SotA Alpha Testing 303: Mutiplayer Interaction cont. смотреть онлайн
Alpha test project: Shroud of the Avatar. Multiplayer interactions. verbs, visuals, and chat windows. (also, lag check from multithreading).
Proximity indications in this case non-existent other than visual confirmation( ie, party members icons on an observable map. on/off/scale state not withstanding).
Avatar event priority such as combat selections and how they are queued, was observed but not logged due to alpha nature of development, FIFO expectations exist, router priority not measured, available bandwidth per threaded connection not measured.
VOIP not established with group shown (this helps to determine approach-ability provided by the environment).
To elaborate, if you have an activity you've designed to be;
participated in, by multiple persons, simultaneously...
...is it likely/probable or unlikely/improbable that such a group will manifest itself?
Examples:
A quest that requires 4 people of max level to participate in, that can not be accomplished individually.
A puzzle mechanic within the quest line that demands multiple participants.
Note: these are merely observed and identified.
CC: http://www.youtube.com/user/JChalant?feature=mhee
CC: http://www.youtube.com/user/DexteramTesting?feature=mhee
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This video
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Dexteram Testing is a branch of the Dexteram Family that specializes in discovering potential game issues and problem solving work-a-rounds. Those incidents are recorded and cataloged for presentation purposes to active and prospective clients. It's not all serious business, and we can have some fun doing it. Here my testing partners identify issues with:
Alpha test project: Shroud of the Avatar. Multiplayer interactions. verbs, visuals, and chat windows. (also, lag check from multithreading)
Things we test for:
Inoperative interactive object(s), such as Buttons, levers, Mission terminals, Non-player Characters, etc.
Inaccessible interactive object(s), such as Farming Nodes which may spawn randomly near a central axis point.
Non-displayed Interactive object(s), such as items which cease instantiating or 'painting' on underlying terrain.
Environmental Collision Detection Issues, such as a player character or similar walking through expected collision points like walls, or falling issues related to polygonal detection beneath said avatar(s).
Camera Physics, such as falling behind a polygon and forcing the engine to display nothing but background.
Unexpected Passable Terrain, such as gaining access where you were not expected to be able to.
Storyline Errors, such as directions to a falsely identified target/destination. Grammar and syntax vs. Flow of written narrative available upon request...if you see what I did there.
Our three pronged encounter testing procedure that calls for three distinctive engagement styles, this helps to identify unexpected conflict resolutions to the designed event. Unexpected ways that the client may wish to adjust in the future if they deem it to be an exploitative process detrimental to the overall experience. You may know it as glitches or exploits, and yes, we actively seek them out to be resolved.
Advanced discussion during informal and formal meetings, regarding the exploit-ability of any such events which helps our client to establish a measure of what the general public's opinion may be, and make adjustments accordingly if they (the clients) desire.
A.I. evaluation which can be measured against our video reporting method in order to accurately evaluate the desired perspective result.
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