Where are your Predicative Analytics in Balancing Gameplay for new Patches?

ChaosRedeemed·11/12/2015, 4:53:57 AM·1 votes·123 views

I am a Technical Software Manager in a company were we have a very deep software stack. Before I made manager I was a Senior Database Analyst. So I feel I have a very good understanding of the level of effort that goes into creating good code. And based on 20 years experience in the industry I have to say that the quality of LOL of released code is very high in terms of UI, presentation, game interaction, mechanics.

What I can't understand is that given the data that you collect why your analytics on predicting the effects of patches is Non existant? The interaction between players is purely math based. The information in your databases could create millions of testcases based on the history of previous matchs. What happens when a J4 with crit dives a Cass undertower at level 4. He could kill her with a E+Q + 2 aas oh that wont work how are we going to deal with that.

Get you Database team together with QA team and get those test cases and run a couple 100 million predictive test cases on balance before you release code.

This whole release was a gigantic failure in terms of predicting the effect of the changes on gameplay,, please don't let if happen again.

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