I would have at least offered the guy a job for fuck's sake lol I just think it's cheeky they pay him that little given the type of game breaking bug it was and the fact that it was such a silly mistake. If they put him on a proper salary and everything he'd probably find all sorts of crap the previous developers left lying around.
So the role you want him in is QA? In that case the payout was great that he got. xD
More serious though, Do we know if he was offered or not?, Were their negotiations about the bugfix pay? Or did the dev release it freely and they then were good enough to pay afterwards?
And just basing his ability to fix a major bug on whether not to employee someone, is a bit iffy, only reason it works todays market is that all other metrics are really shit which means most employees are shit.
I know I'm the one that brought up GTA but terms of revenue one of the biggest things that turned me off from GTA Online was the awful matchmaking. It wasn't even necessarily their design, there were just so many obvious oversights with the code like how to deal with players disconnecting and things like that.
This paragraph is a bit halfbaked, so pardon if something is misunderstood.
The role you want is more dev lead and architect which is once more not something i can determine is suited for the bug fixer.
Other than that it just a rant about the qualitative of their product which I do not understand still why they should be paying more based on their revenue.
As long as the bug hunter got the choice whether to hand over the fix or not and thus be able to decide if the offer was good, I'm happy.
Please tell how the developers of the unreal engine is thinking. I have not developed the skill to understand thought from code yet.
The point is this guy solved a major bug and I consider $10,000 to be a bit of an insult given the scale of the problem and it clearly was overlooked for years
So a major bug, that the product could live with for years and still be functional (I know functional is always weirdly requirement especially with modern games)? How much should a corporation pay for such a bug fix? a years salary?
What incentive structure would you entail that would not make it profitable to create bugs?
Once more, did the devs force the bug hunter to hand over his code?
Aka, did they made an offer he can't refuse?
Do you have the source for the source code pre fix? I would like to read this in its entire context.
lol now I think you're just being a major pedant, I haven't thought that far ahead with my post I just think $10,000 is peanuts in the grand scheme of things.
That is fair in regards to me asking for the unreal devs thoughts, the problem is that you do not seem to think at all in regards to this. It is an emotional argument and not a logical one. Which is why I'm not following it.
You have to look at it in the context of the scale that programmers work with, these are not low level paper pushers and they often deal with stuff that affects the entire infrastructure of a company and affect millions of customers. If you don't believe me just ask anyone who works in these field.
Many on this forum work in these fields or at least claim to....
But once more is the question how do you determine the value?
Call me crazy but I consider QA and dev work to be one in the same
Devs can do some QA in the same way that devs can do some UI design but QA is a completely separate skillset. They are not the same job.
Good QA people are some of the best people to have on your team. Fortunately bad QA people are mostly just useless so they aren't an active detriment to productivity.
So the role you want him in is QA? In that case the payout was great that he got. xD More serious though, Do we know if he was offered or not?, Were their negotiations about the bugfix pay? Or did the dev release it freely and they then were good enough to pay afterwards?
And just basing his ability to fix a major bug on whether not to employee someone, is a bit iffy, only reason it works todays market is that all other metrics are really shit which means most employees are shit.
This paragraph is a bit halfbaked, so pardon if something is misunderstood.
The role you want is more dev lead and architect which is once more not something i can determine is suited for the bug fixer.
Other than that it just a rant about the qualitative of their product which I do not understand still why they should be paying more based on their revenue.
As long as the bug hunter got the choice whether to hand over the fix or not and thus be able to decide if the offer was good, I'm happy.
Please tell how the developers of the unreal engine is thinking. I have not developed the skill to understand thought from code yet.
So a major bug, that the product could live with for years and still be functional (I know functional is always weirdly requirement especially with modern games)? How much should a corporation pay for such a bug fix? a years salary? What incentive structure would you entail that would not make it profitable to create bugs?
Once more, did the devs force the bug hunter to hand over his code? Aka, did they made an offer he can't refuse?
Do you have the source for the source code pre fix? I would like to read this in its entire context.
That is fair in regards to me asking for the unreal devs thoughts, the problem is that you do not seem to think at all in regards to this. It is an emotional argument and not a logical one. Which is why I'm not following it.
Many on this forum work in these fields or at least claim to.... But once more is the question how do you determine the value?
Thanks for the link, tips and tricks on reverse engineering is always a fun read. Even if I rarely get the time to use them later.
Devs can do some QA in the same way that devs can do some UI design but QA is a completely separate skillset. They are not the same job.
Good QA people are some of the best people to have on your team. Fortunately bad QA people are mostly just useless so they aren't an active detriment to productivity.