hum," something I find odd is at <a href=""https://www.youtube.com/watch?v=FEarLGfqhvo&amp;t=6m21s"">6:21</a>", the bug quotas.<br><br>Ive worked for a company named Babel in MTL (they've changed name since then but I think they still exist). Same thing as Quantic Lab, outsource testing for other publishers/devs. This was years ago, The biggest project I remember working on was the Forced Unleashed 2 (man, the stories I could tell.... and can since NDAs have run out a long ass time ago). Bug quotas were not only a normal thing, they were massive. 10 per day per employee for one feature sounds like cake to me, like something that shouldn't even have to be mentioned because you are gonna find A LOT MORE then that, heck, you are gonna find so much the devs will not be able to keep up with you. And no, it wont become problematic as you close in on release because all C tier bugs (clipping, visual issues, anything that doesn't break progression or cause a hard stop) will be ignored anyways.<br>Quotas are dumb for so many reasons, but they are industry standard by this point. Its the lazy/easy way. But 10 per day per feature.. unless you have thousands of employees working on this (x for doubt)... This is completely normal. <br><br>My god, as Im listening to this, so much sounds wrong, you are being lied to bud:<br>30-60 testers on one project is nothing, wtf was CDproject red doing with this trash tier company? Yes, you can put a day one recruit on a project and expect them to be productive. That's why you filter hires and test them prior to hiring them, make sure you have gamers who already know the context of what you are doing (I was put on testing Wanted: weapons of faith on my first day, was interacting with the devs on my first day and sending reports on my first day). Clipping bugs and the such get waved on day 1, devs will insist  you test core functionality ASAP and any team lead will kick you of his team if you are just reporting clipping and such.<br>...this isn't dev work, the process of making games got much harder, but not testing them. You have a text base app, you enter your bug information with screenshots and steps to reproduce and if you can reproduce it 100% of the time or not. Send. This doesn't take a lot of training for someone who should've been hired with prior gaming/computer experience. 60 people isn't a lot, but that should be 3 teams with 3 team leads. And the 3 team leads should be able to handle their 20ish.<br><br>I don't know, either someone is making shit up to cover their ass or Quantum Lab is a shit tier company compared to 20 year old standards and CDP are completely stupid to have trusted them. I'm of the mind you are being lied to. CDPR has at least SOME internal testing and they would've seen right away they were working with amateurs.<br><br>Oh, and those NDA you mention at the end, once again, industry standard going as long as 20 years ago. Not saying I approve, just saying it doesn't help/prove your point.,(reply>), I think it's only a small fragment of reality that may ultimately be distorting the truth. For sure CDPR had more than one QA company on the project, given the small team size in this one. But the other ones are not the ones we're hearing about today.,(reply>), I worked in QA over 10 years ago and while the Company I worked at did not have Quotas, 10 Bugs a day is nothing. I also call BS that CDPR had no idea the state that Game was in when sending it out. All they had to do was turn it on, like they do every day, and they would have seen it. This guy sending him info may be correct, but as you said this was in no way what lead to the problems with the Game. QA has no power. They report what they find and Devs chose to either fix them or not.