Hi,

I have to agree with Melanie.

This is not about being selfish, it's about who you see as the user. Let's say 
you have a bug that fills your database slowly but surely, then the user and 
grid operator Charles K. (name abbreviated to protect the innocent) is very 
much influenced, but the end user will not notice it for months maybe years 
(until the grid goes down). 

So every bug will be important to someone - as you say, the users.

- Dirk

-----Ursprüngliche Nachricht-----
Von: [email protected] im Auftrag von Thomas Grimshaw
Gesendet: Mi 03.06.2009 20:01
An: [email protected]
Betreff: Re: [Opensim-dev] MANTIS PRIORITY LIST PROPOSAL
 
Well, it's not really that hard, just don't do it in a selfish way..

Put yourself in the users' shoes..

~Tom.

Melanie wrote:
> "Severity" is a malleable term. To me, a bug that will cause me to 
> lose appearance on teleports would be _much_ more severe than one 
> that eats SQLite tables.
>
> Because I _do_ care about my avatar's appearance, but _don't_ use 
> SQLite.
>
> So, I would think it's really hard to find an objective way of 
> ordering bugs.
>
> Melanie
>
> Robert Martin wrote:
>   
>> On Tue, Jun 2, 2009 at 5:58 PM, Dan <[email protected]> wrote:
>>     
>>> Due to the large number of Mantis reports, how about prioritizing them
>>> according to their importance, and focus on all Mantis reports related to
>>> the most critical issues first.
>>>
>>>       
>> how about this when we rank the bugs do two different sets of points
>>
>> 1 number of months the bug has "lived" = 0.5 points per month
>> 2 how "important" the bug is:
>>     A Filesystem damage: 20 points
>>     B File damage  :    10 points internal files only 15 points if it
>> trashes files outside
>>     C Client or server crash: 7 points with a bonus of 2 points if it
>> is a repeatable multi-client crash
>>     D Login or core feature problem: 6 points
>>     E glitch or non locking problem: 2 points
>>  and so forth
>>
>>
>> also could we maybe close some of the bugs if we made sure they are
>> actually still "live"
>>
>>
>>
>>     
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>   

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