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Re: MFN Interface Update - take 2!

By jsid
1/28/2016 11:38 pm
jnormaniv wrote:


To many problems with the new interface I had to switch back to the old one... please troubleshoot things more before you release them to the masses.


We're beta testers. We're here to help guide this process...

Re: MFN Interface Update - take 2!

By jnormaniv
1/28/2016 11:42 pm
setherick wrote:
jnormaniv wrote:

To many problems with the new interface I had to switch back to the old one... please troubleshoot things more before you release them to the masses.


This smacks of someone that doesn't understand development and implementation processes. The new interface is stable in so far as it doesn't crash. It's also billed as something that you can preview and was not rolled out as an on by default option that everyone must use. When the problems with the first implementation were noticed, the UI was immediately reverted because of proper code versioning. Everything about the implementation then, suggests that it's being handled in an extremely professional way.

This is all the more impressive since the development team in this case...is...just...one...person.

By rolling out the new UI as a preview, jdavidbakr is allowing dedicated users on the site to track down issues and record them on this thread (and I'm sure other places) in a type of quality control that matches most agile design methodologies. I'm sure everyone has their favorite app that releases a new "patch" or "version" every other day as issues are discovered and fixed. For most users, a roll out like this adds to the experience of game because it allows them a chance to make the end product just a little bit better -- "hey, I found this cool bug if you do X, Y, and Z thing."

Again, all the more impressive because the development team is...just...one...person.

/soapbox/ /rant/


I don't understand? Okay your wrong there. I am a developer myself. This is what happened jdavidbakr "prettied" up the interface and released before he himself tested setting depth charts and silly things like that. I'm not saying it isn't good, because it is, but there should not be this many glitches even in a beta version.
Last edited at 1/28/2016 11:43 pm

Re: MFN Interface Update - take 2!

By setherick
1/28/2016 11:45 pm
jnormaniv wrote:
I'm not saying it isn't good, because it is, but there should not be this many glitches even in a beta version.


Then you're an inexperienced developer or, at least, suffering from an optimism bias and believe that your processes would have led to fewer bugs.

Re: MFN Interface Update - take 2!

By Mr.Krazy
1/28/2016 11:59 pm
Jnormaniv, things happen that you cannot control/ dont expect to happen. I'm sure Jdavidbakr did everything he could to prepare it for release and its only an option to select the new server let me remind you. This is why we are here, to help him with the problems we face.

And many factors go into the bugs that arise with players, what browser they are using (google chrome, internet explorer, firefox, safari, etc) the actions that certain players make/ try to make that jdavidbakr probably didn't expect to happen.

it's not required that you have to use this new server, its still in beta so we the people must find the bugs that we experience on all these different browsers, different internet providers, etc.

So before criticizing someone's work, be reminded that we are beta testers, so we are helping jdavidbakr with the bugs that we find.

Re: MFN Interface Update - take 2!

By jnormaniv
1/29/2016 12:03 am
Mr.Krazy wrote:
Jnormaniv, things happen that you cannot control/ dont expect to happen. I'm sure Jdavidbakr did everything he could to prepare it for release and its only an option to select the new server let me remind you. This is why we are here, to help him with the problems we face.

And many factors go into the bugs that arise with players, what browser they are using (google chrome, internet explorer, firefox, safari, etc) the actions that certain players make/ try to make that jdavidbakr probably didn't expect to happen.

it's not required that you have to use this new server, its still in beta so we the people must find the bugs that we experience on all these different browsers, different internet providers, etc.

So before criticizing someone's work, be reminded that we are beta testers, so we are helping jdavidbakr with the bugs that we find.

There should be 2-4 leagues set aside. Preferably Cust-1/2 and MFL/1/2 and all new developments should be tested on them before things like this are released to the masses. jdavid if you need any help let me know.

Re: MFN Interface Update - take 2!

By setherick
1/29/2016 12:08 am
jnormaniv wrote:

There should be 2-4 leagues set aside. Preferably Cust-1/2 and MFL/1/2 and all new developments should be tested on them before things like this are released to the masses. jdavid if you need any help let me know.


Yes, because I'm sure he'll jump at the chance to hire a naif developer. After all, if you had written a massive football simulation game on your off time, I assume you'd spend more time maintaining your own code base then trying to tell the developer that did write a massive football simulation game how to control his own dev processes.

Re: MFN Interface Update - take 2!

By Kboum
1/29/2016 8:32 am
For some reason I can't access to the new interface today.

Re: MFN Interface Update - take 2!

By jdavidbakr - Site Admin
1/29/2016 10:23 am
Kboum wrote:
For some reason I can't access to the new interface today.


It was down earlier but should be back up now.

Re: MFN Interface Update - take 2!

By fumblestruck
1/29/2016 10:59 am
I noticed when trying to hire coaches in the new interface that it defaults offers to be for the head coach position rather than the position coach or whatever spot that you were searching. Might cause some drama if someone was not paying attention and accidentally fire their head coach with someone they wanted to hire as a kicker coach.

Re: MFN Interface Update - take 2!

By Infinity on Trial
1/29/2016 8:25 pm
setherick wrote:
jnormaniv wrote:

There should be 2-4 leagues set aside. Preferably Cust-1/2 and MFL/1/2 and all new developments should be tested on them before things like this are released to the masses. jdavid if you need any help let me know.


Yes, because I'm sure he'll jump at the chance to hire a naif developer. After all, if you had written a massive football simulation game on your off time, I assume you'd spend more time maintaining your own code base then trying to tell the developer that did write a massive football simulation game how to control his own dev processes.


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