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Why was there a noticeable lack of 2.0 talk on ATV last week?
Ben Lesnick · Community

Not intentional in any way. 2.0 is what everybody here is working on right now. It's just at a point where there's not a lot to say about it. It's content complete, we'll put that in air quotes because Star Citizen is never as content complete as something for a publisher, because inevitably there will be something we decide to add in a couple days even though we theoretically lock everything down. So it's essentially content complete and it's just in the long and boring, sorry QA guys, long and boring QA process where we build, we send that build to QA and they take a look and say, okay, it crashes when you try to take off in a Retaliator, we can't release this. Then our coders and our technical designers come back and say, okay, that's because of this and this and this, we'll make these changes. Build again. The build process takes a couple of hours. Goes to QA again. QA says, ah, you fixed the Retaliator bug, but now all the Hornets are backwards. And it's a long, long process. Now with a publisher game, you have to ship at a certain point, so there will be a point where you say, okay, this has to be released right now even though it has 900 outstanding blockers. The big benefit of crowdfunding is we don't have to do that. We can do this right, as right as we think it is. So it's going through this iterative process, which I liken to baking cakes. Hopefully no one else is as bad at baking cakes as I am, because it would take me many, many cakes to get it right. I made one that was just like a block of salt. I have no idea how I did that.

Jared Huckaby · Host, Community

If you want to know more about the QA process and how the builds come together, you can watch the interview with Tyler Witkin on yesterday's ATV.

Ben Lesnick · Community

So basically we are eagerly watching QA reports and we are responding to things as needed. For our part it's not so much right now, because they pretty much have their marching orders. We'll get some questions like which Avengers should players have as a default? But other than that it's pretty much out of our hands right now. And we'll talk more about it once it's out. And of course, there'll be a monthly report, this is what everyone's doing, and a weekly report, this is what everyone's doing. If only we could merge those in some way.

Jared Huckaby · Host, Community

I did talk to Tyler this morning. They had a big, big playtest on 2.0 yesterday that went very well. They uncovered a lot of cool things that are only uncovered when you have a bunch of people in. So they've got their new tasks that they need to resolve, and it was a very productive playtest.

Ben Lesnick · Community

He was very happy with it. I think if you're interested, I could probably read a couple of the blockers that came up from this. So these are blockers reported from the last playtest. If Retaliators spawn on a server, players will be unable to connect to that server. That's a problem. Constellation cannot be spawned from the ship spawner. But these are all situations. I mean, in a particular situation, this happens. Retaliator engineering control panel has no effect on ship functionality when a player interacts with it. That's a problem. Actually, now this is a blocker. That's the next level down. Another issue with spawning the Andromeda. Spawn issue in Vanduul Swarm. Crash handler when wrapping a particular animation. Tutorial: Gilly stops talking for some reason. It's a crazy list of things that you don't always expect, and they have to go in and fix all these. There's one part on the map where damage isn't being reported correctly, use prompt isn't appearing at Bravo stations. It's so many very, very particular little things that you then have to fix and then iterate. But it's fun. It's fun following it for us anyway. I'm sure it's hell for QA. Sorry, QA.

Jared Huckaby · Host, Community

There was an issue... It was a fun issue that only happened after they got 16 people into the map. So the playtest was really good for discovering it yesterday, because it only existed after 16 people were on the map.

Ben Lesnick · Community

And that's one of the reasons why we kick it out to you guys on the PTU, because there will then be issues when there's 32 people and 120 people and when there's 50 servers at once and when there's 100 servers spun up at once. So for everybody who doubts that players are helping us test the game, you guys are absolutely essential.

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Published on this date.2015-11-06
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