Pretty much this.
any update? after 8 months i finally wiped my server and was really hoping the problem was gone but it almost seems worse. >_>
is there any chance this is hitting with 2.3 today? >_> please dont let them forget about us.
LOL Nope.
And where exactly will I need to contact? Here or create a new topic? When all mods are updated and we start the server, this bug will turn on again.
We’d appreciate it if you either use this topic or reach out to us privately by sending a DM at @Community.
Again a game breaking bug in game for weeks and weeks for many private servers just get not fixed yet again.
and it is not only modded servers that have this problem
There is a Mod for modded Servers which solves this problem until Funcom can integrate his own one
The point is that they created a debugger to help properly address this issue. Modded or not. If people have this problem, they should reach out to Funcom as requested so the necessary information can be exchanged.
Yeah…its not like they have known about it since sept 2020 or anything…give them a chance to tell you it will be fixed in a future patch or something…
Yeah, they could’ve totally fixed it since then with their Magic Wand of Bugfixing, because it’s totally trivial and they’re just lazy
I mean, I get it. It sucks when the bug that affects a certain subset of players isn’t prioritized. But fixing bugs in games can be really, really hard. The fact that they had to sit down and write specialized debugging code that can be turned on and off using a cvar should give you a hint about the difficulty of the problem.
To be honest, I’m happy to see them do things like that. Gives me hope that someday they’ll do something similar for stability propagation bugs.
Comon laugh a little lol I’m just poking fun at it all…I mean its not like they could have done the cvar thing in December or something…I am seriously going to start using that when I do repair jobs for people, I could stretch those jobs out for years! After awhile they will find their own workaround for their problem and I am off the hook. If that doesn’t work I will just tell them that its really really really hard and next time I see them I will fix it.
Now don’t take that as a bust on funcom or anyone in general…I just like poking fun at the hypocrisy of game developers these days in general…nowadays half baked hidden behind early access seems to be the norm…it is what it is but I find it amusing.
Sorry, the humor went over my head, seeing as how I work as a software dev and I’ve had a stint in game dev, too. Maybe it’s funnier if you don’t have to deal with suits changing your priorities all the time and the users being pissed at you for that
No, of course they could have. After all, it’s just software, how hard can it be to do everything everyone wants, all at the same time, with a limited number of people? Why would anyone need to prioritize.
That’s totally unprofessional! What you should do is schedule all your repair jobs for all of your clients at the exact same time. Surely you can do that, right?
So you’re poking fun at the hypocrisy of game devs in general, but it’s not a bust on anyone in general? Got it! Glad we sorted that out
Amen to that. Players paying to beta test the game is bad enough, but too many studios nowadays take that as an invitation to inflict pre-alpha quality on their players…
Actually I could…and I have actually had to do that…I would hire a bigger crew because when I am hired its my job to do it regardless of what hoops I need to jump through. Nothing wrong with hiring some temps to cover some ground…(you and I are possibly close to the same age so as you know the longer you live the better you get at solving problems) Also after many many years in the military I dont buy into the whole “it cant be done” thing
And my jobs aren’t scheduled by me…they are scheduled by the customer…if I have 15 people that need it done now I simply have 15 people that need it done now and I sleep less and miss a few meals…life goes on
Yeah you got me there…
I honestly don’t know what kind of training people need to be hired on your crew, so I can’t presume to say if it’s comparable to what we’re talking about.
I do, however, know what kind of training people need to be software devs in general, and I know something about what they need to be game devs specifically. From 20+ years of experience as a software dev, I can tell you that bringing a bunch of temps to work on a complex and messy codebase they’ve never seen before is usually not a very good idea.
The amount of resources – time, effort, coaching, mentoring – you’ll need to spend to get them on board and up to date on a codebase of that age and complexity is really high. And sinking all of that cost into them only to let them go after a while is not necessarily a wise business decision.
Of course, they don’t have to be temps, but then you run into the whole rigmarole with approving reqs. The office politics around headcount can be downright depressing sometimes.
Just like there are gotchas in your profession that people outside it (like me) don’t know about and you would have to patiently explain those, there are gotchas in this kinda stuff, too.
I can’t really judge Funcom for not prioritizing this bug more than they have, because I don’t know enough details of their situation. What I can and often do judge is the way they communicate about this stuff.
But hey, they might improve that, too. I remember being one of the voices that complained incessantly about the lack of a proper ticketing system for reporting infractions of official server rules. Nag, nag, nag, until they finally adopted Zendesk. It gives me hope that they eventually might move away from pure forum-based outward-facing bug tracking.
Making a vanity mirror that was/is busted beyond belief, or the famous thrall feeding mechanic debacle (just to show a few examples) shouldn’t be more important than mobs getting sucked away into the ether and thralls (which are a pretty big part of the game) getting stuck on a small rock or forgetting how to fight…if I have a customer whos basement wall collapsed and a customer whos toilet wont flush (yes I get those lol) I am going start fixing the wall before the house collapses and send 1 guy over to fix the toilet…mabey my prioritys are just backwards because I sure as hell cant spell lol
Its most likely not comparable at all…My point is there really is no reason to not do a thorough job if you provide a service…improvise, adapt, overcome…with the bugs, a few months no problem …1+ years just plain wrong.
I like codemage discussions…wish all of them were as calm…mabey somethings would get worked out.
Oh, I agree, but that’s the crappiest thing about software: you don’t always prioritize the things like that. Most of the times it’s just cold, hard business sense.
It’s kinda like that scene in Fight Club where the narrator explains the “recall formula”, prioritization in software can be “heartless”, for lack of a better word. If the problem is hard, you might go for low-hanging fruit instead. If the problem affects only a small subset of your users, you’ll tend to prioritize something that affects a bigger share of them. If the problem is easy for your users to work around, you’ll tend to prioritize something that affects them more.
I’m not saying that AI getting stuck on a small rock or forgetting how to fight is any of those, although it certainly sounds like a hard problem. I’m just saying that prioritization in software development is not only complicated, but often leaves a bad taste in the devs’ mouth.
The game dev industry is even more complicated in that respect than most of the rest of the software industry. A typical game dev team has many roles besides programmers. There are so many different kinds of artists, it astounded me when I first got to work for a game studio. And therein lies the problem: even if you could afford to put all your devs on bugfixing (and if it was technically feasible, which it often isn’t), what do you do with the artists? Not only is it a waste of resources to have them idle, they’ll also get restless and maybe quit and go to a different studio. So what do you do? Either you have part of your team working on new content, or you reassign your artists onto a different project and risk not being able to get them back.
And there’s always business, too. Imagine a hypothetical product idea for software in cars that detects that the driver is not paying attention at the same time as it detects that there’s a red light or a stop sign coming up, and sounds a loud beep to alert the driver. Now imagine a hypothetical situation in which you have to demo that technology to see if the car manufacturers are interested, and your bosses decide to change how the technology works: instead of alerting an inattentive driver about a dangerous situation, it now tracks whether the driver is looking at a billboard with a fast food chain logo and pops up a recommendation on your dashboard for the closest fast food joint in that chain. I hope you understand just how bad a hypothetical dev working on that would feel in that hypothetical situation.
At any rate, I apologize for derailing this thread and pouring my heart out here, but sometimes it gets kinda personal for me and I try to raise awareness of how things aren’t always the way the devs would like them to be, either.
Honestly, thank you for that. I can get really abrasive sometimes and it’s always nice to hear that I manage to avoid that occasionally
Yeah I don’t doubt that its complicated, its just what seems to frustrate people the most. As far as being abrasive I am probably worse than you if people take it too personally.
My biggest problem is that I loved this game until they broke it (in my opinion) and it ceased being for for “me”. Now I hang out waiting and hoping that the next BIG patch will fix it (for me). I have been disapointed so far but mabey there is hope for 2.4 LOL…in the meantime I am trying to teach myself how to spell…