Software Inc.

Software Inc.

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Kaoz Aug 8, 2017 @ 8:50pm
How many bugs do you fix?
Just wondering how many bugs do most people fix before release? I try to get 600.
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Showing 1-12 of 12 comments
Judicant Aug 8, 2017 @ 8:54pm 
I usually get to like 125-150 or so. I usually spend a couple months in beta and that's it.

Related, it seems like when you use project management they barely fix and bugs at all. Sometimes less than a month.
Harag Aug 9, 2017 @ 12:34am 
I don't aim for a number because I try and use good coders/artists on my projects, in stead I look at the market to see what is being released and if a rival is close by then I might close the beta down early and deal with the aftermath, of if it's just gone into beta and a rival has release, then I'll probably stick in beta longer than normal just to have that gap between theirs and mine.

But on average, about 3 months beta time - I play on 7 days a month so for the last month each day I look at how many bugs have been squashed and see if it's a regular rate or not, this also helps me to decide.

As for 600 bugs - Hmm I've never been above 200 - it looks like your coders for your projects are not that good and need better training in the area required for the project. Over what period is this 600?
Kaoz Aug 9, 2017 @ 4:48am 
Originally posted by Harag:
I don't aim for a number because I try and use good coders/artists on my projects, in stead I look at the market to see what is being released and if a rival is close by then I might close the beta down early and deal with the aftermath, of if it's just gone into beta and a rival has release, then I'll probably stick in beta longer than normal just to have that gap between theirs and mine.

But on average, about 3 months beta time - I play on 7 days a month so for the last month each day I look at how many bugs have been squashed and see if it's a regular rate or not, this also helps me to decide.

As for 600 bugs - Hmm I've never been above 200 - it looks like your coders for your projects are not that good and need better training in the area required for the project. Over what period is this 600?

My coders are max up, I did this cause it was too soon to release and to have more time for marketing, software returns was only 71.
korac Aug 9, 2017 @ 5:09am 
Usually anywhere between 150-300, depending on what other stuff I have ready to release or recently released (I prefer to focus marketing efforts on a single big launch push at a time, where possible) although I do like to beat a rival to a release by a month or two where possible so I may sometimes release earlier than I probably should, and simply let my Support teams patch things later.

I do wonder if number of remaining bugs affects the actual quality of the end product on release - is it better to beta longer and squash more? Hmm. Thoughs? Experiences one way or the other?
cfranks007 Aug 9, 2017 @ 5:23am 
If you have 600 bugs, your people probably need more training. Training is real cheap and the real cost is time, not money.

I try to look at bugs fixed per working day and when things slow down (hard to find bugs I guess) then I want to release.

It's very important that your support people are trained also or they will not find bugs and will be overwhelmed.
Last edited by cfranks007; Aug 9, 2017 @ 5:24am
Kaoz Aug 9, 2017 @ 9:37am 
Originally posted by korac:
Usually anywhere between 150-300, depending on what other stuff I have ready to release or recently released (I prefer to focus marketing efforts on a single big launch push at a time, where possible) although I do like to beat a rival to a release by a month or two where possible so I may sometimes release earlier than I probably should, and simply let my Support teams patch things later.

I do wonder if number of remaining bugs affects the actual quality of the end product on release - is it better to beta longer and squash more? Hmm. Thoughs? Experiences one way or the other?

Returned software was only 71 out of hundreds of thousands on sale and the product was outstanding
korac Aug 9, 2017 @ 1:25pm 
Hmm, so the number of undetected bugs remaining at launch might indeed affect the perceived quality of the final product (as well as the number of refund demands!). That would make sense, really... Thanks - I'll tweak my approach accordingly, see what happens. :)
beaynid Aug 9, 2017 @ 9:02pm 
i think bugs are also based off of complexity. i made an os with all the features available in '92 i think it was. had everything before 64bit feature. my team was mostly maxxed out skill in the areas needed and after 1 year in beta i had squashed 1k bugs. support team fixed over 1500 bugs in the time so far. had about 600k sales and like 25k returns or something like that.

i was shocked by how many bugs support found and fixed
korac Aug 10, 2017 @ 12:18am 
Interesting observations, thanks. What quality was it deemed to be upon release? It sounds like it should be 'Mediocre' at best, maybe, with that many bugs still remaining?
Kaoz Aug 10, 2017 @ 7:15am 
Originally posted by korac:
Interesting observations, thanks. What quality was it deemed to be upon release? It sounds like it should be 'Mediocre' at best, maybe, with that many bugs still remaining?

I checked my history release some were outstanding but some weren't, even 600 bugs fixed, it just affects the refunds and support load.
Best released so far 1mil sold 71 refunds

Here screen shot of my releases you can tell which ones I fixed 600 bugs

https://steamuserimages-a.akamaihd.net/ugc/867359862994771996/9523420BCDB5B69EF39EA85EDC22D0C13CFB8A5E/
Last edited by Kaoz; Aug 10, 2017 @ 7:20am
beaynid Aug 12, 2017 @ 1:05pm 
the quality of the os was great
Oga88 Aug 13, 2017 @ 6:47am 
100-200
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Date Posted: Aug 8, 2017 @ 8:50pm
Posts: 12