WoW Patch 6.2.2: CM Lore erklärt, warum es länger dauerte

Community Manager Lore hat sich nun im offiziellen Forum ausführlich dazu geäußert, warum es länger dauerte als gedacht bis WoW Patch 6.2.2 erscheint und warum man sich beim aktuellen Releasedatum dennoch eine Hintertür zur Verschiebung offen lässt.

Zunächst entschuldigt er sich dafür, dass man damals zu viel versprochen habe, als man sagte, dass es wenige Wochen dauern würde bis Fliegen erscheint. Man ging davon aus, dass man nur ein wenig Tanaan bearbeiten und paar Fixes in anderen Gebieten implementieren müsste. Allerdings fanden sie dann bei der Entwicklung mehr Bugs und Probleme als sie erwartet hatten.

Sie fanden auch Fehler mit bestimmten Mounts und Klassenfähigkeiten. Des Weiteren gab es einen Fehler, der dazu führte, dass wenn man im richtigen Winkel in die Garnison flog das Spiel abstürzte und man sich 30 Minuten lang nicht einloggen konnte. All diese Fehler zu finden und Fixes dafür zu testen, sowie aufzuspielen, verursachte doch deutlich mehr Arbeit als man erwartet hatte.

Lore sagt, dass sie nicht von ein paar Wochen hätten sprechen sollen und das dies ein klarer Fehler war. Auch darum lässt man nun beim Releasedatum für Patch 6.2.2 eine Hintertür offen, falls etwas schwerwiegendes vorfällt. Denn dann würde man den Patch auch verschieben.

Zitat von: Lore (Quelle)

I’ll start with this: we’re a software development company. More precisely, we’re a video game developer. Anything and everything can change in the software development world, for reasons that are often impossible to predict ahead of time. As a result, we’re hesitant to 100% commit to anything. We’ve learned that, no matter how confident we are at any given point, there’s always a very real chance that there’s something we haven’t thought of that makes what we want to do impossible.

The whole “weeks, not months” thing makes an easy example. At the time that was said, we firmly believed that it would only take us a few weeks to polish off Tanaan and fix a few areas we knew were likely to have some bugs, and then we’d roll out the flying patch. It’s easy enough, right? We just change a few 0’s to 1’s and it’s all done.

Then we started finding a lot more bugs and glitches than we expected. We found tiny pockets of the world that weren’t properly obeying the flight rules, and would drop players to their deaths if you happened to fly through them. We found issues with certain mounts and class abilities that were caused by hotfixes to resolve exploits, which resulted in those mounts and abilities not working. We found situations in which if you fly into your Garrison at juuuuust the right angle, you get disconnected and can’t get back onto your character for a good half hour or so.

Finding those bugs, implementing fixes, testing those fixes, finding more bugs (sometimes caused by those fixes)… it all added up to a lot more work being needed to actually enable flying than we had originally expected. And as a result, what we originally thought would only take a few weeks ended up taking a couple months.

Now, don’t get me wrong: I’m not making excuses here. And I don’t at all blame the players who are frustrated and upset that we didn’t hit the timeline we originally stated. Honestly, we probably should never have said that it would only take a few weeks. That was clearly a mistake, and I apologize for it.

But that should hopefully give you an idea of why — ESPECIALLY given the missteps we’ve made in the recent past — we simply can’t 100% guarantee that nothing will go wrong between now and September 1st. Truth is, we’re more confident in this release date than we usually are this far in advance of a patch. That’s why we felt that we could give a date at all.

There’s just always — ALWAYS — a chance that something can go wrong at the last minute. We could, say, be finishing the fixes for the last couple of dismount bugs on the Saturday before release, and when we compile the final build, all of a sudden activating your flying mount teleports you to the graveyard in Westfall and deletes the contents of your inventory. Is that likely? Not really, no. But it’s possible, so we need to make sure you’re aware that things can change, just in case something like that does happen.

There are alternatives, of course. We could just not give a date until we know for 100% certain, which is our usual strategy. Like I said, we feel a little more confident in this date than usual, so we thought it was okay to share it.

The other option would have been to try to have the patch ready to go by the 1st, but not actually plan to release it until a week or so later. That would let us announce a date we’d be extremely confident in, but we’d essentially be delaying the release of flight even further, and we definitely don’t want to do that. So, we gave a date that we feel pretty good about, with the reminder that we won’t be able to release if something catastrophic happens.

This ended up being a giant wall of text, but I’ll leave it with this: I know it’s super frustrating when it feels like we’re not being as open as we possibly could be. And I know it’s equally frustrating when it seems like we’re completely unwilling to commit to anything concrete. I spent 8 years as a player before I became an employee. I know exactly how it feels.

I just also know that it’s better to not expect much and be pleasantly surprised, than to feel like a promise was broken. At least that’s my opinion.