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Ask here if you experience technical problems with X4: Foundations.

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adeine
Posts: 1089
Joined: Thu, 31. Aug 17, 17:34
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Removed

Post by adeine » Thu, 8. Jun 23, 14:08

Alan Phipps wrote:
Thu, 8. Jun 23, 13:37
Thanks for the report. The devs have very little time available to reconstruct issue situations and so please include a link to a vanilla save showing the issue in progress.
Don't take this the wrong way, but please consider hiring/redirecting one of your staff to dedicated playtesting/troubleshooting. If you don't have anyone to recreate issues that are literally "open game, walk to location" it goes a long way to explaining how some of the more serious issues end up in the game.

It would genuinely be one of the best things you could do for the game.

CBJ
EGOSOFT
EGOSOFT
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Re: Removed

Post by CBJ » Thu, 8. Jun 23, 14:18

This is the Tech Support forum, not a place to tell people how to do their jobs.

1. Alan is a volunteer moderator; a player, like you. He doesn't have staff! Indeed, according to his signature, he IS the staff (for his cat).
2. We do try to recreate situations, but they are rarely as straightforward as people suggest they are, and developers can waste a lot of time trying to recreate some "simple" situation that could be quickly have been seen if the player had just uploaded a save. Identifying which situations are genuinely simple and which are not wastes yet more time. All this wasted time means fewer fixes and new features, so it's in everyone's interest to cooperate with this request.

Alan Phipps
Moderator (English)
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Joined: Fri, 16. Apr 04, 19:21
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[Bug][Minor][Visual] Conveyer belt move player faster than it moves itself

Post by Alan Phipps » Thu, 8. Jun 23, 14:28

@ adeine: Thanks. (Note that I am a forum moderator and not a dev though.)

The devs did something similar to that and that dev/tester wasted a lot of time recreating scenarios that then just didn't exhibit the reported issue - either because they had slight differences in setting it up, or a key step in the repro sequence had not been mentioned, or the issue was already fixed on their dev system, or the issue was caused by some 3rd party mods that had been overlooked, etc, etc. A vanilla save, no matter how seemingly trivial to set up, resolves all those potential doubts and confusions, and it identifies the exact issue and whether it has already been resolved in the next dev build.

Even loading a save without clear repro steps on how to get to the issue on loading the save wastes a lot of dev time, and remember that ultimately a particular dev or team has to see the issue that is in their code and so they need the exact same save too. The dev/tester cannot just fix things on their own.

EDIT: Hey, why did your post suggesting a dev set-up and test position that I'm replying to disappear? EDIT 2: Found it! :D
A dog has a master; a cat has domestic staff.

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