On June 24 2016 00:58 pieroog wrote:
And final question - WHEN would the revamp happen?
And final question - WHEN would the revamp happen?
Given that they spent a year on developing this, I'd say anywhere between now and 2023 would be a solid guess.
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BaneRiders
Sweden3630 Posts
On June 24 2016 00:58 pieroog wrote: And final question - WHEN would the revamp happen? Given that they spent a year on developing this, I'd say anywhere between now and 2023 would be a solid guess. | ||
MockHamill
Sweden1793 Posts
I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing. Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop. | ||
Nazara
United Kingdom235 Posts
On June 24 2016 01:12 MockHamill wrote: Maybe when they programmed sc2 they didn't allow themselves enough room for modifications or something. I don't know, maybe, because if not then there is no reason why they took this much time for just a graphical improvement.I am surprised it took so long. I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing. Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop. | ||
Excalibur_Z
United States12181 Posts
On June 24 2016 01:12 MockHamill wrote: I am surprised it took so long. I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing. Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop. 1. Add it to the backlog. 2. Flesh out design with design team. 3. Open meeting to gather feedback. 4. Generate wireframe. 5. Establish acceptance criteria. 6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort. 7. Meet with stakeholders to determine business value. 8. Prioritize accordingly against other backlog items based on results from steps 4 and 5. 9. Refine acceptance criteria if necessary and recost. 10. Create sub-tasks. 11. Resolve dependencies and blockers. 12. Full team playtest to record bugs. 13. Resolve bugs. 14. Push to Staging environment to mirror expected Live behavior. 15. Full team playtest to record bugs. 16. Resolve bugs. 17. Send to QA for final approval. 18. Resolve bugs. 19. Schedule final deployment date. 20. Release. With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple. | ||
JimmyJRaynor
Canada15564 Posts
On June 23 2016 04:06 geokilla wrote: Show nested quote + On June 23 2016 04:03 GGzerG wrote: Sweet changes, although it took them way too damn long. Only 6 years since the game was first launched lol. I thought we were going to get more changes to the ladder but this is great to see nonetheless. Finally I'll know when I'm near a promotion, what my skill is according to MMR and ladder, demotions and promotions to GM. ya the C&C4 ladder system is way better. so many other companies support their RTS games so much better than Blizzard especially EA. Blizzard provides the worst post sales support for its RTS games. | ||
NutriaKaiN
88 Posts
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NutriaKaiN
88 Posts
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Odowan Paleolithic
United States232 Posts
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MockHamill
Sweden1793 Posts
On June 24 2016 03:03 Excalibur_Z wrote: Show nested quote + On June 24 2016 01:12 MockHamill wrote: I am surprised it took so long. I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing. Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop. 1. Add it to the backlog. 2. Flesh out design with design team. 3. Open meeting to gather feedback. 4. Generate wireframe. 5. Establish acceptance criteria. 6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort. 7. Meet with stakeholders to determine business value. 8. Prioritize accordingly against other backlog items based on results from steps 4 and 5. 9. Refine acceptance criteria if necessary and recost. 10. Create sub-tasks. 11. Resolve dependencies and blockers. 12. Full team playtest to record bugs. 13. Resolve bugs. 14. Push to Staging environment to mirror expected Live behavior. 15. Full team playtest to record bugs. 16. Resolve bugs. 17. Send to QA for final approval. 18. Resolve bugs. 19. Schedule final deployment date. 20. Release. With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple. I really doubt it would take more than a week. Maybe I am just used to working in smaller organisations but we typically go from customer idea to final delivery in 1-2 weeks for smaller things like these and 2-3 months for a large order. There is nothing in these changes that are complex, a single programmer and a single designer straight out of university (i.e. very inexperienced) would not take this much time to deliver these changes. | ||
digmouse
China6283 Posts
On June 24 2016 03:31 MockHamill wrote: Show nested quote + On June 24 2016 03:03 Excalibur_Z wrote: On June 24 2016 01:12 MockHamill wrote: I am surprised it took so long. I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing. Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop. 1. Add it to the backlog. 2. Flesh out design with design team. 3. Open meeting to gather feedback. 4. Generate wireframe. 5. Establish acceptance criteria. 6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort. 7. Meet with stakeholders to determine business value. 8. Prioritize accordingly against other backlog items based on results from steps 4 and 5. 9. Refine acceptance criteria if necessary and recost. 10. Create sub-tasks. 11. Resolve dependencies and blockers. 12. Full team playtest to record bugs. 13. Resolve bugs. 14. Push to Staging environment to mirror expected Live behavior. 15. Full team playtest to record bugs. 16. Resolve bugs. 17. Send to QA for final approval. 18. Resolve bugs. 19. Schedule final deployment date. 20. Release. With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple. I really doubt it would take more than a week. Maybe I am just used to working in smaller organisations but we typically go from customer idea to final delivery in 1-2 weeks for smaller things like these and 2-3 months for a large order. There is nothing in these changes that are complex, a single programmer and a single designer straight out of university (i.e. very inexperienced) would not take this much time to deliver these changes. For a company as big as Blizzard their QA pipeline and standard are likely significantly higher, and since the ladder system was running on code dated (probably) as old as 2009, there are potentially a lot of hoops and checks to make sure it works as intended. | ||
JimmyJRaynor
Canada15564 Posts
On June 24 2016 03:31 MockHamill wrote: Show nested quote + On June 24 2016 03:03 Excalibur_Z wrote: On June 24 2016 01:12 MockHamill wrote: I am surprised it took so long. I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing. Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop. 1. Add it to the backlog. 2. Flesh out design with design team. 3. Open meeting to gather feedback. 4. Generate wireframe. 5. Establish acceptance criteria. 6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort. 7. Meet with stakeholders to determine business value. 8. Prioritize accordingly against other backlog items based on results from steps 4 and 5. 9. Refine acceptance criteria if necessary and recost. 10. Create sub-tasks. 11. Resolve dependencies and blockers. 12. Full team playtest to record bugs. 13. Resolve bugs. 14. Push to Staging environment to mirror expected Live behavior. 15. Full team playtest to record bugs. 16. Resolve bugs. 17. Send to QA for final approval. 18. Resolve bugs. 19. Schedule final deployment date. 20. Release. With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple. I really doubt it would take more than a week. Maybe I am just used to working in smaller organisations but we typically go from customer idea to final delivery in 1-2 weeks for smaller things like these and 2-3 months for a large order. There is nothing in these changes that are complex, a single programmer and a single designer straight out of university (i.e. very inexperienced) would not take this much time to deliver these changes. just put an end to the argument and make ur own game. it should take a few weeks. | ||
BaneRiders
Sweden3630 Posts
On June 24 2016 04:03 JimmyJRaynor wrote: Show nested quote + On June 24 2016 03:31 MockHamill wrote: On June 24 2016 03:03 Excalibur_Z wrote: On June 24 2016 01:12 MockHamill wrote: I am surprised it took so long. I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing. Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop. 1. Add it to the backlog. 2. Flesh out design with design team. 3. Open meeting to gather feedback. 4. Generate wireframe. 5. Establish acceptance criteria. 6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort. 7. Meet with stakeholders to determine business value. 8. Prioritize accordingly against other backlog items based on results from steps 4 and 5. 9. Refine acceptance criteria if necessary and recost. 10. Create sub-tasks. 11. Resolve dependencies and blockers. 12. Full team playtest to record bugs. 13. Resolve bugs. 14. Push to Staging environment to mirror expected Live behavior. 15. Full team playtest to record bugs. 16. Resolve bugs. 17. Send to QA for final approval. 18. Resolve bugs. 19. Schedule final deployment date. 20. Release. With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple. I really doubt it would take more than a week. Maybe I am just used to working in smaller organisations but we typically go from customer idea to final delivery in 1-2 weeks for smaller things like these and 2-3 months for a large order. There is nothing in these changes that are complex, a single programmer and a single designer straight out of university (i.e. very inexperienced) would not take this much time to deliver these changes. just put an end to the argument and make ur own game. it should take a few weeks. Yeah, because that is exactly what this update is, a whole new game. Or wait, maybe they are just displaying data they already generated all along? | ||
Clbull
United Kingdom1436 Posts
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Nazara
United Kingdom235 Posts
and since the ladder system was running on code dated (probably) as old as 2009, there are potentially a lot of hoops and checks to make sure it works as intended. But his has nothing to do with ladder code. It all looks just like a graphical update.I just hope that the ladder revamp is not as much of an upgrade as their recent "upgrade" to their forums - which is not. | ||
Damnight
Germany222 Posts
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sabas123
Netherlands3121 Posts
On June 24 2016 05:32 Clbull wrote: It took them over three years to implement an almost carbon-copy of League of Legends' matchmaking system, and to actually listen to community feedback on making MMR visible. This, plus the awful balance and design of the latest expansion's multiplayer, doesn't give me any hope for SC2's future. 1) Where did you find out it took them three years for these changes? 2) MMR being visible wasn't the most requested feature being asked, seperated MMR per race was way more requested. | ||
sabas123
Netherlands3121 Posts
On June 24 2016 05:47 Nazara wrote: Show nested quote + But his has nothing to do with ladder code. It all looks just like a graphical update.and since the ladder system was running on code dated (probably) as old as 2009, there are potentially a lot of hoops and checks to make sure it works as intended. On June 24 2016 01:12 MockHamill wrote: I am surprised it took so long. I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing. Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop. Where does he say the he was only talking about the graphical side? Also, why would things like promotion from tiers and a different way of doing GM promotion/demotions not be related to ladder code? @Paralleluniverse: You keep talking about how you can't see other people's MMR, can you provide a source for this? One thing that was not shown in the video is when you click on somebody's profile and go to his ladder page, would it show the person's MMR like it would like your own? | ||
tomastaz
United States976 Posts
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Excalibur_Z
United States12181 Posts
On June 24 2016 05:32 Clbull wrote: It took them over three years to implement an almost carbon-copy of League of Legends' matchmaking system, and to actually listen to community feedback on making MMR visible. This, plus the awful balance and design of the latest expansion's multiplayer, doesn't give me any hope for SC2's future. League copied SC2, not the other way around. | ||
Cluster__
United States328 Posts
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