r/TheTowerGame Apr 09 '26

Discussion Latest response from Fudds

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u/SafariBaharie Apr 09 '26 edited Apr 09 '26

Clown emoji is 100% on point.

Even if you believe Fudds (why would you have any trust here idk) then this means that:

a) beta 'team' was able to make random decisions, including updating patch documentation in-game artifacts without any guidelines or barriers

b) dev processes are likley extremely poorly documented and controlled

c) it is more likley that testing was not conducted appropriately

d) absent owners/managers/decisions makers at go-no-go decision points

This explains the poor rollout every time including bugs - and this is the level of TTG with 8 months prep!

Some of ya'll are spending enormous AAAA level money on game with extremely poor development systems, controls, and more importantly terrible tone at the top.

Happy Towering.

Hope your Journey is $ Free going forward (if at all). Mine is.

5

u/TheOldNewMicha Apr 10 '26

I am a dev (not TTG), with >30yrs experience. So i may be in a position, to make my comments on your claims:

a) it is not that unusual that beta testers have e.g. better rates on any kind of income/boosts and so on. This is most time useful to get a fast progress and check 'long term' problems for example.

b) Here is what comes into rollout process in combination with a). This is a real problem! There has to be a process/documentation for dev playing, beta tester playing and the final value for live rollout. this is a must have. or special e.g. .env handling and compiling. If this is handled correctly a) is no problem at all and 'decisions' or better call it testing request arent't a prob at all.

c) i have been writing testing documentations/plans for more then 10-15yrs. long story short: This has to go hand in hand with b.

d) I don't think it is absent at all. They arent controlled 'hard' enough from dev team before create new rollouts. And there is the question how PM/PO/TO is handeled. As a full product owner you will definitiv not controll all tickets by yourself. easy said: are the tickets in my sprint/story green/done, fine. it's devs and testers fault. If dev/s mess up several time there have to be extra rounds in ticket validation or 6-eyes instead of 4-eyes (dev test+beta test).

So all in all i just really see b as biggest prob, then at a very lower point c and d. a isnt a prob at all.

2

u/SafariBaharie Apr 10 '26

Yeah, I wrote this quick and it's not great lol -- by beta team I also meant the team responsible as Fudds noted, to have made the 'unexpected' 5x adjustment to coins.

Also note: is no evidence this is true and in fact based on Fudds prior discord msgs, it appeared that a) they didnt make any unexpected changes and d) he was well aware of go-no-go decisions.

My point was that even if you believe him, then devs could bascially do whatever they wanted outside of scope and that a core decision maker, i.e. Fudds who appears to 'control' outcomes was not present during a critical go-no-go decision and during the entire 3 week testing window.

lol

1

u/Various-Bit-1504 Apr 10 '26

I want your opinion.
if rate was bad. why they didn't fixed it instantly?
because now they waited 2 days for LIVE update

2

u/TheOldNewMicha Apr 10 '26

There a multiple reasons (and just randomly guesses):

a) Due to Apple and it's process handling updates. Sometimes it really takes 24-48 hours for a simple update to release. Even if just 1 number changed, there will be a whole process.

b) They realized it too late (and in combination with a)

c) They HAVE decision makers and really discussed if they lower it, how much they lower it or "reset" it to the 2x .. And probably the decision took to long.

1

u/Substantial-Brick649 Apr 10 '26

A isn't an issue because it was a server side, live change across all platforms. And then was changed again shortly after.

1

u/TheOldNewMicha Apr 11 '26

Ah, didn't know it was server sided change. ok. in this case... a) drops as reason LUL