a huge PITA.


Or, trying to fleet command against null sec capital fleets with high sec battleships in low sec with its agro timers..... 'oh......right....that squad died 40 minutes ago but has been rubber banding for the last 70 minutes...' XD

this is the prime reason i'm so keyed up to see this setup used. :D

Soldarius wrote:

In the past deployments were huge multi GB patches with many changes that all had to work together. They frequently did not, generating rage and angst amungst players and devs alike. I don't think for even a second that devs aren't passionate about Eve. Hell, I spent 4 hours last night trying to figure out why I couldn't get a single conditional formatting option to work in a google spreadsheet because God-damn it, It's my project and I want it to work!


hey hey hey...trinity(? i forget which part of it in particular) was awesomely hilarious in its failscading and i'd not have missed it for the world! (thankfully i'm a player :3 those poor devs :D) - that aside, yes, not healthy for stress levels. XD

Soldarius wrote:

Dev feedback is so much better now that it has been in the past. CCP deserves recognition for their efforts. :applause:


agreed, no letting 'em rest on laurels however. :)
Muul Udonii
THORN Syndicate
Northern Coalition.
#95 - 2014-05-14 14:29:03 UTC
Is this to try to force us back into using the launcher?

So many releases and patches that we need to use it before we try to log in for the first time after DT to make sure the patch for the day gets installed?
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#96 - 2014-05-14 17:19:07 UTC  |  Edited by: Pertuabo Enkidgan
I still want trailers, char screen background and music for every expansion.

And I'm not fond of 'Expansion name doesn't reflect what's inside' Why not? And why specifically Greek titans? Why not biblical scriptures? Or Egyptian Mythology?

EDIT: Oh you're calling them releases now. That's not very exciting, but we'll see how it goes.
Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#97 - 2014-05-14 19:13:59 UTC
I don't see what the whole issue is to be honest. With the old system, if something was finished it had to wait until at least a mid-point update (assuming an expansion had just been released) to be released under most circumstances. Now under the new system it could be released in as little as 6 weeks.

Under the old system if something was still under development and missed the deadline it would have to wait for a good while. Unless CCP did a special update (in rare cases it has) it would mean there was a minimum 3 month wait until the mid-point update, before that content would get released.

Plus I have found that the launcher, now that it is finally starting to work good, makes this process a lot easier. Granted I stated back in the days of Trinity when updates were a whole different animal lol

I once podded myself by blowing a huge fart.

Kusum Fawn
Perkone
Caldari State
#98 - 2014-05-14 22:10:56 UTC  |  Edited by: Kusum Fawn
CCP Explorer wrote:
Kusum Fawn wrote:
Any word on if all changes will get put on sisi first or if like the tool tips changes and several other things that got dropped directly onto TQ without testing be the norm?
The tooltips were first A/B tested on SiSi, then A/B tested on TQ (starting 1 April), then tested on SiSi and now fully deployed to all on TQ (13 May). Different features will be tested in different ways for different periods of time.


Considering the feedback you are getting on this , I am glad I'm not the only one who seems to have missed the "testing" you did. Nor does it seem you are taking any more interest in listening to the feedback then you have in the past.

AS to A/B testing : How exactly does this make any sense when the A/B was TQ and SISi which could be put up side by side on players computers? While it might be useful later when its A/B for two different design choices on sisi, how does not having the ability as players to choose between the two to see give you accurate feedback as to which is better?
Wouldn't it make more sense for players who have seen both give feedback as opposed to players seeing only one?

Also
wikipedia wrote:
In marketing, A/B testing is a simple randomized experiment with two variants, A and B, which are the control and treatment in the controlled experiment. It is a form of statistical hypothesis testing.


Tranquility is the A. Singularity is the B. Splitting SISI testers is not a/b its just excluding some players from testing. You had an a/b system that you are now shrinking.

Back to the ten expansions issue, Dropping down to more, smaller expansions doesn't change the base issues with feedback. It only worsens them as you will get fewer people testing every expansion further lessened by fewer people actually in the testing group. (this is predicted by looking at the general numbers of testers on SISI during non-expansion run up tiems and the sudden spikes and drop offs right before expansion release)

Things you must work on for this to be an effective strategy
1. Faster Sisi deployment. Longer lead times before TQ deployment to maintain similar numbers of testers as before current expansions
2. Documentation. Of. Everything.
3. Listen to Test server Feedback : Act on test server feedback.

The third is the most important. Your SISI testers know the game better then you do. They also know what they want and do not want from changes and UI.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Valgore Meurte
Sebiestor Tribe
#99 - 2014-05-20 01:26:00 UTC
I personally like the idea of this being the standard for releasing new things. Maybe this way some of the smaller things that the players want will make it into the game more often and with less frustration. Also this way things wont be as dramatic in creating fotm ships and fits.

As for a suggestion of a small thing to add, it would be nice to have a skirmish and info mind link.
olan2005
Caldari Provisions
Caldari State
#100 - 2014-05-30 01:08:55 UTC
so when are the mineral reprocessing changes taking effect