Template:Alpha-1 testing goals
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- Server deployment and performance testing
- Stress-test our server deployments and player concurrency numbers with high volumes of player activity and interactions.[1]
- Stand up multiple world server deployments across different geographical regions.[1]
- Soak test server grid health over a continuous period of production use.[1]
- Evaluate current networking architecture, and identify non-performant code and areas for additional optimizations or refactoring.[1]
- Test our build strategy and hot-fix deployment procedures, account services, web-based systems, launcher and patcher stability, and cloud-based infrastructure.[1]
- System functionalities and behavior testing (in their core state)
- Node features (In their core state).[1]
- Experience collection – The ability for nodes to collect and store accrued experience from players in their Einflussbereich and for this data to persist in a global hierarchy of the node matrix.[1]
- Propagation – The ability for nodes to advance in stages, reflecting the appropriate advancements in the following: culture, layout, quest hooks, spawners, crafting and processing stations, NPCs, service buildings, merchant tables, prop placement, housing, citizenship, government systems (election, appointment, terms, admin interface) and taxes, |points of interest propagation and advancement, public projects, and parenting/vassal hierarchy.[1]
- Player character systems (in their core state)
- Experience collection and persistence, experience debt, death effects, corruption and flagging, inventory systems, character paper doll and equipable items, property ownership and player storage, stats and waterfall derivatives, combat and ability systems, tab and action states, race and class selection and their customization, movement and character states, looting and party management systems.[1]
- Ancillary systems (in their core state)
- Karawanen, drop, spawn, and reward table adaptations, player trading, mount and vehicle systems, raid and party functionality, guild progression and persistence, guild hierarchy, chat systems, customized AI behavior trees, boss functionality, harvesting prerequisites and procedural resource spawners, recipes and craft station systems, interactable containers and objects, global event manager, siege and battleground systems, open world traversal and dungeon design, quest and narrative dialogue setup.[1]
The above is not a comprehensive list of everything being tested in Alpha One, but it hits the primary points. There are many other data metrics being collected for our approach to the content production pipelines, system definitions, and refactoring as well. Not to mention a plethora of technical art implications and optimizations, but you get the gist. This is a very fundamental test that will impact the direction of development post-Alpha One, so you can understand the importance of testing and its need for player participation, attention, and feedback.[1] – Steven Sharif