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	<title>Comments on: The Secret Life of a Dev Team</title>
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	<link>http://www.eldergame.com/2008/01/the-secret-life-of-a-dev-team/</link>
	<description>MMO game development</description>
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		<title>By: Dkhjfnop</title>
		<link>http://www.eldergame.com/2008/01/the-secret-life-of-a-dev-team/comment-page-1/#comment-5838</link>
		<dc:creator>Dkhjfnop</dc:creator>
		<pubDate>Sun, 06 Jul 2008 10:23:56 +0000</pubDate>
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		<description>cool post dude</description>
		<content:encoded><![CDATA[<p>cool post dude</p>
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		<title>By: Ovvcldkr</title>
		<link>http://www.eldergame.com/2008/01/the-secret-life-of-a-dev-team/comment-page-1/#comment-5821</link>
		<dc:creator>Ovvcldkr</dc:creator>
		<pubDate>Sun, 06 Jul 2008 04:54:31 +0000</pubDate>
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		<description>Gloomy tales</description>
		<content:encoded><![CDATA[<p>Gloomy tales</p>
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		<title>By: Cathy Nicoloff</title>
		<link>http://www.eldergame.com/2008/01/the-secret-life-of-a-dev-team/comment-page-1/#comment-681</link>
		<dc:creator>Cathy Nicoloff</dc:creator>
		<pubDate>Fri, 25 Jan 2008 02:13:22 +0000</pubDate>
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		<description>I must have been too insulated to see that level of infighting and politics from QA (or else I am oblivious to such, hmm).  However, things that got put out as sudden &quot;stealth nerfs&quot; often fell into two categories.

1. Exploits.  Like you mentioned above.
2. A fix that was scheduled for a later patch, but was already coded up, so it got thrown in a patch early.  When this happened, the start of testing in QA would have been delayed for some reason (maybe the release candidate build was broken for several days, or the release candidate was missing stuff that should have been delivered a week ago).  A dev lead or the producer might look at a list of bugs that were already marked &quot;RESOLVED FIXED&quot; for the next patch and say, &quot;When you get a sec, check these half-dozen changes into the release candidate tree before QA starts testing,&quot; because everyone likes it when more bugs than expected get fixed ahead of schedule.  The community people who are responsible for posting a weekly list of upcoming changes might not be told, or might only find out when the official patch notes are generated the day before the patch, so the players don&#039;t find out until the last minute.  Cue player uproar and conspiracy theories about a &quot;stealth nerf&quot;.

The second option leans heavily on &quot;lack of internal communication&quot; like you mentioned, but is minus the internal warfare in your hypothetical scenario.</description>
		<content:encoded><![CDATA[<p>I must have been too insulated to see that level of infighting and politics from QA (or else I am oblivious to such, hmm).  However, things that got put out as sudden &#8220;stealth nerfs&#8221; often fell into two categories.</p>
<p>1. Exploits.  Like you mentioned above.<br />
2. A fix that was scheduled for a later patch, but was already coded up, so it got thrown in a patch early.  When this happened, the start of testing in QA would have been delayed for some reason (maybe the release candidate build was broken for several days, or the release candidate was missing stuff that should have been delivered a week ago).  A dev lead or the producer might look at a list of bugs that were already marked &#8220;RESOLVED FIXED&#8221; for the next patch and say, &#8220;When you get a sec, check these half-dozen changes into the release candidate tree before QA starts testing,&#8221; because everyone likes it when more bugs than expected get fixed ahead of schedule.  The community people who are responsible for posting a weekly list of upcoming changes might not be told, or might only find out when the official patch notes are generated the day before the patch, so the players don&#8217;t find out until the last minute.  Cue player uproar and conspiracy theories about a &#8220;stealth nerf&#8221;.</p>
<p>The second option leans heavily on &#8220;lack of internal communication&#8221; like you mentioned, but is minus the internal warfare in your hypothetical scenario.</p>
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		<title>By: Sandra</title>
		<link>http://www.eldergame.com/2008/01/the-secret-life-of-a-dev-team/comment-page-1/#comment-677</link>
		<dc:creator>Sandra</dc:creator>
		<pubDate>Thu, 24 Jan 2008 20:10:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/24/the-secret-life-of-a-dev-team/#comment-677</guid>
		<description>That is very true. We had our own miscommunications on AC1 even when it was a team of four-ish. But I think that people assume the big &#039;professional&#039; teams are better somehow, when in fact they are usually worse by orders of magnitude.</description>
		<content:encoded><![CDATA[<p>That is very true. We had our own miscommunications on AC1 even when it was a team of four-ish. But I think that people assume the big &#8216;professional&#8217; teams are better somehow, when in fact they are usually worse by orders of magnitude.</p>
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		<title>By: Nikos Beck</title>
		<link>http://www.eldergame.com/2008/01/the-secret-life-of-a-dev-team/comment-page-1/#comment-672</link>
		<dc:creator>Nikos Beck</dc:creator>
		<pubDate>Thu, 24 Jan 2008 13:48:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/24/the-secret-life-of-a-dev-team/#comment-672</guid>
		<description>It doesn&#039;t have to be a 40+ person team to have poor communication. I was on a team of six, fixing bugs on the bug list that the lead designer was never informed of. It was flagged &quot;approved&quot; by a lowly designer after discussing it with QA. It took a day for the lead designer to audit every single bug pending and fixed within the previous two weeks, huddle with QA about the procedure, huddle with programming about the procedure, add fixes to reverse or modify the fixes that were already in the game. It was a mess.</description>
		<content:encoded><![CDATA[<p>It doesn&#8217;t have to be a 40+ person team to have poor communication. I was on a team of six, fixing bugs on the bug list that the lead designer was never informed of. It was flagged &#8220;approved&#8221; by a lowly designer after discussing it with QA. It took a day for the lead designer to audit every single bug pending and fixed within the previous two weeks, huddle with QA about the procedure, huddle with programming about the procedure, add fixes to reverse or modify the fixes that were already in the game. It was a mess.</p>
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