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Ladder Revamp - Page 8

Forum Index > SC2 General
373 CommentsPost a Reply
Prev 1 6 7 8 9 10 19 Next All
BaneRiders
Profile Joined August 2013
Sweden3630 Posts
June 23 2016 16:06 GMT
#141
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.
Earth, Water, Air and Protoss!
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2016-06-23 16:13:03
June 23 2016 16:12 GMT
#142
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.
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
June 23 2016 16:33 GMT
#143
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.
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.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 23 2016 18:03 GMT
#144
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.
Moderator
JimmyJRaynor
Profile Blog Joined April 2010
Canada16669 Posts
Last Edited: 2016-06-23 18:06:38
June 23 2016 18:04 GMT
#145
i hope Blizzard is selling a lot of Nova mission packs and Co-Op commanders to pay for all this stuff.

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.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
NutriaKaiN
Profile Joined June 2016
88 Posts
June 23 2016 18:07 GMT
#146
So true @Excalibur_Z but not all works like that. thats sad but true.
NutriaKaiN
Profile Joined June 2016
88 Posts
June 23 2016 18:08 GMT
#147
When the Patch comes guys? u think it will be online next patchday?
Odowan Paleolithic
Profile Blog Joined May 2013
United States232 Posts
Last Edited: 2016-06-23 18:32:11
June 23 2016 18:31 GMT
#148
Does this mean you can smurf easier? i.e. Player know how many games he need to lose to keep in the same MMR range (to keep smurfing).
I need a bigger fridge. I cannot hold all the Cheese that are given to me.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2016-06-23 18:36:05
June 23 2016 18:31 GMT
#149
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
Profile Blog Joined November 2010
China6328 Posts
June 23 2016 18:54 GMT
#150
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.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16669 Posts
June 23 2016 19:03 GMT
#151
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.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
BaneRiders
Profile Joined August 2013
Sweden3630 Posts
June 23 2016 19:17 GMT
#152
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?
Earth, Water, Air and Protoss!
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
June 23 2016 20:32 GMT
#153
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.
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
June 23 2016 20:47 GMT
#154
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
Profile Blog Joined October 2010
Germany222 Posts
June 23 2016 20:57 GMT
#155
Looks like it's time to start playing some again then.. Hurry with the race MMR !
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
June 23 2016 21:00 GMT
#156
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.
The harder it becomes, the more you should focus on the basics.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
Last Edited: 2016-06-23 21:21:15
June 23 2016 21:05 GMT
#157
On June 24 2016 05:47 Nazara wrote:
Show nested quote +
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.


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?
The harder it becomes, the more you should focus on the basics.
tomastaz
Profile Joined January 2013
United States976 Posts
June 23 2016 21:30 GMT
#158
Dopeee!!
No church in the wild --- @tzhang0126
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 23 2016 22:41 GMT
#159
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.
Moderator
Cluster__
Profile Joined September 2013
United States328 Posts
June 24 2016 01:20 GMT
#160
This looks like a huge improvement. I've wanted to know how far off I actually am from Masters league for a long time now
Liquid`Snute, AcerScarlett, ROOTCatZ, MC, Maru, Soulkey, Losira
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