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Best Ways To Validate Devs?

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VapingPenguin

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Hello,
Looking to get back into factions, and from my past experience, it was very hard to determine whether a developer actually had quality work that could sustain a large playerbase, or not.

Sure, most people would say "Look at their github or spigot profiles", but usually those don't show use on a live server with playerbases, more of just concept work. Even with developers that have past experience, most of the time they end up just simply not being able to create stable plugins with large playerbases.

Is there any real way to validate whether a developer is skillful enough to code? Or is it just luck of the draw in hoping their portfolios/past experience can transfer to large playerbases.
 
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Lysander

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The easiest way to know if a developer can handle large playerbases is to hire them from other large playerbases if they are able to develop for multiple networks.
 

Tusky

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Hello,
Looking to get back into factions, and from my past experience, it was very hard to determine whether a developer actually had quality work that could sustain a large playerbase, or not.

Sure, most people would say "Look at their github or spigot profiles", but usually those don't show use on a live server with playerbases, more of just concept work. Even with developers that have past experience, most of the time they end up just simply not being able to create stable plugins with large playerbases.

Is there any real way to validate whether a developer is skillful enough to code? Or is it just luck of the draw in hoping their portfolios/past experience can transfer to large playerbases.
get them to do a fizzbuzz to confirm they can actually develop, get them to make a product and they receive payment after, stress test the products he/she made(normally a spigot and a custom plugin), and you may confirm if its suitable for your needs
 

Ally

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get them to do a fizzbuzz to confirm they can actually develop, get them to make a product and they receive payment after, stress test the products he/she made(normally a spigot and a custom plugin), and you may confirm if its suitable for your needs
This is of course assuming that the buyer pays well enough to justify the extra effort. For example, I wouldn't do a Fizzbuzz and partake in other tests for $5.
 

Mauro M.

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As a developer myself I'm happy to give you some tips.

When we say "look at our GitHub" we selfishly expect you to understand the full potential of our concept work.
I never have all my good projects as a public repository (as much as I adore Open Source)
The truth be told the only true way of understanding a developers potential for scalability is asking them "what-if" questions, for example:

What if our staff chat becomes very slow due to the sheer amount of resources the server is using?
R: I'd make it async, have it run away from the main server's thread so that the lag dosen't really affect it

Happy to help
Mauro M.
 

VapingPenguin

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get them to do a fizzbuzz to confirm they can actually develop, get them to make a product and they receive payment after, stress test the products he/she made(normally a spigot and a custom plugin), and you may confirm if its suitable for your needs
fizzbuzz?[DOUBLEPOST=1590761582][/DOUBLEPOST]
The only real way to confirm whether something will function under large playerbases is to either actively test it under the conditions you're wanting, or to get another reputable developer to cross check the work.
As yes, you can do that to an extent, however plugins run completely different with the server handling mob spawns, cactus, player packets etc.
 
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