Jump to content

Search the Community

Showing results for tags 'quesionable qa'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Update Notes
    • Public Test
    • Contests and Competitions
    • Events
  • General WoWs Discussion
    • General Game Discussion
    • Developer's Corner
    • Community Contributor Corner
    • Support
  • Off Topic
    • Off-Topic
  • Historical Discussion
    • Discussions about Warships
    • Historical Discussions and Studies
  • Player's Section
    • Team Play
    • Player Modifications
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Contest Entries
  • Contest Entries
  • New Captains
  • Guías y Estrategias
  • Árboles Tecnológicos
  • Fan Art and Community Creations
  • Community Created Events and Contests

Calendars

  • World of Warships Event Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 1 result

  1. Wargaming has spent years developing a new CV platform. First promised in 2016, it was delayed for years to get it right. Years spent coding, ensuring quality. Weeks. Just weeks after release and we've come across fatal flaws in the system. Fatal, because this problem shows how the system is poisoned to the core. First, let's explain the exploit (or rather, feature) shown above: Dive bomber dispersion patterns can be manipulated via speed and release point such that the actual area they strike is far smaller than indicated. This was recently showcased in the King of the Sea tournament, where we saw frequent 5-digit damage hits on destroyers. That wasn't RNG - that was this "feature" being used. What this shows us is that, despite Wargaming having spent the equivalent in time that it takes to develop a AAA game, they were unable to verify that their dispersion algorithm worked properly. This has vanquished my confidence level in the game development. Balancing issues happen to everyone. Server issues - common. Misguided game direction choices - common. But the revelation of this pattern, which is only possible with a complete lack of QA from the first lines of code to release, is uniquely bad. I remarked to a friend this evening - "holy crap, this is actually becoming coded worse than NavyFIELD". There needs to be a culture change at the heart of Wargaming if we ever want this game to work properly.
×