Please stop releasing updates... they usually make SL worse
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SpankMe Pinkerton
Registered User
Join date: 13 Feb 2005
Posts: 158
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09-17-2006 10:54
Please stop releasing updates so frequently. Although the last update was probably the worst in recent memory... I think it is fair to say that most updates add a small amount of trivial functionality but also then break one or more major things. The update of two or so weeks ago prevents me from being able to play SL on my newest (best computer). It has a dual core processor and 4 graphics cards. When I first got my new computer SL ran great on it. I was finally able to get over 100 fps in high prim areas. But now it crashes on that computer every few minutes rendering the game useless on that machine. Thus I'm now running the game only on my older computers again. Talk about one baby step forward, and one giant leap back.
Even on my older computers, the latest update has me seeing more lag, disconnects, and texture loading problems than ever before.
Now that SL has been around a while it should lose the "beta testing a new update every week" mentality. Updates every quarter would be fine. Thus they could be more thoroughly tested and we could have less server down time, which equals loss of sales for pro developers such as myself.
I would have liked to use a double thumbs down icon, but only a single thumbs down was available.
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Earalia Nolan
Registered User
Join date: 22 Mar 2006
Posts: 5
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09-17-2006 13:22
Myself and many other merchants in SL agree with you. It's difficult to create items with tons of different glitches being thrown at us every week or so.
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Cocoanut Cookie
Registered User
Join date: 26 Jan 2006
Posts: 1,741
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09-17-2006 15:16
I agree with this.
If the problem is only SOME people work on fixing the old bugs, while other people work on coming up with new features, then I suggest they lay off the people coming up with new features and hire more to fix what we have.
If the problem is that everyone works on what they happen to feel like working on (which we already know is a problem), then I suggest someone at the helm start telling them to work on fixing things instead of coming up with neat new little ideas, or selecting unimportant things off some master list.
It's really quite basic. If SL doesn't work (and it doesn't), people will stop playing.
coco
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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09-18-2006 09:51
It used to be that I would never reply to a thread like this, because I felt enough people were already out there expressing what I felt. But after this latest update just screwing everything over...
I had just started getting into a mindset of playing around with the build tool, so I could make something to sell that wuld generate cash. But now the build tools are all wonky, and I hear scripts are buggered to the point that doing anything even remotely decent is going to be impossible for a newbie like me. Why do I even bother?
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Mark Assia
'Eeeeeeeey.
Join date: 10 Jul 2005
Posts: 26
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09-18-2006 14:47
I agree 110%.
To LindenLabs: Frankly, I could care less if there's a new button on the Friends list or if you changed the names of the Search categories. What I DO care about is the fact that I can't move without getting heavy packet loss, or the fact that I can no longer BUILD and earn income, because the build tools crash my client 95% of the time!
You people in San Franciso are getting so carried away with beating TSO and There.Com to the virtual finish line, when really all you're doing is running so fast that you're tripping over your own feet.
STOP the updates and START the upgrades!
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SpankMe Pinkerton
Registered User
Join date: 13 Feb 2005
Posts: 158
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(Scatching my head)
09-18-2006 19:24
After looking at the responses above and talking to many of my friends and also other developers in game it is fairly obvious that nearly no one wants weekly updates anymore. I don't understand why Linden Labs is so stubborn about this point. Lindens, please start listening to your customers (at least this one time). We don't want bug filled updates every week! It was a nice experiment that you tried... please look at the data and accept the fact (as almost all of your customers have) that the weekly update methodology is failing... absolutely fundamentally failing.
I'm a professional programmer but I have little knowledge of how the SL engine works. One thing that is obvious though is that the engine is much too complex to be trying to release updates every single week. While trying to implement (often trivial) updates you are simultaneously causing a plethora of unexpected negative consequences.
I feel statistics show that each update has a very high likelihood of introducing bugs and problems (sometimes very major problems). Please ask yourselves if the functionality of any given update is worth these very substantial risks and also the inevitable down time that results.
Consider the list of bug fixes on any given update. Ponder how many of those fixes are repairing things that were broken via the former update and you will realize that a foolish cycle is being sustained.
Sorry for the caps for a moment but... (clears throat) PLAYERS AND DEVELOPERS WANT A STABLE BUG FREE PLATFORM. WE DON'T WANT WEEKLY UPDATES THAT CAUSE MORE PROBLEMS THAN THEY ARE WORTH. I feel I had to shout that.
I think quarterly updates would work just fine. The features updated could be carefully considered and thoroughly tested on the trial grid for a month or more. Because many of the performance-related issues appear to scale asymmetrically, a larger test grid would also be preferable.
I'd like to conclude by saying I'm not trying to be overly pessimistic. No one is expecting perfection and we all realize that some updates may cause some unexpected problems. That is life. However, it is very important that developers such as myself can rely on a stable platform for at least a few months at a time. The current methodology is very annoying. I still enjoy Second Life and I think these problems could be quickly addressed with a paradigm shift in management style: More focus on performance, stability and bug fixing brought about through carefully planned major updates and less focus on the frequent addition of bells and whistles. Please stop replacing quality with quantity so that Second Life will continue to thrive. I have enjoyed making very complex objects for others to enjoy. I have also enjoyed a healthy profit for my efforts. I would like this symbiotic relationship to continue. I want SL to be successful. I feel it is of vital importance that Linden Labs weans itself from the eternal beta testing mentality.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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09-19-2006 07:50
From: SpankMe Pinkerton After looking at the responses above and talking to many of my friends and also other developers in game it is fairly obvious that nearly no one wants weekly updates anymore. That's why LL has abandoned weekly updates. The last update was 3 weeks after the previous one, and they've said it's going to be 1-2 updates a month at most from now on.
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Cocoanut Cookie
Registered User
Join date: 26 Jan 2006
Posts: 1,741
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09-19-2006 10:49
Once every two weeks is too often.
coco
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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09-19-2006 11:34
I don't think that on average updates make SL worse at all. It's much better than it was a year ago IMO.
I think that some of the recent updates have appeared to have been rather poorly tested, the changelogs are at times just a tad incomplete, and I would question some of the development priorities (though some of that is down to personal preference) but in general, no.
Something I think would be of interest is a proper run-down of work that has been done in updates, even if it's rather more technical than non-Lindens might understand. If, to make up an example, there's been a whole root-and-branch rejigging of how preferences work, then we might expect some bugs with checkboxes but could then expect that, once those are sorted out, it would be much easier to add new features and there would be less likelihood of further breakages from other changes. Infrastructure work is important stuff, I know that myself.
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Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
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09-19-2006 11:48
From: Ordinal Malaprop I don't think that on average updates make SL worse at all. It's much better than it was a year ago IMO.
I think that some of the recent updates have appeared to have been rather poorly tested, the changelogs are at times just a tad incomplete, and I would question some of the development priorities (though some of that is down to personal preference) but in general, no.
Something I think would be of interest is a proper run-down of work that has been done in updates, even if it's rather more technical than non-Lindens might understand. If, to make up an example, there's been a whole root-and-branch rejigging of how preferences work, then we might expect some bugs with checkboxes but could then expect that, once those are sorted out, it would be much easier to add new features and there would be less likelihood of further breakages from other changes. Infrastructure work is important stuff, I know that myself. I tend to agree with Ordinal. While this recent update was a doosey, most of the recent ones have introduced sorely-needed bugfixes or feature enhancements. The problem is twofold, IMHO: A breakdown or inefficiency in the release testing process, and the fact that Linden currently can't do biweekly updates without bringing the whole grid down for hours. I think if Linden were to improve upon those above two issues, folks would be a lot less resistant to updates than they are right now.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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09-19-2006 11:54
I've come to the tentative conclusion (from comments such as "the SL codebase has grown organically"  that a lot of these bugs that fall through are more down to the fact that the SL code has got to such size that every little change can break something else, because no human being (or furry/alien/etc) can maintain a proper overall view of the system... I've seen that happen myself, and the only solution is to make changes to the infrastructure so that things make much more overall sense, to have consistent internal protocols, stuff like that. This can and will result in things breaking at first, but it's absolutely vital if SL is to develop and be more maintainable. At least, I *hope* this is what is going on, which is why I'd like to see a little more detail on what has changed with each version, even if it looks like technobabble.
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KittyKatt Kerensky
Registered User
Join date: 6 Sep 2004
Posts: 212
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09-19-2006 12:06
From: Ordinal Malaprop I don't think that on average updates make SL worse at all. It's much better than it was a year ago IMO.
Yes, I agree, this update isn't as bad as a year ago. However, one year ago was about the time of release 1.7. It would be difficult for an update to be much worse than that release, ...though this latest one comes close. IMO 1.6 was the best implemented release I've seen in SL since I've been here (maybe 1.6.2, not sure of exact version). Of course there are a few more sims and a few more residents to contend with today. Someone needs to grab the wheel of this ship because it's gone way out of control.
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Jopsy Pendragon
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Join date: 15 Jan 2004
Posts: 1,906
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09-19-2006 12:53
From: Cocoanut Cookie Once every two weeks is too often. coco Once every two weeks is fine.
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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09-19-2006 14:31
Once a month would be better. If they wanted to Update once a month, and take down the grid every Wednesday for additional bug fixes WITHOUT adding something new that was going to rebug the system, that would be fine. But I still feel the current fequency of updates is to much. I honestly wouldn't mind in the least bit to go a whole month without new features in exchange for some weekly bug fixes and maintience.
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Arianna Oranos
Registered User
Join date: 9 Sep 2006
Posts: 44
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09-20-2006 07:17
I wholeheartedly agree. We don't need frequent, untested, unreliable updates. Notification of patches and fixes is a good thing - and they're always smaller than downloading a new version anyway. LL should learn from the rest of the software industry.
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Jopsy Pendragon
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Join date: 15 Jan 2004
Posts: 1,906
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09-20-2006 08:19
Just a reminder, this forum is "current version feedback" not future version feedback, or update frequency feedback. -- Jopsy -- not a rezmod.
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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09-20-2006 14:25
Fair enough...and as such I would like to see the current version reman in place for at least four weeks until some of the bugs are worked out. Please do not update, and by doing so remove, the current version until it is more stable and bug free.
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shiney Sprocket
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Join date: 24 Jan 2006
Posts: 254
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09-20-2006 14:45
From: Joseph Worthington Fair enough...and as such I would like to see the current version reman in place for at least four weeks until some of the bugs are worked out. So you wish to restrict LL to fixing Client bugs only once every four weeks?
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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09-20-2006 14:57
From: Joseph Worthington Once a month would be better. If they wanted to Update once a month, and take down the grid every Wednesday for additional bug fixes WITHOUT adding something new that was going to rebug the system, that would be fine. But I still feel the current fequency of updates is to much. I honestly wouldn't mind in the least bit to go a whole month without new features in exchange for some weekly bug fixes and maintience. No.
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Draco18s Majestic
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Join date: 19 Sep 2005
Posts: 2,744
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09-20-2006 17:57
From: shiney Sprocket So you wish to restrict LL to fixing Client bugs only once every four weeks? No, it'd be a month of JUST bug fixes. Let them take however long they want to fix the bugs, release PATCHES on wednesday (they should all be client side, no need to kill the grid), but new features can come out once a month (or evey two weeks). From: Joseph Worthington No. No? No what? There were several things in the post which you replied to.
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hurly Burleigh
Registered User
Join date: 19 Sep 2005
Posts: 167
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09-21-2006 10:18
How about not updating the code but updating the programmers. It seems to me that some of them are way past their sell by date. Yhe cull should start at the top and work down.
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Fledhyris Proudhon
Registered User
Join date: 12 Jun 2006
Posts: 7
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09-21-2006 15:56
Soooo with the OP here. Ditto on these problems. You have to upgrade your pc because your old one is underpar (though not, I note, for any OTHER game in existence...) and then they upgrade SL and BANG! suddenly your red-hot new machine ain't so hot anymore. But it does leave me pretty red in the face.
However, I really don't think they care. Seriously. I've about had it with these problems myself. Any Linden reading this, you do know your company's reputation has bottomed out with a lot of users? I like new features as much as the next player, but seriously, when the upgrades BREAK more than they FIX, what is the point?
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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09-21-2006 16:34
When is a change a bug fix, and when it is a new feature? If the change is made to reduce load on one or more central services (asset system and/or the database for example) is that a feature or a bug fix? If some code is refactored to separate the UI layout from the code so that layout changes can be made without touching the code (and potentially breaking the code), and the code can be changed without touching (and potentially breaking) the layout is that a feature or a bug? What if at the same time it made the UI more stable? Faster? More reliable? The bugs that made this last release so horrible were fall out from "projects" that fall in the above two categories. Avatar texture changes (and the resulting grey avatars and missing images) greatly reduce the amount of data we store on our central asset system which reduces the load and improves our stability as well as our scalability (so we don't have more problems as we get more people). It also made several changes to significantly reduce the load on our central database, which has the same benefits - more stable, more reliable. (this part did not cause problems). The UI went through the final phases of being converted to XML, which has been a fairly long project with a few milestones along the way. It has I believe all the features mentioned in the second case above. It also goes a *very* long way towards internationalization. And it caused the packetloss problems seen that first day and exacerbated the grey/missing image avatar problem. The grey and missing image avatar problem should be greatly improved after the rolling update that is happening now btw. I firmly don't believe in the 'no update' stance. There are many problems - bugs and performance issues - with Second Life right now. They need to be fixed and can *only* be fixed through updates. Some day we will be able to do all updates without shutting down the entire grid, but that day is not yet here. I think every other week as the 'max' for full grid downtime is a good place right now. Once more of the bugs and performance issues are brought into line, a less frequent schedule may be in order. And yes, we don't like updates like last week any more than you do, that was horrible.
Also the vast majority of development at Linden right now is completely on bug fixes and scalability issues. There are extremely few exceptions.
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Draco18s Majestic
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Join date: 19 Sep 2005
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09-21-2006 22:27
Good to hear Kelly. It's also nice just to know that someone is watching and doing someting about taking care of our issues.
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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09-22-2006 11:47
From: Draco18s Majestic Good to hear Kelly. It's also nice just to know that someone is watching and doing someting about taking care of our issues. Ditto! Anytime I see new bugs or unexpected behavior, I always wonder what the objective was to tampering with that specific bit of code. Thanks for helping to demystifying why seemingly random and non-new-feature related UI behaviors were changing! Hopefully with a fully XML managed UI we can... (dare I hope) someday be able to re-map our keys?
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