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EDITORIAL: The Silence of the DevsFollow

#202 Apr 22 2009 at 11:24 PM Rating: Excellent
37 posts
I just wanted to say I agree with you.

Yes, SE has an obligation to do what they can to keep their clients happy, and yes it is important for our complaints to be heard, but beyond that complaining ceases to be constructive and simply promotes bad feelings all around.

I like how so many people here are trying to work towards a solution rather than ***** about the problem; unfortunately a few are simply griping and putting all the power in SE's hands.

To those few, I want to say: you're selling yourself short. Why not take back some of that power, and with your own strength try to find happiness? Complain constructively, enjoy what you can of the game, and don't needlessly wallow in misery.

You'll be much better company for those around you =)

The Neispace of Doom wrote:
Honestly people, give it a rest. The forum has been one huge pit of negativity, and if you keep focusing on it you are going to sour the game even if SE does fix it. This is nothing compared to things other MMO's went through; how'd you like server rollbacks instead? Or bugs that instantly killed your character each time you log in?

If you don't keep it in perspective, you are going to not be satisified no matter what they do. Do you honestly think if SE told us they planned to nerf enfeebling you'd take it any better? People here keep bring up nerfs that have been in the past for years.

Yeah, transparency is good, but you all were ******** when sage sundi was answering questions too. And in other mmo games like warhammer or darkfall pr people are transparent and still hated. Go look up Tasos for example.

Just give it a rest, and if it still bugs you, vote with the feet. At this rate all the playerbase is doing is setting themselves up for disappointment. Here's a commentor from brokentoys about shadowbane:

Wanderer wrote:
Shadowbane was doomed to fail, and not because of its non-vanillaness. Its fate was sealed before launch by its own developers, and the nails were hammered into its coffin by the live team.

How easily we forget, in our nostalgia, waiting for hours to get into the game because the login servers had the kind of programming error college students make in Network Programming 101. I quit several months after launch, and the problem with people being randomly teleported to 0,0,0 (the bottom of the ocean) where you drowned and lost all your stuff had not been addressed. How hard would it have been to put something there that automatically teleported anyone who arrived there straight to Khar?

There was the problem with Trees de-ranking, and the one with buildings vanishing, that they couldn’t fix because they had never written the logging and admin tools to even find out what the problem was. Their was their initial stubborn insistence (finally overcome just before I quit) that they were never going to offer any type of respec; if they changed the way things worked, you could just level up a new character, and of course the first people who leveled up, who had to figure out everything from scratch, deserved to be punished for such audacity with permanently gimped characters (why they thought people who came for hardcore PvP would be eager to spend a couple of weeks grinding a new toon to R6 every time they got nerfed eludes me).

We forget the Rolling 30’s finding a godmode switch in the #$@%# client and wreaking havoc with it, and the admins being unable to spot the problem, let alone fix it. We forget their approach to restoring normality — instead of rolling back the server 3 days, just rolling back any toon the player asked for it, so of course everyone gave their stuff to an alt or a friend and got the rollback, for a fine company-sponsored dupe. We forget the incredible cluelessness of a company that completely failed to comprehend that any game needs a supply of new players to replace those lost to attrition and churn… and Shadowbane’s new players never made it to level 21 past the gauntlet of newbie-gankers outside Khar (though there was some amusement to be had in ganking and robbing the newbie-gankers).

How long did it take the live team to fix that delightful problem where, if a pet bit a guild city guard, all of the guards in that city promptly proceeded to attack each other in an orgy of slaughter that ended only when every single guard was dead? (usually requiring the city’s owners to be frantically running around killing them as fast as they spawned)

There was the scandal about how siege engines were released, and the business of the GM’s giving one faction in a formerly balanced and fun civil war access to an indestructible demon city. Everything the live team touched turned to sludge. Hell, how many times did they change /stuck, never really succeeding in making it useless for exploiting until long after they made it useless for getting unstuck? And this in a game where walking up the stairs in one of the inns on Newbie Island was almost guaranteed to get you extremely stuck, with your body downstairs and your head upstairs.

Or the crafting NPCs … no, we don’t play to bake bread, and we also don’t play to spend an hour junking out the stuff people sell to our NPCs. A “junk all” button was just not hardcore enough, I guess. There was their decision to set the cost of repairs exorbitantly high. If you PvP, you are naturally going to get hit, and sometimes going to die, and there was at least a 4:1 ration of PvE:PvP time. That is, of course, leaving out the whole idea of paying for city maintenance. We wanted to Play to Crush, not Pay to Grind. We could have done that in EQ, and baked bread besides.


What ffxi is going through is still bad, but we really need some perspective i think, before the griping gets terminal. We really have it good compared to many MMOs.
#203 Apr 22 2009 at 11:27 PM Rating: Decent
Edited by bsphil
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StoneAngel wrote:
To those few, I want to say: you're selling yourself short. Why not take back some of that power, and with your own strength try to find happiness? Complain constructively, enjoy what you can of the game, and don't needlessly wallow in misery.

You'll be much better company for those around you =)
That's what I do once I stop posting in the "SE has failed hard" thread.
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#204 Apr 23 2009 at 6:17 AM Rating: Good
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532 posts
My take on the subject:

I think SE did it accidentally when they were messing around with composure, enspell 2s, and such. Their next course of action was "oh crap, that was bad. We really have no idea how to fix this problem yet but working on it. We can't tell them cause then we would look like we have no idea what we are doing."

I think they will do something about it eventually when they have a clue how to fix it.

They may not even know what caused the problem. However, they posted this:

SE wrote:
- The elemental resistance of some monsters may not be working as normal.


Maybe they are related issues? Idk.
#205 Apr 23 2009 at 6:30 AM Rating: Good
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Quote:

I think SE did it accidentally when they were messing around with composure, enspell 2s, and such. Their next course of action was "oh crap, that was bad. We really have no idea how to fix this problem yet but working on it.


Why do people keep thinking this is possible. It is completely unfathomable that a programmer that gets paid to work does not know how to undo a bug that has occurred from one version to the other. They have tools meant specifically to keep old versions accessible for easy rollback of problem code.

Not only that but as i have already pointed out, this was the same change that caused BST to be unable to charm some mobs, and they fixed THAT. No matter how they try to cover their asses and backpedal, a logical assessment of the situation can't help but deduce that they knew how to fix it and chose to leave it alone for as long as they did. Which in SE's language usually means "We nerfed you STFU and take it".

The fact they're backing off on it now and playing it like it was unintended is just damage control.

Edited, Apr 23rd 2009 10:30am by RattyBatty
#206 Apr 23 2009 at 6:51 AM Rating: Good
32 posts
RattyBatty wrote:
Quote:

I think SE did it accidentally when they were messing around with composure, enspell 2s, and such. Their next course of action was "oh crap, that was bad. We really have no idea how to fix this problem yet but working on it.


Why do people keep thinking this is possible. It is completely unfathomable that a programmer that gets paid to work does not know how to undo a bug that has occurred from one version to the other. They have tools meant specifically to keep old versions accessible for easy rollback of problem code.

Not only that but as i have already pointed out, this was the same change that caused BST to be unable to charm some mobs, and they fixed THAT. No matter how they try to cover their asses and backpedal, a logical assessment of the situation can't help but deduce that they knew how to fix it and chose to leave it alone for as long as they did. Which in SE's language usually means "We nerfed you STFU and take it".

The fact they're backing off on it now and playing it like it was unintended is just damage control.

Edited, Apr 23rd 2009 10:30am by RattyBatty


It is not unfathomable to me.

Going back to a backup would revert other changes. Its not a simple, let's go back to backup situation. Items have been created, quests have been started, etc that depend on the new code supporting them. You can't just back it all out by going to a backup. If you back out the code for how composure works or how all the new whm spells work, then people in the game who have those spells/abilities would be affected.

Give them time.

#207 Apr 23 2009 at 6:57 AM Rating: Good
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117 posts
Quote:
Why do people keep thinking this is possible. It is completely unfathomable that a programmer that gets paid to work does not know how to undo a bug that has occurred from one version to the other. They have tools meant specifically to keep old versions accessible for easy rollback of problem code.


It is obviously possible to promote code that has unforeseen impact on other aspects of the system.

Saying that they can just "rollback" is naive. Unless you are familiar with their system, you have no idea of the dependencies of the system and whether aspects of it can, in fact, be rolled back individually. What would "partial" rollback break? Would the new security tokens explode? Etc...

It sucks if there was an unintentional bug. But they happen. Pretending like you'd know better how to architect, design and code a system that large without a detailed understanding of it is just silly.

EDIT: Annnd... Squiggly basically beat me to the punch... ;)

Edited, Apr 23rd 2009 9:59am by GruesomeWolf
#208 Apr 23 2009 at 10:17 AM Rating: Decent
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394 posts
Sure is WoW in here with all the sky-is-falling posts. Relax. Remember that SE is going through a gigantic corporate merger with Eidos, something that would most certainly hit every single department, including the FFXI devs. If someone in charge says "Don't make any public comments about anything until this is over" because he's worried about someone saying the wrong thing during an extremely important period in their company, then that's what we have to deal with. It's not inexcusable just because I pay them $13 a month. I'll just go play some other games for a week until they inevitably address it.
#209 Apr 23 2009 at 10:24 AM Rating: Default
Honestly, all the mages affected cancelling accounts at the same time, probably is the only way to realy get their attention. Hitting them where it really hurts. As stated previously, they are counting on it going as it has in the past, complaints for a month, then everyone just moves on. I will gladly stop payment on my account if it will get their attention for a change. But unless many people do it at once, in a concerted effort, I don't believe it will matter. But I do believe we, as the players and the paying customers, need to do something now, or it will progressively get worse. They can only get paid if we continue to pay them, and why pay for something you are not satisflied with.
#210 Apr 23 2009 at 10:34 AM Rating: Excellent
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1,056 posts
+1, bump, rabblerabblerabble.

Whatever you want to call it, adding my voice till this gets fixed.
#211 Apr 23 2009 at 12:16 PM Rating: Good
Each time it gets worse. i believe that is the point people are trying to make and stop. It makes no difference what is going on at other games, this is ours, why should we not expect quality in what we are spending our free time and good money on? Keeping silent is not a solution.
#212 Apr 23 2009 at 12:37 PM Rating: Excellent
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After emergency maintenance, early reports are that the issue has been successfully address. See the update thread for more info!

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#213 Apr 23 2009 at 2:13 PM Rating: Good
POL update notes wrote:
Regarding the elemental resistance issue, we would like to take a moment to and apologize for the delay in both notifying players and correcting the issue


well, it is nice that they apologized.

Also, I hope it means that I can do WHM solo easier now, as some of the resists were annoying when I was trying to farm stuff.

Edited, Apr 23rd 2009 10:13pm by alphamone
#214 Apr 23 2009 at 2:45 PM Rating: Good
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319 posts
Lobivopis wrote:
Funny how individual melee jobs get nerfed and people that play those jobs get told to just deal with it. But mages get nerfed and they pull out the pitchforks and torches.

Edited, Apr 22nd 2009 1:14am by Lobivopis
It wasn't just a "mage job."

It was arguably the most or second most impotrant feature of one of the 2 most popular mage jobs in the game, and one of the 3 the most popular job-jobs in the game (according to the 2008 Vanadiel census, Rdm, War, and Whm are tied at 14% for most popular jobs in ffxi.)

Nerf a job only a few play, and you'll get complaints. Nerf a job a lot play, and you'll get an annoyed player base.

Nerf a job a lot play and a lot more rely on to be played well, and you get a mass exodus.

Kudos SE for the apology, we appreciate it :)
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