New "Kill switch" guidelines from a bug hunter.
I have been bug hunting for a bit more than two decades and I have experienced a multitude of bugs and seen all different kinds. The kill switch is a system that is used to disable certainly things that need to be disabled. However I want to suggest some guidelines to the devs and see if the community agrees.
Kill switch should be active on the following
- Anything that crashes the game or soft locks
- Anything too overpowered
- Anything that is visually broken messing with hit boxes
- Anything that gives a "one way" advantage
- Anything else that is game breaking that breaks the core aspect of the game
Things that should be hot fixed next patch
- Visual anomalies that doesn't change the hitbox or doesn't alter much (aka distorted models that just needs to have their values fixed).
- Forgotten or misplayed invisible walls that do not prevent progression (aka blocking exit gates)
- Environmental anomalies that doesn't majorly effect the game or is easily fixed (the fnaf map tables which you can walk over the tables)
- Heavily underpowered perks or items or perks that are broken but do not effect gameplay that breaks core gameplay mechanics
- Animation errors that doesn't effect hitboxes (tpos while standing for example)
Things that should be put in major patches that will never require a Killswitch
- Reworks on anything
- Visual loading bugs (Jim)
These are just some examples of what the kill switch should and shouldn't be used for. If you have more post in replies.
Comments
These just seem like the basics.
Here is a better question to ask, How do you determine if an unintended consequence of design is a bug or intentional.
Say Dracula for instance, his flame can sometimes hit you twice causing instantdown. Killswitch or not?
Game breaking core mechanics, not sopose to double hit.