What are good methods with which to handle bug reports, and what is a good rate of fixing bugs?
We had about 300 bugs reports resolved in the past 2 months, and average of 5 resolves per day. There are usually about 30-50 open reports at any given time.
The reason there are so many bug reports is because of the rate of development (we release a lot of new features).
We could reduce the number of reports in the 2 month period by spacing out new things over a greater period of time. That would result in fewer bug reports open at any given time.
We're also trying to come up with any improvements we can make to our reporting system.
We have a regular bug reports forum with open and resolved topics. A staff or the player who created the topic can open or resolve it if needed (like if a player finds that their bug was fixed without staff help, they can resolve it on their own, if we marked it resolved but it comes up again, they can re-open it). Higher priority bugs are pinned.
Then we had a modbox for sensitive things.
Sometimes we have bugs that we have trouble figuring out. I hate to say it, but we do have some bugs that have been going on for a month or more and we've yet to figure out how to fix it. What's best to do in these situations? In the past, we've managed to 'finally' fix something after a few months, or recoded the feature around it in a way that removed the bug.
Other random questions:
- When do you shut down a feature?
- When do you reimburse a player for lost stuff due to a bug?
- Do you temporarily take and hold things that a player reports as a potential bug until it can be determined whether it was a bug or not?
- How do you prioritize bugs?
- How do you communicate with players before, during, and after the bug is fixed?
- How long is reasonable for players to wait on various types of bugs?
- What is done about a bug that removes things from a player's account (like money) that they say they need right away?
- Any other comments or ideas on how to have a good bug report system?
We had about 300 bugs reports resolved in the past 2 months, and average of 5 resolves per day. There are usually about 30-50 open reports at any given time.
The reason there are so many bug reports is because of the rate of development (we release a lot of new features).
We could reduce the number of reports in the 2 month period by spacing out new things over a greater period of time. That would result in fewer bug reports open at any given time.
We're also trying to come up with any improvements we can make to our reporting system.
We have a regular bug reports forum with open and resolved topics. A staff or the player who created the topic can open or resolve it if needed (like if a player finds that their bug was fixed without staff help, they can resolve it on their own, if we marked it resolved but it comes up again, they can re-open it). Higher priority bugs are pinned.
Then we had a modbox for sensitive things.
Sometimes we have bugs that we have trouble figuring out. I hate to say it, but we do have some bugs that have been going on for a month or more and we've yet to figure out how to fix it. What's best to do in these situations? In the past, we've managed to 'finally' fix something after a few months, or recoded the feature around it in a way that removed the bug.
Other random questions:
- When do you shut down a feature?
- When do you reimburse a player for lost stuff due to a bug?
- Do you temporarily take and hold things that a player reports as a potential bug until it can be determined whether it was a bug or not?
- How do you prioritize bugs?
- How do you communicate with players before, during, and after the bug is fixed?
- How long is reasonable for players to wait on various types of bugs?
- What is done about a bug that removes things from a player's account (like money) that they say they need right away?
- Any other comments or ideas on how to have a good bug report system?
Last edited by a moderator: