Merkin wrote:Instinx wrote:I thought the entire point of this alpha was to be the test group? I doubt he wanted it to go widescale public use when he released his small little minimod which then proceeded to explode overnight.
Even in alpha he should at least do a 30 minute test, since the alpha player base is so large.Gamer87 wrote:Correct.
We are the test group.
He might have a team of 1-3 people that help him with development that MIGHT test it. But we are the testers.
You know he's getting paid to do this, right? 30 minutes of testing could make them look at a lot better than they do.
Reddit wrote:Shake8:
Believe what? That they didn't find an obvious glitch and should have tested it more before they implemented it?
Rocket:
It's only obvious when exposed to thousands of players. A bug appeared when picking up certian industrial items, it adds a fake magazine to the inventory. This then compounds over time and when the player drops their melee weapon it gets left on the ground. Over time this causes crashes.
There are hundreds of items in game. The interaction of each one is not tested with each build. If not picking up industrial items (such as wire fencing kits) then the bug is not at all noticeable. The bug actually has nothing to do with melee weapons, and everything to do with a very small config class change to accommodate their spawn rate. This had the unintended consequence of causing fake magazines to appear for every industrial item.
That is why the testing is done large scale, to identify issues that cannot be easily seen with 10-15 players. Ten people tested this build for three hours without incident.
Source:http://www.reddit.com/r/dayz/comments/v9l2f/server_crashes_galore_hatchets_bugged_in_1712/c52ju2a?context=3
Note this was in relation to hatchets crashing the server, and I am merely using it to illustrate that they do do internal testing.
Bolding mine.
Not quite entirely untested.







