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This is to make sure that a fix is not breaking something else, as mentioned above.ĭetailed reproduction steps are therefore also important for the testing since we need to know how one could initially encounter the bug: Does the issue now NOT appear anymore after following the outlined steps?Īs you might have guessed, similarly to the previous steps, testing isn’t done in a day.
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Not only isolated just for itself (is the bug solved?) but also in combination with the rest of the Game Update – i.e., the new version of the game. Therefore, each fix needs to be tested properly.
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Some systems of the game are far more tricky to work on than others. Additionally, there are possible risks, especially since video games like Anno 1800 are super complex: Fixing one issue can lead to a different system not working as intended anymore, new bugs can appear, etc. That said, any kind of fix can take time because usually finding the exact cause is not a matter of minutes: We must figure out what exactly is leading to the behavior we have observed and reproduced. While in some cases it can be, for example, possible for one of our coders to figure out the cause and location of an issue without reproduction steps, this is not the norm and always greatly extends the time required to create a fix. A wrong quest text? A missing texture? An item effect not working? Misaligned icons? Each might need a certain specialist to address it. We also want to highlight here that of course the team responsible for the fix greatly depends on the kind of issue. Keep in mind that the team is simultaneously also working on the next content update or DLC.
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This happens based on the prioritization we’ve done in step 1. Additional factors are available resources inside the team, which can mean that even if an issue has a low priority, the fix will still end up in the update if we have free resources in the responsible department. Also added is a reproduction rate: Can the issue be recreated every time when following certain steps or does it only happen occasionally? Or are we even unable to reproduce an issue that has been reported to us?įixing the issue means further investigating the cause of the problem based on the information provided. These reproduction steps are therefore also detailed in each JIRA ticket so that everyone working on this issue can quickly check it for themselves. This is when the Customer Support and the Community Management teams come into action: They will reach out to the player and provide more information if possible. It’s therefore extremely helpful for us if you, when reporting issues to us, add as many details as possible: Can you reproduce it yourself? What did you do before the issue appeared? Which hardware are you using? Etc.įor Anno 1800, due to the variety of options to set up a game and each player’s unique playstyle, it often happens that the Live QA team might need to ask for save files, screenshots, videos or system information after receiving the initial report. Sometimes this also means having to work with hardware manufacturers like AMD or Nvidia directly to get or test specific hardware combinations to reproduce and investigate specific issues. For example, to reproduce issues from the live version, the QC team sometimes needs a very specific hardware combination for tests, which might be extremely hard to come by. This step can sometimes be quite work-intensive. The next step is super important: We attempt to reproduce the issue, meaning we try to make it appear on purpose on our end. This helps us locate potential causes for the issue which in turn makes it a lot easier for us later to address and fix the problem later.