I got kind of bored playing the beginning of the game over and over again, with little in the way of new bugs to find, and not much else changed, to be honest.EDIT2: Not that I mind the lack of bug reports, since I have tons of other things to do, but no one has posted any bugs lately. I would be surprised if there were not still bugs or other issues in the game. Have people simply run out of steam/interest in testing? This is understandable, but I've been having very little luck getting non ZQuest people to come in and pick up the slack. It'd be great to have the bugs smashed at the same time that I'm done with all this other enhancement stuff Im working on. So, if people have suggestions, I'm all ears!
So I took a break from it before I did completely burn out, waiting for you to a) finish changes in the beginning, and b) add more stuff later on.
That's done now; I've downloaded every demo since I ceased reporting bugs, but haven't begun any of them, lol.
Anyways, I have final exams on Monday and Tuesday, which I've sort of been studying for... after that, I'm planning on finding (or trying to find, at any rate) a job over the summer, and take the summer off from school (otherwise, I'd have to enroll in 12 credit hours to get my tuition paid, or pay out of pocket - not terribly interested in full time school at accelerated summer session rate.)
So expect a flood of new bug reports from me later this coming week.
ETA: Actually, let me revisit a previous suggestion:
A handful of custom .qst files you could post in this thread / PM to your active playtesters, with beginning points set at various points midway in the game/plot, and corresponding items you'd've gained added to your starting inventory.
Even one halfway through the game would be more helpful than none, but three to five points (breaking it up into roughly 5-8 hour stretches) would vastly help avoid burnout on our end - if it isn't horribly complicated and time-consuming to set up on your end.
Problems:
Removing the gained items from the game - is there any way to automate that, or would you have to go through and manually remove each one in ZQ? The major items wouldn't matter, but the cumulative upgrades would throw things off if playtesters failed to refrain from grabbing ones they already "have." If you can pick "starting points" throughout the game/plot, and assign numbers to each and every item based on whether or not you could've gained them by that point, and run a script at game "start" that checks each item for item# <= gamestart#, and give it to player while removing it from its room, then that would work, if you're willing to write the code and assign all those values. If it doesn't clear the bosses, that's fine - backtracking and fighting an earlier boss with better inventory isn't that big of a deal.
Sidearm and Life/Energy/Missile pick-3's would be set to whatever you picked, so no playtesting feedback based on variant choices there. (Not as big of a deal as the other issue.)
<other stuff I can't think of, besides care/attention needed to make sure plot/scripts don't get screwed up>
If it's somewhat complicated but still doable for a single midway point, and you're willing, that would be great. If it's impossible or too much effort, feel free to say "No." I'll still playtest it.
But if some functionality for doing this sort of thing isn't already built into ZQ, it's something that might be worthwhile for someone else to work on. This can't be the only 30+ hour quest; pretty much every long quest would benefit the playtesters by making it easier to break the demo/playtesting quest up into shorter chunks or start you further in.
Edited by newstarshipsmell, 10 May 2015 - 02:10 AM.

