What the hell is a go/no-go?asked by Sea Turtle man
TL;DRA go/no-go is a late review before a patch where combined features are checked for readiness, and anything causing more trouble than it's worth can be held back.
We develop all of these features in silos: this team working on this, and this team working on this, and this team working on this. And those all come with their own struggles, their own bugs, their own things where, oh, we tried to get this to work and we just never found it. Or we got it to work and then we found out it wasn't fun, so we want to do it differently. Then when you start to combine them all in a bigger patch, you find a whole new series of bugs from different interactions: oh, this worked great on its own and this worked great on its own, but when you put it together, we've got two piles of bugs. So we need to do more work and more adjustments, and that's where the go/no-go process comes in. It allows us to look at these things and determine whether they're ready for prime time, whether they should go into the patch or whether they should not go into the patch. Very few things generally fail a go/no-go. I think the last one we talked about was the last Xi'an ship that was supposed to be in a patch, and it failed a go/no-go. Nobody liked the cockpit. It wasn't a good experience and they held it back. There's a couple other examples like that, but for the most part, that's what the go/no-go is. It's how we attempt to prevent things from causing more trouble than they're worth. Do we always succeed? No. But having the process and trying is better than not having the process at all. So that's what a go/no-go is, and that process happens much closer to the release of the patch.
Sometimes they're really beneficial as well, because you'll get a point of view from someone from a completely different department, like you just mentioned, who brings something up, and you think, actually, that's a really good point. And then it leads you down another path. So it's very, very important that we do these.
And then you'll get the other end of that, where, for example, we talked about optic zoom, which was on the inner side of sights, but then we had issues with upscaling. So we've had to take out the inner optic zoom on the optics, which we showed off at CitizenCon, because it just doesn't work with upscaling. So, like Jared was saying, when you work on a bunch of different stuff and all of a sudden it comes together, you're like, oh, oh no.
Quickly adding on to that inner zoom thing that Zach mentioned: we're still trying to get this back in, because we like the look of it, right? And the graphics guys are currently looking into solutions to that problem to give you that zoom effect on the actual scope. For 3.23, it's probably not going to happen. Let's see what they can come up with.