Beta Testing & anolysis Guild at TESA

Post » Mon Dec 12, 2011 10:11 am

Beta Testing & anolysis Guild at TES Alliance


Our purpose is to provide varied and thorough playtesting for modders. They'll send us a mod, and we'll see how many ways we can break it! This will ease some of the workload on modders, allowing them to spend more time being creative and inventive and less time in testing. Further, testing by a variety of people with a variety of testing conditions (mod configuration, hardware, mod-using/modding expertise) will yield much more comprehensive results than one person testing with one or two configurations.

So, what's in it for the testers? More and better mods! Not to mention how cool it is to know we're getting the first peek at new content for a game we love to play. Thorough playtesting can be a tedious task, but sharing the workload in a community makes it less daunting... heck, it's fun. There, I said it.

Want to join us? If you have Oblivion patched to 1.2.0.416 and can successfully complete a standard drag-drop-and-overwrite mod installation, you're qualified. We need testers of all levels of expertise, with all manner of hardware, and all varieties of mod configurations. Just make a post in the "Join the Guild" thread of http://www.invision.tesalliance.org/forums/index.php?/topic/2116-join-the-guild/. We'll be glad to have you! We'll give you a quick test run, and then you can submit your info & testing conditions http://www.invision.tesalliance.org/forums/index.php?/forum/70-meet-the-testers/.

Are you a modder with a project in need of testing? Sign up at the same spot as testers. Then, check the Cooperative Testing section of our guild forum if you are willing to share your results with other modders for the best volume and variety of results (recommended). If you prefer absolute discretion or are looking for particular testers, check the Closed Testing section.



Rules for Modders

If you would like your mod tested by the Guild, we have two rules you agree to follow:

1. Remain respectful of all testers. They are here to help you and your mod, so whatever they say is for that purpose.

2. Do not use the service frivolously. To be specific:

It is not appropriate to submit a mod for testing if:
  • The mod is nowhere near finished, and is not expansive enough to need to be tested in portions.
  • The mod (or portion thereof) is so far from finished that testers are unable to discern what is an error and what is simply unfinished.
  • The mod is not complex enough to warrant a team of testers.
  • The mod has been submitted for testing before, and all the issues reported by the testers have not yet been corrected.


It is appropriate to submit a mod for testing if:
  • The mod is finished, but the modder wants to be sure it will work with varying mod, character, and hardware configurations.
  • The mod is HUGE, and needs to be tested in portions, thus it shouldn't wait till it's finished to be tested.
  • The modder cannot progress further with the mod until it is playtested by someone else.




Rules for Testers

Testers must also adhere to certain rules, both to keep the peace and to make sure the service is worthwhile to the modder.

1. Remain respectful of all modders (and your fellow testers, of course).

2. Never distribute mods that were uploaded for testing.

3. Be timely with feedback and upfront about your availability.

4. If a modder has requested closed testing, don't share information about the mod with anyone except the modder.

5. Feedback should be objective, constructive, and honest, without being disrespectful. To be specific:

Appropriate feedback:
  • Incompatibility with other mods
  • Hardware limitations, such as debilitating slowdowns in certain areas or during certain quest stages
  • Crashes
  • Missing resources
  • Playability: Could you use it, find it, play through it, etc... with the instructions given?
  • Cosmetics (floating/sinking objects, texture quality, sound quality, etc.)


Inappropriate feedback:
  • Questioning the modder's taste, not our place
  • Questioning the modder's motives, e.g. "This mod is pointless, nobody will want it", also not our place


To clarify this point even further, testers will limit negative feedback to noting flaws in the intended construction of the mod. If a modder wants opinionated feedback, they are free to specifically request it in closed testing - so unless asked, keep negative commentary to yourself.

Respect between testers and modders is required. A show of disrespect in either direction will result in immediate removal from the guild.



Thanks for perusing! If you have any questions, head on over to http://www.tesalliance.org/ and ask!
:goodjob:
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FirDaus LOVe farhana
 
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Post » Mon Dec 12, 2011 1:25 am

Just a polite bump for the day time crowd! :embarrass:

We now have testers ready to beta test so if you're a modder in need of testing, please come on by! :wave:
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Captian Caveman
 
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Post » Sun Dec 11, 2011 11:44 pm

*speaks to minions* Charge !
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Kanaoka
 
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Post » Mon Dec 12, 2011 2:26 pm

Bump!

We need more mods to test! :D
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Eire Charlotta
 
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Post » Mon Dec 12, 2011 1:50 pm

Not appropriate to submit a mod if:

* The mod is not complex enough to warrant a team of testers.

It is appropriate to submit a mod if:

* The modder cannot progress further with the mod until it is playtested by someone else.


These bullets are a bit confusing for me, as I have a small mod version 0.1 Beta. Allow me to explain: the mod is Enemy Actors Use Powers v0.1 Beta, ( discussion: http://www.gamesas.com/bgsforums/index.php?showtopic=1070673 ). It is a small mod whose goal is to coexist with another mod Race Balancing Project. The scope of testing needed is light, needs a player's opinion, and needs to see 'how it can be broken,' specifically by Deadly Reflex. It is not finished, but needs two things to continue work on it:

1. A Player's opinion or a Tester's professional opinion: "Is this mod a good idea?"
2. Needs to see 'how it can be broken.'

Would you be willing to visit the link and review the mod's eligibility for playtesting?
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Len swann
 
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Post » Mon Dec 12, 2011 5:54 am

1) We don't give our opinions, the guild members test the mod as best they can and report their findings. It is upto you to decided whether its a good or bad idea :)

Now 2) is more like it :D, breaking mods ect can be fun for testers and something I am sure they will like.

I read through the thread and it does seem to be a complex mod, even in such early beginnings. I would say this qualifies for testing, especially since there is a lot of compatiblity work involved and testing/feedback will definately help the project move along.
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Dustin Brown
 
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Post » Mon Dec 12, 2011 6:25 am

I know I'll probably be making use of this, just need to get the core levels done and ready. I won't be ready for a "beta" testing for a while. The biggest thing I want to do is make use of Cobl and obse and possibly OGE stuff.
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Jack
 
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Post » Mon Dec 12, 2011 9:27 am

Indeed, that would be a good candidate for testing.

What I meant by "not complex enough"... added display cases to a vanilla house, a dagger in a barrel in the Market District, etc... those tiny little mods people generally make for themselves as a game-world tweak or freebie item. If you as the mod maker can't tell if there will be a compatibility issue with another mod/compilation like FCOM, DR, etc... then it's a pretty safe bet you'd really benefit from testing, and we'd be happy to help! :)
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Enie van Bied
 
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Post » Mon Dec 12, 2011 2:33 am

Thank you very much! To be specific on "is this a good idea," it would have been better for me to ask "which npcs and cells should be exempt from the effect of the mod ( Oblivion, KotN and all included DLC, and Shivering Isles )?" For example: I think Mankar Cameron should be exempt from getting a birthsign, as he has his own. I will visit http://www.invision.tesalliance.org/forums/index.php?/topic/2116-join-the-guild/ now and fill out the form.
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Hannah Whitlock
 
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Post » Sun Dec 11, 2011 11:37 pm

A not noted feature of being a tester is you get to have your name be a pretty purple :)
Pacific Morrowind
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Ross Zombie
 
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Post » Mon Dec 12, 2011 7:13 am

A not noted feature of being a tester is you get to have your name be a pretty purple :)
Pacific Morrowind


:rofl:

Seriously, don't underestimate the coolness of that.
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Nicole Elocin
 
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Post » Mon Dec 12, 2011 4:35 am

The BTA Guild is off to a great start! We are still accepting testers and modders in need of testing so if you are interested in joining you're welcome!

http://www.invision.tesalliance.org/forums/index.php?/topic/2116-join-the-guild/ to Join Beta Testing & anolysis Guild :wave:
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Claudz
 
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Post » Mon Dec 12, 2011 5:00 am

Bump for the lunch crowd. Our testers need more new toys to break! :D
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noa zarfati
 
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Post » Mon Dec 12, 2011 10:40 am

Bump for the lunch crowd. Our testers need more new toys to break! :D
Now that's just uncalled for - You haven't broken my toys yet !
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Tha King o Geekz
 
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Post » Mon Dec 12, 2011 5:34 am

Now that's just uncalled for - You haven't broken my toys yet !


That's becuase your toys are proving hard to break, a bit too well built :lmao:
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Sanctum
 
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Post » Mon Dec 12, 2011 3:09 am

Yes, but I bet finding out your toys are very well built is pretty satisfying :)
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Robert
 
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Post » Mon Dec 12, 2011 1:10 am

A. This is awesome. I can definitely see using this. Possibly quite soon, in fact.

B. Not everyone uses the default Forum skin. Many use the Oblivion skin, which is notably tan in color. Orange doesn't show up well on it. In reality, there is no possible color choice that won't be difficult to read on some skin or another. Unfortunately, it's therefore recommended that you avoid using the COLOR tag at all, as what is supposed to emphasize things will just make them harder for some to read.
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Daddy Cool!
 
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Post » Mon Dec 12, 2011 11:12 am

Not everyone uses the default Forum skin. Many use the Oblivion skin, which is notably tan in color. Orange doesn't show up well on it. In reality, there is no possible color choice that won't be difficult to read on some skin or another. Unfortunately, it's therefore recommended that you avoid using the COLOR tag at all, as what is supposed to emphasize things will just make them harder for some to read.


Noted and amended. :P
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Vicki Blondie
 
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Post » Sun Dec 11, 2011 11:10 pm

Much nicer, at least on the tan. It really does svck, though, to be limited like that.

Anyway, like I said, this is awesome and I do hope to take advantage of your generosity soon!
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James Hate
 
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Post » Mon Dec 12, 2011 11:25 am

Me as well once I get my village finished. It will certainly need testing to be sure the paintings and my merchants work as they should. :lmao: Brilliant idea this!
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FirDaus LOVe farhana
 
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Post » Mon Dec 12, 2011 4:38 am

Anyone got any other toys for us to play with? :D
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Ray
 
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Post » Mon Dec 12, 2011 8:34 am

May have you guys take a crack at the new DB mod we're still polishing up. It seems to be a magnet for subtle bugs. :)
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Sharra Llenos
 
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Post » Mon Dec 12, 2011 1:46 am

BTA Guild offers a very pro level of testing, I've been impressed, I'm sure you'd be pleased with your feedback Arthmoor. :nod:
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Flash
 
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Post » Mon Dec 12, 2011 12:04 pm

Arthmoor - bring it on! :rofl:

BTA Guild still has plenty of room for new testers... and for new victims modders with testing needs! Come on down!
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Alexis Estrada
 
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Post » Sun Dec 11, 2011 10:45 pm

ok. I am brand new to modding. I have almost completed my first mod. It is a very simple one. A Player owned house near Pell's Gate. Like I said...very simple mod. According to your rules, this mod would not qualify for testing due to its simplicity?
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NO suckers In Here
 
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