comrade8472 wrote...
Ah yes Canada Day...hope you all enjoyed going to the beach if you went.
so I wonder "(just thinking out loud here)" what if we had a beach map by some lake on earth...
with reaper in the background, over trees?
about bugs was the invisible turrets fixed haven't seen it for awhile. if so what was causing it? if able to answer.
so what's it like being QA? what do you do in a "normal day"? do you play the game to test out what the programmers change or do you sift through code to find bugs. or do you make code changes? (hope it's understandable what i'm trying to say and not against NDA}
oh and what's it like over there is the QA department in Edmonton or in Montreal.
EDIT for gramar
about remapable controls/powers, do you notice the differnce when switching to differnt class but same race, the power placement on the controller or key board is different from class to class but it the same power. (like switching from salarian engineer to infiltrator energy drain is aasigned to different key/button. on that note what platform do you play on at home.
oh and have a wonderful day. hope you have a stress free week.
Let's see, invisible turrets. This can be something that occurs with "crust behaviours." (Not always, but possibly) That is to say, any VFX (Visual Effects) that occurs as an overlay on an actor in the engine (e.g. - biotic blue fx), whether it is a player pawn or an object like a turret. Occasionally VFX that is normally transparent might prioritize itself over an actor and an engine can fail to render the object in favour of the VFX. When this happens, the actor still exists but fails to appear. This is one possible cause of such a bug. There are a number of other possibilities too. Sometimes, due to optimizations, some of these bugs "fix themselves." The issue having been resource managment. A good deal of other possibillties can also cause issues like these. They are symptoms and many bugs can have similar symptoms.
QA typical day;
They let us out of our cages for the morning hosedown and trough feed then...oh, wait...That was a dream I had once...scratch that...
Depending on the department. For much of QA it is a methodical check of a level, power, or object. Test plans are laid out to ensure a number of factors are examined in various conditions (this becomes exponential with numerous conditions of course). It becomes a matter of running those plans through the battery of test with each passing or failing...Failing gets a bug filed to the owner of that object, level or power based on what failed (design, art, fx, etc.)
For myself, it's a quick chat and update with the design leads and producers in the morning as to what changes or events they are planning along with where we currently are with current test runs. For example, every hot fix Eric Fagnan wants to implement (usually balance changes) needs to be examined as working in our test environment prior to them going live. Depending on how many there are, this can take from a few hours to a couple days as all platforms must be thoroughly examined with the changes. This is after the balance changes have been tested in another environment so they are working to Eric's satisfaction.

Once this is done, we get a final OK from the team and potential risk assessment prior to pushing them live to you. If it's OK'd by the producers, we go ahead. I then have to spot check the balance changes on all the platforms to ensure they are live. I then report back to Eric and run and hide as he posts the changes here on the forums

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I wish I could say, I play games all day but, sadly, this is not the case. I explain my job to people like this. Imagine you like golf (no...really). Now, your job is to ensure the first hole is working as intended. The fairway, the green, the sand traps and heaven forbid, a water hazard, and wind / weather. Make sure every blade of grass is the right height too (ok, slight exageration there but you just need to ask Garret Marks how many fish there are in the Sur'Kesh level in the single player game. I think he named each one).
