"Staff testing" simply hasn't been working as of late. The staff team is only so big, and outside of the two or three testing sessions hosted by an admin, little to no testing actually occurs. It exists solely to find obvious game-breaking bugs, but otherwise doesn't do very much. We shouldn't just be testing for the obvious bugs, but also finding bugs that aren't as explicit, or looking for ways to make the game better. I wholeheartedly believe that if the criticisms surrounding Creative were taken into consideration, it would not be a dead game. How can games be released if we don't know what the community wants?
Staff testing Community testing
I propose allowing other members of the community to test games, in a much longer process that aims to make upcoming content as enjoyable and as replayable as possible.
Stage one - Staff testing
Allow staff to test the game before anybody else, to ensure that it's actually functional. This is what we currently have in place. This stage should last only a day, or perhaps only a couple of hours. That is why the current process is available only to staff, right? I assume at least, it's so that massive holes in the projects are kept discreet, else it would be embarrassing to the server and hurt its reputation.
Stage two - Community testing
After testing to ensure that the game is functional, there are two options: either give everybody access, or just a select few. These could be friends of staff members, the top 100 in certain games, forums members, or the top 1,000 players overall (server level). I like the latter idea the most, though doing all of these things couldn't hurt as well.
Those who are given access will be able to try out a watered down version of the game for about three days or so. For example, let's say Skywars was not yet on Cubecraft, and was about to undergo community testing. There might be three maps to play on and no vote options. Though, a disclaimer will be in the lobby stating that there will be far more maps, as well as more features, in the main game. Essentially, it would work like a beta test.
In community testing, players will not earn anything. However, there will be rewards after the testing is over for those who excelled at the game. For example, those who get say, 50 wins in Skywars might be given 10 cubelets, or those who played for at least fifteen hours could perhaps be given a diamond helmet cosmetic, unlocked only by participating in community testing. This will incentivise people to play a lot more, thereby helping in the feedback stage.
Community feedback
After community testing is over, allow players to suggest new features, report bugs, and propose tweaks and changes to the gameplay that will ultimately make the game more enjoyable. Then, have developers spend the rest of the week putting this feedback to good use. They could use it to add a sweet new kit (i.e. a Speed I kit), remove something nasty (i.e. the old team balance in Blockwars), resolve imbalances (i.e. Hardcore TD), or to add a hot plugin (i.e. Creative world-edit).
This system would result in games being delayed by perhaps a week or so, but would overall, make released games a lot better in quality.
Opinions? :0
I propose allowing other members of the community to test games, in a much longer process that aims to make upcoming content as enjoyable and as replayable as possible.
Stage one - Staff testing
Allow staff to test the game before anybody else, to ensure that it's actually functional. This is what we currently have in place. This stage should last only a day, or perhaps only a couple of hours. That is why the current process is available only to staff, right? I assume at least, it's so that massive holes in the projects are kept discreet, else it would be embarrassing to the server and hurt its reputation.
Stage two - Community testing
After testing to ensure that the game is functional, there are two options: either give everybody access, or just a select few. These could be friends of staff members, the top 100 in certain games, forums members, or the top 1,000 players overall (server level). I like the latter idea the most, though doing all of these things couldn't hurt as well.
Those who are given access will be able to try out a watered down version of the game for about three days or so. For example, let's say Skywars was not yet on Cubecraft, and was about to undergo community testing. There might be three maps to play on and no vote options. Though, a disclaimer will be in the lobby stating that there will be far more maps, as well as more features, in the main game. Essentially, it would work like a beta test.
In community testing, players will not earn anything. However, there will be rewards after the testing is over for those who excelled at the game. For example, those who get say, 50 wins in Skywars might be given 10 cubelets, or those who played for at least fifteen hours could perhaps be given a diamond helmet cosmetic, unlocked only by participating in community testing. This will incentivise people to play a lot more, thereby helping in the feedback stage.
Community feedback
After community testing is over, allow players to suggest new features, report bugs, and propose tweaks and changes to the gameplay that will ultimately make the game more enjoyable. Then, have developers spend the rest of the week putting this feedback to good use. They could use it to add a sweet new kit (i.e. a Speed I kit), remove something nasty (i.e. the old team balance in Blockwars), resolve imbalances (i.e. Hardcore TD), or to add a hot plugin (i.e. Creative world-edit).
This system would result in games being delayed by perhaps a week or so, but would overall, make released games a lot better in quality.
Opinions? :0