Bugs and Importance
Lately there was an update to the bug system and I'm starting to believe that all the bugs got Priority High. I've got one bug that's almost a year old that I've commented on trying to get it bumped up for someone to take a look at.
How do bugs get an importance level? Is there a way to get them bumped up? I've got multiple bugs for skills that don't work correctly in Shaman that have been there for almost a month now. Does active project coding get prioritized before bugs so basically they are looked at in free time of projects? I'm really starting to get disheartened at the lack of bugs getting attention. I actually know several players that now bug the same thing hoping to move it up in the chain to get a look at. What is the best way for players to make these get looked into?
How do bugs get an importance level? Is there a way to get them bumped up? I've got multiple bugs for skills that don't work correctly in Shaman that have been there for almost a month now. Does active project coding get prioritized before bugs so basically they are looked at in free time of projects? I'm really starting to get disheartened at the lack of bugs getting attention. I actually know several players that now bug the same thing hoping to move it up in the chain to get a look at. What is the best way for players to make these get looked into?
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Comments
Multiple people bugging the same issue doesn't raise its priority, and in most cases, the multiple bugs are merged into one report. Multiple people filing a bug with different amounts of context CAN help in diagnosing and correcting the issue (but all players should strive to include as much detail as possible in their reports. See HELP BUGS for some guidelines).
If you wish to contact the administration about a filed bug, the best way to do so is via in-game messages. Emails are also a perfectly good option (eoghan@imperian.com, jeremy@imperian.com).
I won't go into a great deal of detail about how we prioritize coding time or bug fixing, because there are a lot of factors not all of which are completely measurable. The complexity of the bug (both in how it is reproduced and in the code surrounding it) and its impact are key deciding factors on whether a bug is dealt with immediately or put into the queue. Available coder time is also a major consideration.
Now that doesn't really help you very much, but it does give you some insight into what I'm thinking when I am going through bugs. Imperian is not some monolithic corporation of people with an explicit policy saying bugs of X type must be fixed within Y days. For the most part its Jeremy, Eoghan and me fixing the code bugs and Druu helping with the game bugs. And at the same time we all have things we're trying to do to add things to the game. So if I only have 30 minutes at the moment to fix bugs, I'm more likely to prioritize those bugs I know how to create.
If you think something is really wrong, message or email one of us. My suggestion would be to try to find which of us announced the game mechanic that you have an issue with. If you message me with a relic problem I'm more likely to know how to fix it than if you message me a promotion problem, for example. If you don't know, then just try any one of us and we'll typically point you in the right direction.
Also, if you do notice a bug hasn't been touched in a while it's not a bad idea to add a comment stating its still a problem and the commands/steps to reproduce the issue. Maybe do that before you message us with the bug number. And please give us rep numbers, bug numbers, room numbers, etc as those can really speed things up.
Finally, one thing to note with skill bugs is that many players bug things that they don't agree with. If you don't think that something _should_ work a certain way, I'd encourage you to ask people on the forums if they have the same view point. Skill changes are done through class leads in no small part because people can discuss class lead requests. I'm not saying that's the case with your bugs (one way or the other as I don't have your bugs firmly in mind), but the attention it draws on the forums generally does help if people all agree it is a bug and not a feature.
You mentioned it's difficult to replicate many bugs, what can we do in a bug report better, compared to the existing reports, to make it easy on you? Are the examples of things done in bug reports which make it difficult? I always try to include steps to replicate since I program in my day job, but there's usually information we can provide that is more useful, that someone with knowledge of the codebase would know to ask for but us users/customers/whatever wouldn't. It's certainly the case for my software when I support it.
Personally, I would love to have the exact commands that you need to replicate a bug. Using the commands is (to me) more useful than even mentioning the skill names because the code is organized by command, not skill name. Logs are fine to link to, but please highlight the exact line that didn't work the way you expected. Also great if I can see an echo of what you are sending to the game and not just the shortcut aliases that you've made.
Now I'm not saying you have to do all this to submit a bug, but it is appreciated when you do so.
The next day, @Dec receives 10 bug reports from each imperian player.