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View Full Version : How about a reduced (or no) fee for playing on test? We need more testers


Orki who Pos
04-16-2005, 05:27 AM
<DIV>I believe the idea has some merit, if the test server was made free (like isle of refugee) it would get an instant population boom, and would help improve the game in general. (No testers=no testing)</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>It could be limited to a certain amount of concurrent non-paying logins, or an amount of active accounts, to limit the player-base.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Heir
04-16-2005, 05:33 AM
<P>Play for free,  dont think that would help with any actual testing,  it would just cause the Test community to expand without adding any new testers, mostly just people wanting to play for free.</P> <P> </P> <P> </P> <P>again  just my 2 cents</P> <P> </P>

Proudfoot
04-16-2005, 05:37 AM
<BR> <BLOCKQUOTE> <HR> Orki who Posts wrote:<BR> <DIV>I believe the idea has some merit, if the test server was made free (like isle of refugee) it would get an instant population boom, and would help improve the game in general. (No testers=no testing)</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>It could be limited to a certain amount of concurrent non-paying logins, or an amount of active accounts, to limit the player-base.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE><BR>Paradox. Those who can play for free, care not how the game changes, because they aren't paying for it.

majinvegeta52
04-16-2005, 06:59 AM
<DIV>Pay me Min wage ( at least ) and ill play on test and actually " test" things for you..</DIV> <DIV> </DIV> <DIV>Expecting people to PAY YOU to debug your game/code shouldnt be accepted by the players..</DIV> <DIV> </DIV> <DIV>I couldnt hand DB code that I create to my boss with the ammount of bugs you submit to the live server every patch and expect to have my job much longer.</DIV> <DIV>We as players shouldnt accept anything but your best.. and your best with the size of your company should be near to perfect.  I can accept SMALL bugs, but the bugs that come out with your code are HUGE!</DIV> <DIV> </DIV> <DIV> </DIV>

Ijuakos
04-16-2005, 07:41 AM
<blockquote><hr>Proudfoot wrote:<BR>BR>Paradox. Those who can play for free, care not how the game changes, because they aren't paying for it. <hr></blockquote>Beta testers didn't have to pay and I'm sure they cared.

Bobok
04-16-2005, 08:12 AM
<BR> <BLOCKQUOTE> <HR> Heiro2 wrote:<BR> <P>Play for free,  dont think that would help with any actual testing,  it would just cause the Test community to expand without adding any new testers, mostly just people wanting to play for free.</P> <HR> </BLOCKQUOTE><BR> <DIV>Playing <STRONG>is</STRONG> testing, so long as a person reports any problems they are having with the changes.  But they don't even need to go that far.  If they were to just have another option to move to test and say, up the experience on the test server by 25% you might get some people to move.</DIV> <DIV> </DIV> <DIV>If there was an actual population on test server I would move there and report any problems I have.  However I'm an enchanter and I can't do anything without a group.</DIV>

Proudfoot
04-16-2005, 10:38 AM
<span><blockquote><hr>Ijuakos wrote:<blockquote><hr>Proudfoot wrote:BR>Paradox. Those who can play for free, care not how the game changes, because they aren't paying for it. <div></div><hr></blockquote>Beta testers didn't have to pay and I'm sure they cared.<hr></blockquote>They're actually the ones who got SOE into this spot regarding too many group mobs. SOE recruited tons of EQ1 players into the beta... it shows.</span><div></div>

Miral
04-16-2005, 10:54 AM
<BR> <BLOCKQUOTE> <HR> Proudfoot wrote:<BR><SPAN><BR> <BLOCKQUOTE> <HR> Ijuakos wrote:<BR><BR> <BLOCKQUOTE> <HR> Proudfoot wrote:<BR><BR>BR>Paradox. Those who can play for free, care not how the game changes, because they aren't paying for it. <BR> <HR> </BLOCKQUOTE><BR><BR><BR>Beta testers didn't have to pay and I'm sure they cared.<BR> <HR> </BLOCKQUOTE>They're actually the ones who got SOE into this spot regarding too many group mobs. SOE recruited tons of EQ1 players into the beta... it shows.<BR></SPAN> <BR> <HR> </BLOCKQUOTE><BR> <DIV>almost nothing but eq1 players actually, that and Lords of Everquest offer participants and contest winners. If they had let EQOA players beta test, especially as the beta test majority, I can guarantee the game would have come out more user friendly nad not needed nearly as many hotfixes. Everquest is more of a rough around the edges hardcore players game, While EQOA is the more casual smoother brother.</DIV>

HanktheDwarf
04-16-2005, 11:37 AM
With these changes, I bet you 100% copies wouldn't work.  Of all the people on test, I'd say under half are even bothering fighting stuff period, much less grouped mobs and such.  So here you have a whale's buttload of people copy over, realise the combat changes suck, and don't bother coming back to help tweak it at all. <div></div>

Bhagpuss
04-16-2005, 12:50 PM
<BR> <BLOCKQUOTE> <HR> Proudfoot wrote:<SPAN> <BLOCKQUOTE><BR>Beta testers didn't have to pay and I'm sure they cared.<BR> <HR> </BLOCKQUOTE>They're actually the ones who got SOE into this spot regarding too many group mobs. SOE recruited tons of EQ1 players into the beta... it shows.<BR></SPAN> <BR> <HR> </BLOCKQUOTE><BR> <DIV>I was in Beta from early September. At that time there were as many solo mobs in dungeons as there were grouped mobs. In fact, there was no particular difference between indoors and outdoors from that point of view.</DIV> <DIV> </DIV> <DIV>Around October at some point, virtually <EM>all</EM>  solo mobs in Dungeons were turned into group mobs. There was heated debate on the beta boards and in game about it, with a large number of testers against the changes. There were also a large number of Beta testers pointing out that soloing was not fun overland either. It absolutely was not true that a majority of people expressing public opinions on the matter wanted EQ2 to be "EQ1 with better graphics". I would judge that the majority of players expressing an opinion at the time were asking for more solo conntent and, especially, more interesting and enjoyable solo content.</DIV> <DIV> </DIV> <DIV>However, there were two significant factors that overrode any of this: firstly, the big overland zones had unplayable lag until about a week before launch and secondly WoW had not launched and changed the entire basis of what MMORPG players were assumed to want from a game. </DIV> <DIV> </DIV>