• boonhet@lemm.ee
      link
      fedilink
      arrow-up
      97
      ·
      1 year ago

      The more freedom and content you have in a game, the more surface for bugs.

      • TwilightVulpine@kbin.social
        link
        fedilink
        arrow-up
        26
        ·
        1 year ago

        Yup. There is a lot different objects and effects that can interact with each other in unique ways. It’s only expected that there will be a lot of edge cases.

        • orbitz@lemmy.ca
          link
          fedilink
          arrow-up
          7
          ·
          1 year ago

          Yes,minor spoiler but I was made smelly at one point, I was curious so used a thing of water to make everything wet, this stopped the effect. Probably could have gone through a river too. That made me curious there was a bad substance on the ground, I shattered water again and it made it passable. Now this sounds simple but I’m programming terms it’s the same action interacting that changes different systems (in place hazard and character modifier). That alone could create small bugs when interacting with different modifiers, items and NPCs. For the most part someone wouldn’t run into a quarter of the bugs they post (even a quarter is high) but someone will and it’s awesome they are being patched.

          Personally I’ve played about 20 hours since release, the only bug I had was when I was playing on hotfix 4 before they fixed that hotfix. It sounds worse than it was, since it was a compiler issue. I’m sure others aren’t as lucky but even 10000 bugs isn’t bad when it’s a rare and edge cases. But with probability you get more players (and this game seemed to sell very well) and the weird bugs that even beta testers didn’t find will come up.

      • lolcatnip@reddthat.com
        link
        fedilink
        English
        arrow-up
        17
        ·
        edit-2
        1 year ago

        Not just games, but any kind of software. That’s part of why programmers developing tools for themselves avoid writing interactive programs if they can, and they especially avoid graphical interfaces.

        • boonhet@lemm.ee
          link
          fedilink
          arrow-up
          2
          ·
          1 year ago

          Tell me about it, I’m a backend developer. If I write something, it’s going to be accessible via an HTTP request or CLI lol

          Now I’ve also been given a project that’s got backend and frontend code all mangled together (Electron client with local API because reasons) and my first order of business is to see if they’ll let me hire a good frontend dev to help me decouple everything so I can go back to doing zero UI work.

    • 1rre@discuss.tchncs.de
      link
      fedilink
      arrow-up
      23
      ·
      edit-2
      1 year ago

      1000 bugs isn’t that big, especially when it’s the same bug surfacing in different ways or bugs you either barely notice or look past (but do notice, eg an alignment issue on the ui)

    • dalingrin@lemm.ee
      link
      fedilink
      arrow-up
      18
      ·
      1 year ago

      A game like this will never be as polished as a sad dad Sony game and I’m 100% okay with that. These big systems driven games will always have bugs.

    • shapesandstuff@feddit.de
      link
      fedilink
      arrow-up
      8
      ·
      1 year ago

      Its a slightly janky game with a huge scope. Makes sense that they had a lot of fixes left from pre release sprints.

      Most ive run into was some t-poses here and there and camera wonkyness. There were some issues with save games too from what i remember

    • ono@lemmy.ca
      link
      fedilink
      English
      arrow-up
      7
      ·
      1 year ago

      Well, if you’re talking about the ones in the list, it doesn’t. They’re fixed. :)