If .1% of your pet walking clients made 20% of the complaints, what would you do?
If .1% of your pet walking clients made 20% of the complaints, what would you do?
Looking at the game's reviews, first two negative ones:
> "wont fit my screen. no setting to scale it correctly... Looks like i have to go buy a new monitor to play this game to its full extent"
> "Constant crashing. When it wasent crashing there were so many bugs involved it wasent funny. The classic one was way better and im happy I still have it so I can play. I will change my review if they fix the game and get it so people can play it, but fornow its just contant crashes. Beware! "
If those complaints are valid and lead to a better service for everyone, then I would rather have them instead of not having any feedback.
Or that 0.1% of the pet you walk are cats and 99.9 dogs, and you get complaints that you are bad at walking with cats and bad at walking with dogs. Is it good use of the metric to conclude that the cats are the problem?
"Issues specific to Linux were almost entirely graphics driver related, and unique to the platform."
So somewhat similar to having 0.5% of your pet walking customers complaining about issues you can't do much about, or have to do extra work to make them happy - their doghouse at home is too small, their car has an issue so they can't come and pick up the cat - basically a subset of your customers giving you a whole lot of extra work for very little gain.
But I mean, without numbers on how much extra dev time the linux port demanded it's hard to reason about what a 0.1% revenue increase means. 0.1% is still 0.1% and could have been more if it didn't crash at that rate and discouraged buyers.
Since they released for Mac the game must have been programmed with cross platform functionality in mind.