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Produktion_Malphunktion
09-16-2011, 02:00 PM
Whew, what a week! Just wanted to check in so you know we are reading, and responding to some of the issues. So, as of right now we are not hot fixing. There will be a patch in a few weeks.
Some of the things we are already working on are:
• Wand string table errors-uuuugly.
• Quivering Quiver Xoriat +3 Arrows mostly broken
• Pet goes invisible from zoning
• Blue dot player name not displaying on minimap
• Last item in ingredient bag and quivers still displays
• Artificer repair spells inscribed from scroll give 'spell not prepared' error
• /show helmet not working if helmet was toggled off in U10
• Invite to airship yields "pet too far away to receive communications" error
• Can't tumble with rune arm equipped ( well, you can it is a double click)
• Melee delays damage on first few attacks
• Using paypal in store crashes game
• Delirium puzzle tiles moving too fast
• UI hp bar doesn't update when temporary HP bonus is removed
• Warforged lack death animation-mobs and NPC’s.
• Deepwood Sniper Shot breaks stealth
• Repeater crossbows damage on reload animation
• Bashing shard appears as 'Shard' with no details

Overall we have a good chunk of bugs that are candidates for U11 Patch 1.

Let’s chat about some of the other more…talked (Raged? Screamed?) about issues.

Attack latency- We have a fix! I’ve seen it with my own eyes. This has actually been in the game for about 18 months, hence why it looked the same to everyone here. Expect to deal more damage than you are used to. Hey a side benefit! Time to play my Paladin again...

Sneak at level 2 on the Artificer. This is ‘as designed’. There is an internal discussion about this, but at the moment it is the way it was designed.

Artificer VIP- This is under discussion. Like I posted elsewhere, Turbine has attempted other things with the store that didn’t go well that we have removed. Just using my eyeballs it seems like a ton of people did buy the class, but I’ll leave it to the bean counters and marketing folk to make those decisions. I understand your displeasure, and there is talk about VIP's going on.

NEW NOTE: when I say talk about VIP's I mean changes to VIPs for the good, but maybe not directly concerning Artificers.

Can’t enter Quest/Zoning exc- The occasional error entering quests is because of server load. The good news, lots of people are playing. The bad news is we do not do a very good job or gracefully reporting this to players. We are always looking at ways to make this better.

Delirium closing- We have a fix for this too, but it could lead to some pain elsewhere. A classic pull on a thread of a spiderweb, the whole web can move…or break. While you are leveling up you Artificers, please keep an eye out for content not behaving correctly, especially parts of dungeons that have complex behaviors like the tile puzzle in Delirium, or wave battles.

The UI- all the various complaints, discussions and gentle criticism is under discussion.

One more: Crystal cove will break Bravery streaks!! Sucks I know...but think of the loot....



Oh OK I’ll do Zaodon’s list…:

cannot smash breakables on 1st try, ever, with melee. It requires at least 2, sometimes 3-4 swings before it breaks. Missiles seem to work 1st try, for the most part.
Fixed.

- repeaters (possibly all xbows) get out of synch instantly, within the first 3-5 shots. Load animation fires, fire animation loads. Swapping to melee, and then back to the xbow fixes it for the next 2-3 shots, then it bugs out again immediately.
Known issue.

- Arti dogs "disappear". The dog disappears as well as the Hireling control bar for the dog. You click "summon", it says you already have a dog summoned. Only a log out/log in fixes this ridiculous bug.
Known issue-and annoying.

- many wands screwed up. weird stringDID values.
Known

- Sneak is missing for Artis at level 1. You have to get to level 2 before Sneak appears in the feat list.
WAI, but under discussion

- unable to remap "Fire Rune Arm" key in Key settings reliably. Example, CAPSLOCK works, "E" does not work.
Known. Something weird happened here.

- Cannot use Extend (and possibly other metamagics) on Arti spells which SHOULD allow them. Example, Elemental Weapons should be Extendable.
Known issue.

- When a monster switches aggro, the intimidate symbol sometimes pops over their head.
With a dog?? If so, yes the dog is scary.

- bugs in camera angle, camera is panning thru walls, which blanks your screen out.
Known issue

- I Dream of Jeets, the "secret" shrine that became inaccessible due to a bug in update 8, fixed in 8.1; has been reverted. And now both the rest and resurrection shrines are unavailable.
ARGH AGAIN? Jeets does not dream of resting. Known. Never trust a thief.

- The text on most spell boosting clickies, that were finally fixed in update 10; have now been reverted to the earlier incorrect form.
Known.

- descriptions of things across the board seem truncated. shop windows before U11 it would show almost the entire description of an item now it just shows: +5 Item of ...., +4 Shock Item of ...., Cleric, Lvl 11 Contract:..
New Store on 9/26…this will be looked at again.

- Blue dots on map don't show player name when you mouse over them. No more "Come to my dot" instructions, or even being able to see who's in quest or not from map.
Many map note issues, all are being squashed for U12

- Summoning an eladrin ghaele causes the game to nearly quit for your entire party.
Tested 3 times in Sleeping Dust. Insane lag. (same for many summons, huge AI lag)
Bugged.

- weapon swap lag is back (possibly related to Masters Touch, or the UMD bug has returned, or both)
Bugged

- Artificer Knowledge : Potions Does not work as per the description (TL: DR -> increases casting level on pots) Tried Haste / Heroism / Rage
Bugged.
-NEW! Crystal Cove hates me. Already found a culprit, one step to add to the testplans. Sigh.

Well, hope you are enjoying the new stuff...and the old stuff. Didn't you miss Korthos? Anyway have fun over the weekend, and in Crystal Cove next week. The Cove is my personal favorite place in the game..at least until...oh that would be spoilers.
Marching on to U12...which is already fun as hell. Good signs when QA is already enjoying the new stuff this early.
Off to grab a couple of pints...Tom Brady told me to start early...so two days early seems about right!

Go Pats!

Major Malphunktion

SableShadow
09-16-2011, 02:06 PM
Thanks! :)

cdemeritt
09-16-2011, 02:06 PM
Wow... Thank you... What many have been asking for for a very log time.... Please Keep it up.

DrunkenBuddha
09-16-2011, 02:07 PM
Excellent - good to see that you are at least cognizant of the community's concerns and are hopefully taking said concerns into account moving forward. Thanks for the feedback.

*can we please fix the UI or at least give us an option to revert back to previous version? Thanks.

jandhaer
09-16-2011, 02:08 PM
:D:D:D woot

Cyr
09-16-2011, 02:08 PM
Attack latency- We have a fix! I’ve seen it with my own eyes. This has actually been in the game for about 18 months, hence why it looked the same to everyone here. Expect to deal more damage than you are used to. Hey a side benefit! Time to play my Paladin again...


I would request some additional clarification on this one. Do you mean that an internal change on your test server to fix this was in that version for 18 months which implies that you are not testing out issues with the same version as is on live? I am fairly confused by this statement...

stainer
09-16-2011, 02:08 PM
I would request some additional clarification on this one. Do you mean that an internal change on your test server to fix this was in that version for 18 months which implies that you are not testing out issues with the same version as is on live? I am fairly confused by this statement...

I am confused too! Please clarify.

Clay
09-16-2011, 02:08 PM
Thank you for this post, and the knowledge you are working on these issues makes me feel better!

Have a great weekend!

Captain_Wizbang
09-16-2011, 02:09 PM
Thanks for the update, much appreciated.

ahpook
09-16-2011, 02:11 PM
Many thanks for the update. The title of your post makes me hope that this will be a regular update. Dare I dream?

thwart
09-16-2011, 02:12 PM
Major ... your name is mispelled or is that WAI?

Avidus
09-16-2011, 02:12 PM
Thanks for the update on all this.

Since you responeded so nicely i'll even forgive the rampant speculation ticket you bought for my train of thought with all those teases in there about what is in store for future updates :)

Eistander
09-16-2011, 02:13 PM
Now *this* is fantastic.. very happy to see that we have a "listing" of sorts. Very good to see what is known, not known or otherwise.

Thanks hugely, this will go a long way in a number of ways. Kudos!

Smitey
09-16-2011, 02:14 PM
Attack latency- We have a fix! I’ve seen it with my own eyes. This has actually been in the game for about 18 months, hence why it looked the same to everyone here.

Thanks for advising you have a fix - I've never experienced the non-registering attacks up until this date and gameplay always felt far more connected and consitent with expected behaviour. If feat attacks never initially landed I'd (and many others) would have certainly raised bug reports about it before now...



cannot smash breakables on 1st try, ever, with melee. It requires at least 2, sometimes 3-4 swings before it breaks. Missiles seem to work 1st try, for the most part.
Fixed.


Presumably this was related to the attack issue then?

Well done to the team on the other bugs - seems the return of previously fixed bugs is something that needs to be rechecked with the number of necro'd issues that occur.

Baahb3
09-16-2011, 02:15 PM
This is a very, VERY, good thing to have! We need more of reports like this from both the QA side and the Developer side.

Theolin
09-16-2011, 02:15 PM
thanks for letting us know :)

Tolero
09-16-2011, 02:16 PM
*can we please fix the UI or at least give us an option to revert back to previous version? Thanks.

So Kookie, Madfloyd, and I are working on a very deep feedback dive for UI. Expect some surveys shortly, and I encourage you all to participate if you would like :) the discussion threads have been very good so far, and you're welcome to participate in both posting and the survey.

Seikojin
09-16-2011, 02:16 PM
Aweomse! Thanks!

KingOfCheese
09-16-2011, 02:17 PM
Off to grab a couple of pints...Aaron Rogers told me to start early...so two days early seems about right!

Go PACKERS!

Major Malphunktion

Fixed that for you. No need to thank me. Well, OK . . . if you must, please just mail two chaos blade scrolls to Sockpuppet.

Dwarfo
09-16-2011, 02:18 PM
One more: Crystal cove will break Bravery streaks!! Sucks I know...but think of the loot....

what does that mean? no more bravery on ANY quests for 2 weeks?

Bronko
09-16-2011, 02:18 PM
Thank you MM. Enjoy your pint and we hope to hear more from you again soon.

Cauthey
09-16-2011, 02:18 PM
Thank you, thank you, THANK YOU. I may just have to buy some TPs so that the next pint can be on me. :D

Your transparency and openness is SO WELCOME!! :D Yark!! :D

samthedagger
09-16-2011, 02:20 PM
This is great feedback and I'm glad to hear it. Thanks, devs!

Asmodeus451
09-16-2011, 02:21 PM
in case it has not been mentioned already:

something like this, a "what we are working on" post, at the end of every week (or even every month!) would be a HUGE step forward for player/dev relations

please start doing this!!!!!

one of the biggest complaints we players have is a lack of communication.

we assume you arent doing/noticing things because you dont tell us you are

patang01
09-16-2011, 02:21 PM
So there's a discussion about VIP and Artificer and I'm one of those dumb@sses that had to buy it.

Thanks for the feedback. I like that. I rather hear from QA what's going on than speculate about the silence. I've noticed just how messed up the repeater is at times. One of these days that'll get fixed.

redspecter23
09-16-2011, 02:21 PM
Amazing communication. It's great to get this sort of front page notice on hot topics. I'm a bit saddened to see no mention of crafted wraps, though I'm sure (hoping) that's something that is being worked on.

danotmano1998
09-16-2011, 02:21 PM
outstanding !!!

+1 to everybody.. Group hugs are in order. :D


Thank you, thank you..
I don't care about all the nitty gritty details.. I just wanted to know you guys are listening and at least discussing things, trying to work with the community.

Bodic
09-16-2011, 02:22 PM
One more: Crystal cove will break Bravery streaks!! Sucks I know...but think of the loot....Major Malphunktion

Non-Issue the Good Loot is at lvl25 so the 20's don't care they are Xp CAPPed ;)

Smitey
09-16-2011, 02:23 PM
what does that mean? no more bravery on ANY quests for 2 weeks?

no just that the streak you have in effect on a character will end if you enter the cove.

FooWonk
09-16-2011, 02:23 PM
The post was excellent until...


Go Pats!

FrozenNova
09-16-2011, 02:23 PM
Glorious.
While I'm here..


- Blue dots on map don't show player name when you mouse over them. No more "Come to my dot" instructions, or even being able to see who's in quest or not from map.
Many map note issues, all are being squashed for U12


Reckon we could get some form of reference as to what dot aims at what party member without having to chasing a moving dot to mouseover it? Colour coded, numbered, or symboled dots, for example?

Also - can we get the highlight effect applied to the dots of group members we select?

Alavatar
09-16-2011, 02:24 PM
With all of this awesome and great communication any chance for the Weekly Development Thread to be re-started? :D;)

Produktion_Malphunktion
09-16-2011, 02:25 PM
I would request some additional clarification on this one. Do you mean that an internal change on your test server to fix this was in that version for 18 months which implies that you are not testing out issues with the same version as is on live? I am fairly confused by this statement...


Nope it has been on live for all this time. Mostly with moving targets, or the player moving.

DeadRabbat
09-16-2011, 02:25 PM
Great job guys on the report & the work.

I believe i reported this as a bug. Not sure since first time... but when in the manufactuary(sp?) and useing smiting weapons (wraps), the constructs turn green & go as is WAI but the WF do not & just blink out. it's really odd. :)
Thanks for the work guys.

Produktion_Malphunktion
09-16-2011, 02:26 PM
no just that the streak you have in effect on a character will end if you enter the cove.


this.

hit_fido
09-16-2011, 02:28 PM
Gigantic thumbs up. Thanks!

Cyr
09-16-2011, 02:29 PM
Nope it has been on live for all this time. Mostly with moving targets, or the player moving.

So the fix got messed up somehow in U11? I'm still confused as to why you guys could not see it in house unless you are not testing using the same version as is on live. Basically you have just fixed the fix that somehow got broken so behavior should revert to pre-U11 right?

Feralthyrtiaq
09-16-2011, 02:29 PM
All this time I thought the AI was winning "Initiative" rolls for the mobs and their " Move Action" placed them out of spell and melee range even though they are right in front of me (while moving somewhere else).

It'd be nice to trip/stun em as they are running by me toward the AAs and Casters again :D

der_kluge
09-16-2011, 02:30 PM
A question -

I don't expect an answer, but a "simplified" explanation would be greatly appreciated.


What, on earth, do fast-moving tiles in Delirium have to do with anything else? Can you explain why U11 changes would affect puzzle tiles? That doesn't make any sense to me.

Smitey
09-16-2011, 02:31 PM
So the fix got messed up somehow in U11? I'm still confused as to why you guys could not see it in house unless you are not testing using the same version as is on live. Basically you have just fixed the fix that somehow got broken so behavior should revert to pre-U11 right?

They are saying that they experienced non-registering attacks from moving players/targets for over a year and that we've only just noticed it...

Vengenance
09-16-2011, 02:31 PM
This is what has been missing for a long time on the DDO forums. Great job, thanks for the hard work and as players we definately appreciate the feedback.

rest
09-16-2011, 02:31 PM
So Kookie, Madfloyd, and I are working on a very deep feedback dive for UI. Expect some surveys shortly, and I encourage you all to participate if you would like :) the discussion threads have been very good so far, and you're welcome to participate in both posting and the survey.

So that's a NO on the ability to use the previous, much better UI we all know and love? You don't need to dress it up. Just say "No, we have no plans to ever let you use the far superior previous UI ever again. Stop asking. We spent development time on this and you'll love it whether you want to or not, dammit."

furbyoats
09-16-2011, 02:32 PM
I have a suggestion, the run arm firee key is in the keymapping...the only problem for me is, basically my entire keybaord is mapped out onto hotbars for my caster. This means I have to use alt (a key i NEVER use) to fire it.

My suggestion: Make "fire rune arm" a feat with a square icon so it can be used on a pre-existing hotbar keymap. would help a t-t-t-t-t-ton.

somenewnoob
09-16-2011, 02:33 PM
in case it has not been mentioned already:

something like this, a "what we are working on" post, at the end of every week (or even every month!) would be a HUGE step forward for player/dev relations

please start doing this!!!!!

one of the biggest complaints we players have is a lack of communication.

we assume you arent doing/noticing things because you dont tell us you are

This.

Thank you SO MUCH for taking a few minutes to bring everybody up to date. This is a great thing to do, it doesn't take much to keep the player base informed and I know many of us appreciate it!

Thanks!

Wraith_Sarevok
09-16-2011, 02:35 PM
I didn't see it mentioned anywhere, but all coffin destructables are currently bugged.

You can see their names, but the destructable is invisible and cannot be targetted. This may prevent Ransack in some quests.

I tested it in Tomb of the Unhallowed and the Orchard of the Macabre explorer area. All of the coffin destructables I found were invisible and untargettable, yet I could still see their names on the UI.

This is native to post-U11. I was destroying them normally in U10 during my TR run.

Arsont
09-16-2011, 02:37 PM
Always good to see this kind of thing taking place. Glad to know the devs are listening.

They do care *sniff* they really do!

Kilnedric
09-16-2011, 02:39 PM
Thanks for the update on all the known issues!

You lost me at the end though....

Go Bolts! :)

(Toast to a good, injury-free, game!)

jejeba86
09-16-2011, 02:41 PM
Great, just awesome!
That's how turbine members shall behave.
I remember seeing your post about things you would change. Thanks for keeping that promise!!

Sydril
09-16-2011, 02:42 PM
I see exceptional engagement from MajMalphunktion from the start here and throughout this thread, this is exactly the kind of positive intent and community support that we need.

Keep up the great work!

dkyle
09-16-2011, 02:43 PM
Thank you very much for the update!


The UI- all the various complaints, discussions and gentile criticism is under discussion.

Now, let's not bring religion into this!

:p


- unable to remap "Fire Rune Arm" key in Key settings reliably. Example, CAPSLOCK works, "E" does not work.
Known. Something weird happened here.

I know its not quite your department, but how about making "fire rune arm" available as a hotbar-able feat? Having to dedicate a whole key to just one character's ability, wasting that key for all other characters, is very unfortunate.


- Cannot use Extend (and possibly other metamagics) on Arti spells which SHOULD allow them. Example, Elemental Weapons should be Extendable.
Known issue.

Any chance we can get any timed buffs on our gear show up in our buff bar and inspection windows?

justagame
09-16-2011, 02:43 PM
Many thanks! One thing I would add to the list (at least I don't remember seeing it), is the odd behavior of spell-specific metas that has been mentioned in a few threads.

ZeroTakenaka
09-16-2011, 02:43 PM
TY Major! I hope for this to be in effect more often as it helps the devs and players communicate better for the enjoyment of all.

FrozenNova
09-16-2011, 02:46 PM
A question -

I don't expect an answer, but a "simplified" explanation would be greatly appreciated.


What, on earth, do fast-moving tiles in Delirium have to do with anything else? Can you explain why U11 changes would affect puzzle tiles? That doesn't make any sense to me.

They use a set mechanic for spawning waves of enemies.
The same mechanic as in weapon shipment.
They updated this mechanic for shipment such that things spawn based on remaining hostile enemies rather than time.
This screwed up the puzzle tiles, which now spawn constantly.

Eladiun
09-16-2011, 02:47 PM
Thanks, your effort here is really appreciated.

Cyr
09-16-2011, 02:48 PM
They are saying that they experienced non-registering attacks from moving players/targets for over a year and that we've only just noticed it...

Egats, if that is what they are saying I doubt they have actually found the bug we are talking about since the reports we are giving definetly note that it started in U11. It also would be more then a little disturbing that more then one Turbine employee would say that they didn't see any issues when the bug was first discussed if it was a long standing issue.

sumnz
09-16-2011, 02:49 PM
On my cleric arti I was doing lordsmarch quests, and got a shield with a graphic I have never seen before. Wanting to see what it looks like I equiped it, which removed the rune arm but not the repeater (greensteel if it matters), thinking it was a graphic bug I re equipped the rune arm and went along. Well I am not getting the AC bonus from it, but its stoneguard proc goes off like crazy, and I cant remove it no matter what I do. Logging or removing the run arm dosent help. And in the equip backpack says occupied.

I dont WANT to cheat but currently I have the choice of go along with it or dont play my character.

stainer
09-16-2011, 02:50 PM
On my cleric arti I was doing lordsmarch quests, and got a shield with a graphic I have never seen before. Wanting to see what it looks like I equiped it, which removed the rune arm but not the repeater (greensteel if it matters), thinking it was a graphic bug I re equipped the rune arm and went along. Well I am not getting the AC bonus from it, but its stoneguard proc goes off like crazy, and I cant remove it no matter what I do. Logging or removing the run arm dosent help. And in the equip backpack says occupied.

I dont WANT to cheat but currently I have the choice of go along with it or dont play my character.

Go to the nearest tavern and /death.

Eladiun
09-16-2011, 02:51 PM
- When a monster switches aggro, the intimidate symbol sometimes pops over their head.
With a dog?? If so, yes the dog is scary.




Nope, no dog required. This is the same thing that was happening a few patches back after the intimidate changes were rolled out.

Allorian
09-16-2011, 02:52 PM
Aweome, Thx fer listening guys. This is the type of thing that will keep people around and active in the game.



Thx
Glam/Choh/Juggeeranutte Officer of Sarlona's Midnight Guardians

mournbladereigns
09-16-2011, 02:52 PM
Rather thank you for the communication and update, I will instead engage in rampant rumour-mongering. The solution to the melee lag problems will be to nerf TWF AGAIN!

Kobold Still hate you!

Incidentally, the fire rune arm as active feat/ability is a good idea. SO I CAN QUIT USING CAPSLOCK INSTEAD.

I find the whole no sneaking till level 2 for Artificers very sneaky.

Franinho
09-16-2011, 02:52 PM
Not sure if mentioned, but it seems Quicken is bugged for some spells, sometimes it goes off, sometime it doesn't. Has anyone other experienced anything similar?

Produktion_Malphunktion
09-16-2011, 02:52 PM
I have a suggestion, the run arm firee key is in the keymapping...the only problem for me is, basically my entire keybaord is mapped out onto hotbars for my caster. This means I have to use alt (a key i NEVER use) to fire it.

My suggestion: Make "fire rune arm" a feat with a square icon so it can be used on a pre-existing hotbar keymap. would help a t-t-t-t-t-ton.

It can be put on a hotbar and auto load then fire only with the alt key. That is how I run with it and works so much better IMO that hit alt to charge, hit again to fire...

LordRavnos
09-16-2011, 02:52 PM
glad to see this, hope it continues, remembered a lot of dev deed back in AC and always loved it

deathtouch
09-16-2011, 02:55 PM
Never Mind...

Produktion_Malphunktion
09-16-2011, 02:56 PM
Egats, if that is what they are saying I doubt they have actually found the bug we are talking about since the reports we are giving definetly note that it started in U11. It also would be more then a little disturbing that more then one Turbine employee would say that they didn't see any issues when the bug was first discussed if it was a long standing issue.

You only think. Trust me...we even have little cool physics boxes to watch (who knew? Not QA! old tech from launch) and it is now dead nuts on. There was a change in U11 to a weapon type that made it even more noticeable, and once you are looking for something, you will see it in other places.

Of course Cyr, I can revert it so you can be right, and I can be wrong if you want. :)

dkyle
09-16-2011, 02:56 PM
It can be put on a hotbar and auto load then fire only with the alt key. That is how I run with it and works so much better IMO that hit alt to charge, hit again to fire...

That doesn't solve the problem at all. It still means dedicating a key to the rune arm, that no other character I have can then use.

I already use every key in easy reach of WASD. They're mapped to hotbar slots, or used for other important functions. Alt is, for example, my "block" key, since I use Shift as a modifier key.

I'd love to map "F" to a rune arm, but I map that to a hot bar slot for all my other characters. So if I remap rune arm to "F" on an Artificer, I lose that slot on my other characters. If Rune arm were instead an active feat, I could just drop it into the hotbar slot I mapped "F" to.

smatt
09-16-2011, 03:00 PM
Of course Cyr, I can revert it so you can be right, and I can be wrong if you want. :) :eek::D LOL, now THAT'S funny :)

cdbd3rd
09-16-2011, 03:00 PM
Whew, what a week! Just wanted to check in so you know we are reading, and responding to some of the issues. So, as of right now we are not hot fixing. There will be a patch in a few weeks....<huge snip>


Wow.

There's a lot of goo going on in game atm, but shining a flashlight on it so we can see a glimpse of what's going on behind the curtain is beyond awesome, M.


Very much appreciate taking the time on this.

/Props, for what their worth. ;)

mournbladereigns
09-16-2011, 03:01 PM
They use a set mechanic for spawning waves of enemies.
The same mechanic as in weapon shipment.
They updated this mechanic for shipment such that things spawn based on remaining hostile enemies rather than time.
This screwed up the puzzle tiles, which now spawn constantly.

And presumably any other quests with detailed event scripting may have gotten buggy too. hence his request for people to keep an eye out

SableShadow
09-16-2011, 03:02 PM
and once you are looking for something, you will see it in other places.


I'm quite familiar with the effect, but ... I really, really, *really* am hoping you're not thinking this is entirely a perception issue. :)

Produktion_Malphunktion
09-16-2011, 03:02 PM
That doesn't solve the problem at all. It still means dedicating a key to the rune arm, that no other character I have can then use.

I already use every key in easy reach of WASD. They're mapped to hotbar slots, or used for other important functions. Alt is, for example, my "block" key, since I use Shift as a modifier key.

I'd love to map "F" to a rune arm, but I map that to a hot bar slot for all my other characters. So if I remap rune arm to "F" on an Artificer, I lose that slot on my other characters. If Rune arm were instead an active feat, I could just drop it into the hotbar slot I mapped "F" to.

I use WASD, moved my pick up /use key to R, and runearm to E.

But i get what you are saying. Noted, and will pass it on. It was something we played with at one point, and most people internally like the pew pew FPS feel of hitting a key instead of clicking a button.

ainmosni
09-16-2011, 03:04 PM
A question -

I don't expect an answer, but a "simplified" explanation would be greatly appreciated.


What, on earth, do fast-moving tiles in Delirium have to do with anything else? Can you explain why U11 changes would affect puzzle tiles? That doesn't make any sense to me.

the 'simplified' answer would warp your feeble mind into a twisting, writhing clutch of maggots exploding with the intensity of trillions of neurons firing conflicting signals amongst themselves.

Do not question Xoriat.

TheGish
09-16-2011, 03:05 PM
Another bug: pressing alt (even on non-artificers) interrupts actions with progress bars. I didn't test super thoroughly, but the biggest offender I found is logging off.

Phidius
09-16-2011, 03:05 PM
I hate to be the one asking this question, but how does it manage to go through Mournelands (sp) the test server, and Lamannia and nobody notices these problems and reports them?

But don't get me wrong, I am glad that we have official word that there is problems and they will be fixed :)

And thanks for the negative rep for asking a question. O.o

Asking a question that implies that QA is incompetent, in the middle of a thread that breaks from the 3 year tradition of Turbine Silence?

Yeah, I'd expect Neg Rep for something like that.

Major: This is a tremendous step in the right direction. Thank you so much for the communication.

cdbd3rd
09-16-2011, 03:08 PM
So there's a discussion about VIP and Artificer and I'm one of those dumb@sses that had to buy it.

Us dumba$$es that bought it, now have it active on all servers. Well worth the 995 for us altoholics. ;)




You only think. Trust me...we even have little cool physics boxes to watch (who knew? Not QA! old tech from launch) ...


You know, I'd love to see some short vids of tools like that in action. Youtube is our friend. ;) (Or in some cases, our addiction.)

GotSomeQuestions
09-16-2011, 03:11 PM
Not sure if mentioned, but it seems Quicken is bugged for some spells, sometimes it goes off, sometime it doesn't. Has anyone other experienced anything similar?
Kind of. Using the metamagic toggles on Quicken *does* result in the "correct" sp cost and casting time, but sometimes you get the "wrong" animation (either a fast animation for a normal-speed spell, or a normal-speed animation for a Quickened spell). It seems to be just a graphics bug, as far as I can tell.

edit: oh, and thanks for this thread and for the summary, it is much appreciated!

Pape_27
09-16-2011, 03:12 PM
So Kookie, Madfloyd, and I are working on a very deep feedback dive for UI. Expect some surveys shortly, and I encourage you all to participate if you would like :) the discussion threads have been very good so far, and you're welcome to participate in both posting and the survey.

Please make sure that these are highly visible.

rayworks
09-16-2011, 03:12 PM
Expect some surveys shortly, and I encourage you all to participate if you would like :) the discussion threads have been very good so far, and you're welcome to participate in both posting and the survey.

Surveys? Why? You have all the feedback any intelligent person would need right in the forums.

Surveys are done so you can slow things down and backpedal solutions. I know; I've been to enough management courses to get that class.

Autolycus
09-16-2011, 03:13 PM
It can be put on a hotbar and auto load then fire only with the alt key. That is how I run with it and works so much better IMO that hit alt to charge, hit again to fire...

I haven't had time to play since the update. Can players remap the Alt key? I hope so since I use it for other things.

Zerenety
09-16-2011, 03:13 PM
Is this a place where I can list a problem?

If so, the Quicken toggle isn't working properly. This was all a little TL;DR, pardon if this is allready brought up :P
All the other Metamagic Right Click toggles are working properly, just Quicken...

dkyle
09-16-2011, 03:16 PM
I use WASD, moved my pick up /use key to R, and runearm to E.

Yeah, I think I'm unusually crazy with my key mapping. I use Q, R, F, three mouse buttons, each in combination with shift, ctrl, and windows-key (which is actually a remapped caps lock) for all my activated abilities and most common weapon swaps. I almost never click a hotbar with my mouse in the middle of any action, even on a caster. Just use mouse clicks for long-term buffs, and gear swaps.


But i get what you are saying. Noted, and will pass it on. It was something we played with at one point, and most people internally like the pew pew FPS feel of hitting a key instead of clicking a button.

Thanks!

But I'm confused why a dedicated keymapping is necessary for the "feel of hitting a key", which I agree is vastly better than clicking on a hotbar slot. How is a feat on a hotbar, that has that slot mapped to a key any different? And that's much more flexible, since hotbars are character specific, whereas keymappings apply across all characters.

And there could be both. A dedicated keymapping, plus an activate feat, that do the same things. New players get a dedicated key, so they don't have to learn how to map keys to hotbars, but more experienced players can just get rid of the dedicated keybinding, and use the feat.

augie
09-16-2011, 03:17 PM
<snip>
The UI- all the various complaints, discussions and gentile criticism is under discussion.
<snip>


I wish that was higher on the list. And in bold letters. Underlined. Maybe even red-colored. And instead of "under discussion" it ended with "...is being reverted back to its previous state in a hotfix next week."

But kudos for the communication. It is greatly appreciated.

Aug

Bargol
09-16-2011, 03:17 PM
A big thank you for posting. Here is hoping that this open communication continues.

dkyle
09-16-2011, 03:18 PM
I haven't had time to play since the update. Can players remap the Alt key? I hope so since I use it for other things.

You can remap it, but whatever you remap it to is a key that you now cannot use for your other characters (without modifying your keybinding everytime you swap between your arti and your other characters).

ArkoHighStar
09-16-2011, 03:19 PM
I use WASD, moved my pick up /use key to R, and runearm to E.

But i get what you are saying. Noted, and will pass it on. It was something we played with at one point, and most people internally like the pew pew FPS feel of hitting a key instead of clicking a button.

but by making it an active feat you can easily map that hotbar button to a key or a mouse button, which makes it much more flexible.

As an example on my rogue I have bluff on a hotbar mapped to an extra thumb button on my sidewinder mouse which makes it easy to hit the bluff key while attacking.

Kalari
09-16-2011, 03:20 PM
Thanks for this thread this is exactly the kind of stuff that means a lot to some of us, I cannot wait to talk about this on the next show.

DaSawks
09-16-2011, 03:21 PM
Off to grab a couple of pints...Tom Brady told me to start early...so two days early seems about right!

Go Pats!

Major Malphunktion

Best thing I have ever heard for staff. Go Pats.

geoffhanna
09-16-2011, 03:22 PM
This post is most awesome. Thank you !

Even if I don't like all of the news it contains, yet, still, here it is, awesome.

I am pleased. And we all know how important that is.

Bodic
09-16-2011, 03:23 PM
I use WASD, moved my pick up /use key to R, and runearm to E.

But i get what you are saying. Noted, and will pass it on. It was something we played with at one point, and most people internally like the pew pew FPS feel of hitting a key instead of clicking a button.

My example is I would love to hot key it to my mouse as say bar 3 slot 2, but as it is now my rogue would lose his assassinate attack button. My FvS would lose her Heal button. My wizard would lose which ever spell is keyed there. My bard would lose facinate. My fight would lose powersurge. My ranger manyshot. My Monk Stunning Stunning Fist. you kinda get the idea.

Really one thing I have prayed for is multipule keymaps so I could streamline a casting group, and a melee group of keymaps.

Lyzernn
09-16-2011, 03:23 PM
Thank you for the update! Great job!

Also, I would like to offer my ideas as to improve our UI, if you're interested, in my signature.

Eladrin
09-16-2011, 03:25 PM
but by making it an active feat you can easily map that hotbar button to a key or a mouse button, which makes it much more flexible.

As an example on my rogue I have bluff on a hotbar mapped to an extra thumb button on my sidewinder mouse which makes it easy to hit the bluff key while attacking.
The primary reason we made rune arm use a key rather than a feat was because we want it not to interfere with other actions you're taking. You can fire a repeating crossbow while starting or firing a rune arm, but you can't use bluff at the same time that you're doing something else.

Ron
09-16-2011, 03:28 PM
in case it has not been mentioned already:

something like this, a "what we are working on" post, at the end of every week (or even every month!) would be a HUGE step forward for player/dev relations

please start doing this!!!!!

one of the biggest complaints we players have is a lack of communication.

we assume you arent doing/noticing things because you dont tell us you are

Perhaps it could be called something like "The Weekly Development Activities", or WDA for short :)

Morlen
09-16-2011, 03:28 PM
MajMalphunktion, is your greenis getting bigger or have I been hitting the Mojitos a little to heavy again? O.o

(+1, thanks for the update. ^_^)

Bogenbroom
09-16-2011, 03:29 PM
Another bug: pressing alt (even on non-artificers) interrupts actions with progress bars. I didn't test super thoroughly, but the biggest offender I found is logging off.

That is the "use rune-arm" key. If you map it to something else, the alt stops interrupting.

sephiroth1084
09-16-2011, 03:31 PM
So Kookie, Madfloyd, and I are working on a very deep feedback dive for UI. Expect some surveys shortly, and I encourage you all to participate if you would like :) the discussion threads have been very good so far, and you're welcome to participate in both posting and the survey.
Is there any way to prod you for the survey, Tolero? I can't recall the last time I was sent a Turbine/DDO survey, but I'd like to participate in such. You know, I'm sure, how active (read: pain in the ass) I am on the forums about development stuff. :cool:

TheGish
09-16-2011, 03:32 PM
That is the "use rune-arm" key. If you map it to something else, the alt stops interrupting.
Non-artificer. The key should no-op.

ArkoHighStar
09-16-2011, 03:32 PM
The primary reason we made rune arm use a key rather than a feat was because we want it not to interfere with other actions you're taking. You can fire a repeating crossbow while starting or firing a rune arm, but you can't use bluff at the same time that you're doing something else.

so all active feats interrupt other activites, ok that does explain it

dkyle
09-16-2011, 03:33 PM
The primary reason we made rune arm use a key rather than a feat was because we want it not to interfere with other actions you're taking. You can fire a repeating crossbow while starting or firing a rune arm, but you can't use bluff at the same time that you're doing something else.

So all active feats must interrupt our flow of actions, as a fundamental limit of the system? I guess now that you mention it, they all do, except disabling stances...

Seems like a way to have feats that don't interfere with your other actions would be a great thing to have, in general. The ability to actually do two things at once would be appealing in many other contexts.

If we can't do that, how about some way to have a key bound to both a hotbar slot, and to rune arms, simultaneously? That way, on my Arti, I just leave that hotbar slot empty, and as far as I can tell, activating an empty hotbar slot doesn't interrupt anything. On my other characters, I put something in there, as usual, and the rune arm binding doesn't matter, since they wouldn't have a rune arm.

BruceTheHoon
09-16-2011, 03:34 PM
I have nothing but praises for this topic.

brian14
09-16-2011, 03:36 PM
- weapon swap lag is back (possibly related to Masters Touch, or the UMD bug has returned, or both)
Bugged

Yesterday I did not see much problem switching weapons, but noticeable lag switching bracers.

Produktion_Malphunktion
09-16-2011, 03:38 PM
I hate to be the one asking this question, but how does it manage to go through Mournelands (sp) the test server, and Lamannia and nobody notices these problems and reports them?

But don't get me wrong, I am glad that we have official word that there is problems and they will be fixed :)

And thanks for the negative rep for asking a question. O.o

A.The game is big. Really big. You just won't believe how vastly hugely mindboggingly big it is. If you thought some single player game was big, it doesn't even compare to DDO.
B.Some things get missed because of 'bigger issues'. Like crashes, and other higher priority issues. QA has to work within the trinity of Size of the project vs. time available vs. number of eyeballs available. I risk figure out what is ok to leave off the plate vs. what will break the game or effect the most people.

SirShen
09-16-2011, 03:40 PM
This is excellent feedback thanks.

Dont know if this is know but doing Devil Assault will break Bravery streak even though is says it dosent.

Note: I was level 6 and did normal.

sebastianosmith
09-16-2011, 03:40 PM
I'd just like say "Thanks" to MajMalphunktion for this thread. More communication of this type will be greatly appreciated. Many, many thanks for everyone's efforts there at Turbine.

Darkrok
09-16-2011, 03:41 PM
One more: Crystal cove will break Bravery streaks!! Sucks I know...but think of the loot....

How could we not expect this? It's clear that the kobolds still hate us. ;)

Big thank you for this thread by the way!

badbob117
09-16-2011, 03:42 PM
- weapon swap lag is back (possibly related to Masters Touch, or the UMD bug has returned, or both)
Bugged



It really is frustrating on my bard who swaps out charisma items all the time for Fascinating. and uses bunny hat for scrolls.

It seems the more times i swap out my epic shimmering pendant. the worse it gets. It has gotten to the point where i have to log out after almost every mission if i am doing lots of fascinating and scroll healing. The lag is not so bad for normal content but in epic and the rare mission it can spell disaster. Raids are out of the question for the time being, especially ones where the party relies on the bard for putting stuff to sleep. That lil bit of lag combined with normal raid lag is overwhelming in U11. It can get pretty awful sometimes.

I do not use masters touch ever because of previous problems with it in the past. I have banked my bunny hat because i seem to lag way more with it on when i equip a scroll now after the update. :( And am maybe looking for a way to reduce the lag by just making the epic shimmering pendant my perm necklace. It will cost epic tokens i do not have though for freeing up a item by slotting something into the necklace.

Do you have any suggestions to maybe help all us players out who are suffering this umd lag, other then never swapping our items? It seems my bard is most effected. Do the devs have any tricks up their sleeves to help us umd users out a bit with this?

And thank you for this generous feedback post. It is awesome to see dev and player communications on the rise :)

Ironforge_Clan
09-16-2011, 03:44 PM
This is exactly the kind of communication/feedback many of us want to see. Thank you very much!

Robi3.0
09-16-2011, 03:47 PM
I love all this Dev interaction in this thread. RoBi approves!

That is all.

Battlehawke
09-16-2011, 03:47 PM
This is great communication and very good for the community
Thank you.

waterboytkd
09-16-2011, 03:47 PM
Just want to say this thread is awesome. This kind of dev communication is exactly what we need. I hope End of the Week with MajMalphunktion becomes a regular, weekly thing (accompanied by a pay bump for Maj, for having to talk to us every week).

Eladiun
09-16-2011, 03:48 PM
A.The game is big. Really big. You just won't believe how vastly hugely mindboggingly big it is. If you thought some single player game was big, it doesn't even compare to DDO.
B.Some things get missed because of 'bigger issues'. Like crashes, and other higher priority issues. QA has to work within the trinity of Size of the project vs. time available vs. number of eyeballs available. I risk figure out what is ok to leave off the plate vs. what will break the game or effect the most people.


Nice Hitchhikers Reference.

Vyrn
09-16-2011, 03:49 PM
Blue dot player name not displaying on minimap
The UI- all the various complaints, discussions and gentile criticism is under discussion.


Woot. :D.

Braegan
09-16-2011, 03:49 PM
First, please do more of this. Absolutely great to catch a glimpse of what's on the fix list. Thank you.

Second. The "Quicken Bug" seems to be more then just an animation issue. First I was experiencing a Quickend Mass Heal going off at Quickened-Speed while the animation took UnQuickened Speed. I was even able to throw a Mass Cure following a Mass Heal before the Mass Heal animation was complete. Randomly, however, I would cast Mass Heal and have it go off at UnQuickened Speed and animation (while the meta was turned on).

This has further become an issue with me. I have selected Mass Heal to "Standard" and left Quicken on. Only to find randomly my Mass Heals were going off at UnQuickened Speeds. My only fix for this is to toggle Quicken off and on again when I notice it happening which seems to happen every 5 or 6 casts. Mass Heal is a very lengthy cast and it is very noticeable when it is going off Quickened or not. There is something buggy with it at the moment and any attention to it would be greatly appreciated.

BOgre
09-16-2011, 03:50 PM
I'm so pleased by this thread, it's title, and it's content. Thank you very much Maj for making this effort at communication. I don't doubt that what you're talking about is just a fraction of the work y'all do, with or without telling us about it, but by telling us about it, you've put us 'on your side'. I'm just so happy that you've done this. Thanks a lot.

I like that you're addressing the Deepwood Sniper issue. I feel like I have another option for TR'ing my Ranger into now. AA just never really appealed to me all that much, and with Sniper being broken I figured I'd just go with a better (better for me...) Tempest. Add the changes to Point Blank and it's starting to look like we can make ranged toons work!

Keep up the great work. Is there any chance this weekly update can be made a regular event? Heck, even bi-weekly would be superfantastic.

Meat-Head
09-16-2011, 03:50 PM
in case it has not been mentioned already:

something like this, a "what we are working on" post, at the end of every week (or even every month!) would be a HUGE step forward for player/dev relations

please start doing this!!!!!

one of the biggest complaints we players have is a lack of communication.

we assume you arent doing/noticing things because you dont tell us you are



^^^ THIIIIIISSSSS

Love the update. THANK YOU

Hellllboy
09-16-2011, 03:55 PM
Thank you, Turbine, for all of your efforts to make our MMO one of the best around! :D

Bronko
09-16-2011, 03:55 PM
Perhaps it could be called something like "The Weekly Development Activities", or WDA for short :)

I see what you did there. :rolleyes:

Backley
09-16-2011, 03:56 PM
we even have little cool physics boxes to watch (who knew? Not QA! old tech from launch) and it is now dead nuts on.Any chance of a short devblog with video link of that?

Drwaz99
09-16-2011, 04:01 PM
So Kookie, Madfloyd, and I are working on a very deep feedback dive for UI. Expect some surveys shortly, and I encourage you all to participate if you would like :) the discussion threads have been very good so far, and you're welcome to participate in both posting and the survey.

Can I ask why they were changed? Was something about them broken, or was it to just an attempt to 'Fancy-Up' what was our display...One thing that many people feel is that if it's isn't broken, why spend time and change it when those man hours could be better used in areas of the known issues list that SEEM to never get any attn.

I know for a fact that you have mentioned that many of the items on the known issues list (well novel is more correct, but...) are never going to be corrected as they take too much time away from developing new content. Let me give you a good analogy I think fits that situation:

Your building a house on your own and your taking your time, updating things as better things and technology come out. This works great for a while, a few kinks here and the building inspector says your up to the basic code, but suggests that you use 2x6's and screws for the rough-in of your walls and to elevate your main floor 3 feet off the ground... You politely thank him, but continue on your original plan... After a while you found out the hard way that your new fabulous home sits in a major flood area prone to tornadoes. This isn't Kansas anymore and there aren't any magical Ruby slippers (but a good idea for a name loot item with teleport clickies; ;). That aside, you get hit by a fairly benign storm that rains a lot and spawns some weak tornadoes. Sounds familiar? Well your house floods and your house partially collapses due to the unwillingness to listen the the code inspector. Heck you didn't even evacuate when asked to. Because of this you find that the insurance won't cover any losses due to neglect. Do you rebuild the same, or take the code inspector advice and make the necessary fixes.

Moral of the story, if we continue to build onto things that are bugged, we are going to have larger and larger issues to deal with down the road. I know for a fact, looking at Turbine's financial sheet (which is easy to find through a multitude of places, especially since WB is a publicly traded entity) DDO is to say the least a very, very profitable game even 5+ years later. You can see that with all the new people popping their heads in here. So why can't we get 3-4 people together form each dept, start a "Bug Team" and have them work through some of the ones on the list. It's doesn't have to be out ASAP, but i would be and enormous thanks to the player base and would make you look hella good around the offices.

Hendrik
09-16-2011, 04:03 PM
Thank you MajMal for the communication!

In addition to my /bugreport;

Quest Objectives window ~ please make the flashing stop.....

:D

Primalhowl
09-16-2011, 04:04 PM
MM has blown my mind. The OP was exactly the kind of post I have hoped for to discuss active bugs. It reminds me of a more realistic version of the old WDAs that gives players *useful* information. I would love to see this every week... Heck, even monthly would be awesome!

Just a post that updates the status of the listed issues on an ongoing basis (as well as including any new ones that are being worked on) would be incredibly informative.

Like:

"We thought we had a working fix for XYZ but it turns out that the problem is bigger than we though, so back to the drawing board. Probably won't make the next update."

I think that sort of information is really what people are looking for. While I think it is fun to get hints on future content, it doesn't really affect our game play like bugs can...

Ravoc-DDO
09-16-2011, 04:08 PM
Great post MM. Coming from EVE, these are exactly the kind of posts I missed here. They bring the community so much closer to the devs and their vision, promoting understanding instead of hate. And you might even get some good targetted suggestions out of it as well.

Speaking of which, can't you implement the rune arm in a similar way the monk finisher feat is done but as a newly written non-action-interfering feat type? That way it can be put on a hotbar too and bound to whatever key you like, without locking out that key for non-arty toons.

TheLallian
09-16-2011, 04:09 PM
Great that this thread was posted. Gives me hope for the future.

Thanks.

wgperi
09-16-2011, 04:10 PM
I appreciated your response. Keep it up :)

Superspeed_Hi5
09-16-2011, 04:13 PM
Go Pats!

Major Malphunktion

Boooooooo!!!

WangChi
09-16-2011, 04:18 PM
There has been a lot of worry/posts/concern/DOoOoOoOM threads in the rogue forums about epic/elite raid bosses and SA/fortification. Essentially rogues got double nerf'd by fortification increase it seems, as they lose out on crits like all other melee's and they lose out on sneak attack damage (where most of our damage comes from in the first place).

Any chance you are discussing that as well, oh please, oh please?

muffinlad
09-16-2011, 04:19 PM
First, please do more of this. Absolutely great to catch a glimpse of what's on the fix list. Thank you.

Second. The "Quicken Bug" seems to be more then just an animation issue. First I was experiencing a Quickend Mass Heal going off at Quickened-Speed while the animation took UnQuickened Speed. I was even able to throw a Mass Cure following a Mass Heal before the Mass Heal animation was complete. Randomly, however, I would cast Mass Heal and have it go off at UnQuickened Speed and animation (while the meta was turned on).

This has further become an issue with me. I have selected Mass Heal to "Standard" and left Quicken on. Only to find randomly my Mass Heals were going off at UnQuickened Speeds. My only fix for this is to toggle Quicken off and on again when I notice it happening which seems to happen every 5 or 6 casts. Mass Heal is a very lengthy cast and it is very noticeable when it is going off Quickened or not. There is something buggy with it at the moment and any attention to it would be greatly appreciated.

I can attest to duplicating 100% of this behavior with Mass Heal in two Shrouds last evening.

Quicken vs. UnQuicken borks at random times, esp. with MassHeal.

Regs,

muffinlaggard

PS> Good Job Dev's, QA and Community Folks on this thread. I know it can get tiresome when everyone "in the field" wants to be your boss and follow up with a "why don't you do it this way? When I was at X we did this." rather than just focusing on the issues at hand, but the end result is worth it, trust me!

gamj
09-16-2011, 04:35 PM
Thank you very much for the list, the communication, and to acknowledge the bugs that have been reported but that we weren't really confirmed so far that were listen. So THANK YOU.

However, my only issue here is that a lot of these were reported on Lama-land way before it went live.. I'm a little concerned that some of these went live but could have been fixed before.

Ah well, either way, thanks for the communication.

Mister_Peace
09-16-2011, 04:37 PM
So Kookie, Madfloyd, and I are working on a very deep feedback dive for UI. Expect some surveys shortly, and I encourage you all to participate if you would like :) the discussion threads have been very good so far, and you're welcome to participate in both posting and the survey.

This should have been done BEFORE the change.


Major ... your name is mispelled or is that WAI?

His parents named him. They are kobolds.

BrianTheHun
09-16-2011, 04:39 PM
There has been a lot of worry/posts/concern/DOoOoOoOM threads in the rogue forums about epic/elite raid bosses and SA/fortification. Essentially rogues got double nerf'd by fortification increase it seems, as they lose out on crits like all other melee's and they lose out on sneak attack damage (where most of our damage comes from in the first place).

Any chance you are discussing that as well, oh please, oh please?

This is a major concern for me, as well. Rogues most definitely got hosed with the fort adjustments, and I would like to see them toned down on elite/epic difficulties. I'm ok with giving the raid bosses more hp's and some fort, but the current implementation (at least regarding fort) is too much.

Also, thanks for the thread. As you can see, posts like this will gain a lot of goodwill from the playerbase.

Chazzie
09-16-2011, 04:42 PM
Tip of the hat Turbine :)

Could this type of thread be on a every other week Norm?

anto_capone
09-16-2011, 04:46 PM
Thx for the update! :)

Aelonwy
09-16-2011, 04:49 PM
Wow thanks for keeping us in the loop, its much appreciated. Frustration levels everywhere must be decreasing.

Solmage
09-16-2011, 04:50 PM
I use WASD, moved my pick up /use key to R, and runearm to E.

But i get what you are saying. Noted, and will pass it on. It was something we played with at one point, and most people internally like the pew pew FPS feel of hitting a key instead of clicking a button.

I agree, but I want to be able to hit the same key I would use for other spells on my casters. So if my sorcerer's fireball key is keypad_7, I want to shoot the rune cannon with keypad_7 by simply dragging the new fire feat unto toolbar 1 position 7.

Otherwise, I have to map 7 to fire the run cannon and my sorcerer can no longer use fireball with that same key, or I have to map yet another key that is not used often/at all.

Memnir
09-16-2011, 04:52 PM
.
.
.
.
http://i300.photobucket.com/albums/nn12/EnPsyane/HeadBangingMario.gif
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.
.

PestWulf
09-16-2011, 05:13 PM
Go Pats!

Major Malphunktion

Much becomes clear :( :(

Shade
09-16-2011, 05:24 PM
Any work being done on the many problems with combat tactics not landing right now?

Related to the U11 melee latency you talk about.. But a bit different too, as part of the problem showed up in U9.

Thread/Video of issues here:
http://forums.ddo.com/showthread.php?t=341706

Suggestion to fix here:
http://forums.ddo.com/showthread.php?t=337012

Sebastrd
09-16-2011, 05:35 PM
Posts like these, letting the players know what is going on, are awesome and will directly contribute to me continuing my VIP subscription instead of looking for somewhere new to spend my gaming dollars.

peterfrosty42
09-16-2011, 05:51 PM
*can we please fix the UI or at least give us an option to revert back to previous version? Thanks.

^this

I've stopped playing my cleric in groups due to getting headaches (as have others; most groups seem to be lacking healers lately...), especially when multiple display effects are happening. It needs either a background or an option to switch back to the U10 version.

Awful implementation...absolutely awful.

dunklezhan
09-16-2011, 05:54 PM
I've said it before, and I'll say it again. The guy is just full of awesome.

Hafeal
09-16-2011, 05:57 PM
Major props MM. Ty.

LeLoric
09-16-2011, 05:57 PM
Go Pats!

Major Malphunktion

Getting lubed up per Tom Brady?

The_Brave2
09-16-2011, 06:00 PM
This is exactly what everyone has been talking about with communication between the team and the players, thankyou... and keep it up!!

Galeria
09-16-2011, 06:01 PM
You know it's worse being ignored than being hated? Because being ignored means you don't matter.

Thank you for finally breaking silence with some simple updates about what's going on back in the office. Even a simple acknowledgement that the issues are being heard is a huge improvement.

Thanks much for this thread and we look forward to seeing more. It really is a relief to get a response!

Ninety
09-16-2011, 06:15 PM
What about slayer pots not stopping in dungeons?

Ryenji
09-16-2011, 06:15 PM
No word on artificer knowledge's +2 to umd not working with wands or scrolls?

Terebinthia
09-16-2011, 06:28 PM
Thank you for the update, please oh please include whatever's going on with these metamagics in your list of primary concerns. Many thanks, T

fyrst.grok
09-16-2011, 06:35 PM
Nope it has been on live for all this time. Mostly with moving targets, or the player moving.

I can confirm this.. Been having occational non-registered meleeattempts in all the time I've been playing, but always thought it was meant to be :p The update just amplified the bug i guess..


A.The game is big. Really big. You just won't believe how vastly hugely mindboggingly big it is. If you thought some single player game was big, it doesn't even compare to DDO.
B.Some things get missed because of 'bigger issues'. Like crashes, and other higher priority issues. QA has to work within the trinity of Size of the project vs. time available vs. number of eyeballs available. I risk figure out what is ok to leave off the plate vs. what will break the game or effect the most people.

Nice :D

Aganthor
09-16-2011, 06:45 PM
Great job creating this thread. As others mentionned, we need more of this. It'll shorten the gap between end-users and the devs!

Grace_ana
09-16-2011, 06:48 PM
Thanks MM and Tolero for this thread and additional input!

Rumbaar
09-16-2011, 07:06 PM
Thanks for this community service thread on this community service forum, I really appreciate it.

Good job Turbine.

Stanley_Nicholas
09-16-2011, 07:10 PM
Any chance we could get confirmation whether it is in fact intended for the SP cost of Wings to have doubled? The change to limited charges seems to be working fine, but there are at least some of us who aren't so sure the additional SP cost doubling was intended, or even necessary. The original plan was to raise the cooldown and increase the SP cost, then it was decided instead to go with the charges implementation (which was a good decision), but only the cooldown change was reverted and not the SP, and no comment on that has ever been made. Thanks.

MatrimDaved
09-16-2011, 07:14 PM
Thank you MajorM !!

Keep up all the good work.

Meriadeuc
09-16-2011, 07:25 PM
Is the issue with the Stalwart Defender III stance not generating the correct amount of extra threat being addressed?

Produktion_Malphunktion
09-16-2011, 07:29 PM
Thank you MajMal for the communication!

In addition to my /bugreport;

Quest Objectives window ~ please make the flashing stop.....

:D

Right. Already fixed for patch!

pjw
09-16-2011, 07:32 PM
...but sometimes you get the "wrong" animation (either a fast animation for a normal-speed spell, or a normal-speed animation for a Quickened spell). It seems to be just a graphics bug, as far as I can tell....

Firstly, it's fantastic to see a responsive and interactive bug list, even if it is only powered by a fleshy. Thanks MM.

On Quicken: I'm pretty sure I have been interrupted, and the slow animation is literally killing me. There are places where a slow casting animation means you get hit more.

I still have no idea what causes this, so it would be good if anyone sees a pattern to describe the pattern.

Produktion_Malphunktion
09-16-2011, 07:32 PM
Any work being done on the many problems with combat tactics not landing right now?

Related to the U11 melee latency you talk about.. But a bit different too, as part of the problem showed up in U9.

Thread/Video of issues here:
http://forums.ddo.com/showthread.php?t=341706

Suggestion to fix here:
http://forums.ddo.com/showthread.php?t=337012

All related. We will double check it on monday, but as far as I understand, all the same issue.

Dragaer
09-16-2011, 07:34 PM
All related. We will double check it on monday, but as far as I understand, all the same issue.

Aren't you supposed to be out getting sloshed right now? Boston is the party town, everyone knows that. Allston used to be the place in the 90s, not sure of the hot spots these days.

Produktion_Malphunktion
09-16-2011, 07:37 PM
What about slayer pots not stopping in dungeons?

Known issue, yeah, that one is annoying.

Produktion_Malphunktion
09-16-2011, 07:40 PM
Any chance we could get confirmation whether it is in fact intended for the SP cost of Wings to have doubled? The change to limited charges seems to be working fine, but there are at least some of us who aren't so sure the additional SP cost doubling was intended, or even necessary. The original plan was to raise the cooldown and increase the SP cost, then it was decided instead to go with the charges implementation (which was a good decision), but only the cooldown change was reverted and not the SP, and no comment on that has ever been made. Thanks.


As far as I know that is how the developer wanted it.

Gum
09-16-2011, 07:41 PM
Whew, what a week! Just wanted to check in so you know we are reading, and responding to some of the issues. So, as of right now we are not hot fixing. There will be a patch in a few weeks.
Some of the things we are already working on are:
• Wand string table errors-uuuugly.
• Quivering Quiver Xoriat +3 Arrows mostly broken
• Pet goes invisible from zoning
• Blue dot player name not displaying on minimap
• Last item in ingredient bag and quivers still displays
• Artificer repair spells inscribed from scroll give 'spell not prepared' error
• /show helmet not working if helmet was toggled off in U10
• Invite to airship yields "pet too far away to receive communications" error
• Can't tumble with rune arm equipped ( well, you can it is a double click)
• Melee delays damage on first few attacks
• Using paypal in store crashes game
• Delirium puzzle tiles moving too fast
• UI hp bar doesn't update when temporary HP bonus is removed
• Warforged lack death animation-mobs and NPC’s.
• Deepwood Sniper Shot breaks stealth
• Repeater crossbows damage on reload animation
• Bashing shard appears as 'Shard' with no details

Overall we have a good chunk of bugs that are candidates for U11 Patch 1.

Let’s chat about some of the other more…talked (Raged? Screamed?) about issues.

Attack latency- We have a fix! I’ve seen it with my own eyes. This has actually been in the game for about 18 months, hence why it looked the same to everyone here. Expect to deal more damage than you are used to. Hey a side benefit! Time to play my Paladin again...

Sneak at level 2 on the Artificer. This is ‘as designed’. There is an internal discussion about this, but at the moment it is the way it was designed.

Artificer VIP- This is under discussion. Like I posted elsewhere, Turbine has attempted other things with the store that didn’t go well that we have removed. Just using my eyeballs it seems like a ton of people did buy the class, but I’ll leave it to the bean counters and marketing folk to make those decisions. I understand your displeasure, and there is talk about VIP's going on.

Can’t enter Quest/Zoning exc- The occasional error entering quests is because of server load. The good news, lots of people are playing. The bad news is we do not do a very good job or gracefully reporting this to players. We are always looking at ways to make this better.

Delirium closing- We have a fix for this too, but it could lead to some pain elsewhere. A classic pull on a thread of a spiderweb, the whole web can move…or break. While you are leveling up you Artificers, please keep an eye out for content not behaving correctly, especially parts of dungeons that have complex behaviors like the tile puzzle in Delirium, or wave battles.

The UI- all the various complaints, discussions and gentile criticism is under discussion.

One more: Crystal cove will break Bravery streaks!! Sucks I know...but think of the loot....



Oh OK I’ll do Zaodon’s list…:

cannot smash breakables on 1st try, ever, with melee. It requires at least 2, sometimes 3-4 swings before it breaks. Missiles seem to work 1st try, for the most part.
Fixed.

- repeaters (possibly all xbows) get out of synch instantly, within the first 3-5 shots. Load animation fires, fire animation loads. Swapping to melee, and then back to the xbow fixes it for the next 2-3 shots, then it bugs out again immediately.
Known issue.

- Arti dogs "disappear". The dog disappears as well as the Hireling control bar for the dog. You click "summon", it says you already have a dog summoned. Only a log out/log in fixes this ridiculous bug.
Known issue-and annoying.

- many wands screwed up. weird stringDID values.
Known

- Sneak is missing for Artis at level 1. You have to get to level 2 before Sneak appears in the feat list.
WAI, but under discussion

- unable to remap "Fire Rune Arm" key in Key settings reliably. Example, CAPSLOCK works, "E" does not work.
Known. Something weird happened here.

- Cannot use Extend (and possibly other metamagics) on Arti spells which SHOULD allow them. Example, Elemental Weapons should be Extendable.
Known issue.

- When a monster switches aggro, the intimidate symbol sometimes pops over their head.
With a dog?? If so, yes the dog is scary.

- bugs in camera angle, camera is panning thru walls, which blanks your screen out.
Known issue

- I Dream of Jeets, the "secret" shrine that became inaccessible due to a bug in update 8, fixed in 8.1; has been reverted. And now both the rest and resurrection shrines are unavailable.
ARGH AGAIN? Jeets does not dream of resting. Known. Never trust a thief.

- The text on most spell boosting clickies, that were finally fixed in update 10; have now been reverted to the earlier incorrect form.
Known.

- descriptions of things across the board seem truncated. shop windows before U11 it would show almost the entire description of an item now it just shows: +5 Item of ...., +4 Shock Item of ...., Cleric, Lvl 11 Contract:..
New Store on 9/26…this will be looked at again.

- Blue dots on map don't show player name when you mouse over them. No more "Come to my dot" instructions, or even being able to see who's in quest or not from map.
Many map note issues, all are being squashed for U12

- Summoning an eladrin ghaele causes the game to nearly quit for your entire party.
Tested 3 times in Sleeping Dust. Insane lag. (same for many summons, huge AI lag)
Bugged.

- weapon swap lag is back (possibly related to Masters Touch, or the UMD bug has returned, or both)
Bugged

- Artificer Knowledge : Potions Does not work as per the description (TL: DR -> increases casting level on pots) Tried Haste / Heroism / Rage
Bugged.

Well, hope you are enjoying the new stuff...and the old stuff. Didn't you miss Korthos? Anyway have fun over the weekend, and in Crystal Cove next week. The Cove is my personal favorite place in the game..at least until...oh that would be spoilers.
Marching on to U12...which is already fun as hell. Good signs when QA is already enjoying the new stuff this early.
Off to grab a couple of pints...Tom Brady told me to start early...so two days early seems about right!

Go Pats!

Major Malphunktion

For the love of every Man, Woman, Emu, and everything else living in this world, please post more often. I've been waiting for a long time to see this level of communication, understanding of current state in ddo, and a genuine display of ability to relate to the player base as a whole, it's very refreshing and I want another shot.

Geaux Saints!~Gummy

Phemt81
09-16-2011, 07:42 PM
-BEST THREAD EVER-

Did Anyone point out the greater dragonmark of passage issue? :)

Cormath
09-16-2011, 07:51 PM
Communication is key. That is why Public Relations is a whole industry unto itself. Just knowing that things are been looked at and some tentative dates makes the waiting endurable. I have beta tested so many games, and communication has always been indicator of a solid development team. THANK YOU for showing you are listing and attempting to address the issues.

Produktion_Malphunktion
09-16-2011, 07:59 PM
Major ... your name is mispelled or is that WAI?


It is?

Um...that is kind of the joke...

Besides Major Malfunction looks lame in multi player games.
I started using that back in Battlefield 1942 because I was soooo clever. Before that I was GrumpyGrundy or Happipenguin (because my Quake II clan played with giant penguin player models...don't ask.)


BTW Your misspelling is mispelled.

Pwesiela
09-16-2011, 08:04 PM
I <3 this thread, and hope that its continuance and bumpage from my end help encourage similar such threads in the future!

:D

Diyon
09-16-2011, 08:08 PM
Since this thread is so active, I'd like to thank you (and/or those responsible) for the fix to the half elf dragonmarks not working with Air Savant as far as modifiers (such as metamagics) were concerned.


I am curious as to whether or not its all fixed now or not, with everything applying right, but I am happy to see triple digit numbers rather single/two digit numbers for my call lightning storm now.

Braegan
09-16-2011, 08:15 PM
Major,

I know you are a busy man. But please look into the posts made about the Quicken Bug. It hurts those that play healers alot. And I am not trying to be a pain, just looking for some confirmation that it has been seen and will be fixed at some point.

Thanks again for being active in this thread.

/cheers

Ungood
09-16-2011, 08:21 PM
Thank you for the heads up.. !

Combat_Wombat
09-16-2011, 08:25 PM
Best thread ever Major this gets like a +infinity. This is the kind of detailed feedback everyone has wanted.

varzyl
09-16-2011, 08:25 PM
what about fixing metamagic feats on\off? I died a couple time because of quicken heal didn't work...

bug is: if you use a spell "asways off", while feat is active, and then you use another spell with just "standard", metamagic will remain off

Kielbasa
09-16-2011, 08:44 PM
Thanks for all the feedback about the issue we're having. Just incase it was not mentioned already, in the quest objectives window for timed quests the timer is all messed up now some of the numbers don't show properly.

furbyoats
09-16-2011, 08:47 PM
Hate to put a negative post but...

the lag is absolutely insane right now. Earlier today we ran an echrono and it was causing heals/recons to completely miss.

just got out of a normal tod and that is the worst lag i have ever experienced with the game. part 2 kiting...dropped damage aoe's on the stairs, started to run...hit the back of the room with no shadows around me...started taking multiple hits and recons would not register for 5 seconds. ended up staying stationary and spamming the recon button, praying to make it through. it's probably been brought up but holy **** it is bad!

CrimsonSpectre
09-16-2011, 08:53 PM
Nothing to really say, my main issue is being discussed over in the new UI bar feedback thread, but... I'm loving the detailed feedback here. =D

Stanley_Nicholas
09-16-2011, 09:07 PM
As far as I know that is how the developer wanted it.

Thank you very much. You are the best thing to happen to DDO in a long time.

Cyr
09-16-2011, 09:12 PM
You only think. Trust me...we even have little cool physics boxes to watch (who knew? Not QA! old tech from launch) and it is now dead nuts on. There was a change in U11 to a weapon type that made it even more noticeable, and once you are looking for something, you will see it in other places.

Of course Cyr, I can revert it so you can be right, and I can be wrong if you want. :)

It's not about being right or wrong. It's about understanding what is really going on and knowing that it will be fixed.

I can say that my experience was noticably worse in U11 using twf or handwraps (I was not using anything else really the past few days so I can not speak for those combat styles). I can certainly see something new making an old bug much worse. That would to me be a new issue though and very noticable.

I just want to make sure this is not a 'lag' type issue where a bug is targetted that effects the main complaint, but is not really the main bug causing issues for the players and we have to wait through multiple updates for any new progress on the issue. Active combat is the most important part of DDO as far as I am concerned and I am concenred when I see a developer saying they can't see what we are seeing and then saying it is an old bug that we just didn't notice before. If it is because the bug got alot worse then that makes sense from a player perspective, but not from a developer not being able to notice it one.

PurdueDave
09-16-2011, 09:16 PM
Thanks for the communication. That's it. No "...but". Except for that one.

skyjuice
09-16-2011, 09:25 PM
Thanks for acknowledging the list of bugs & errors and we all hope these get smashed!

LoveNeverFails
09-16-2011, 09:32 PM
Major Malphunktion

I hope this wins you guys points with some of the folks that ragequitted and are still paTROLLing the forums looking for more things to beam you guys with. I personally want to say Thank you very much for the feedback, and to let us know that you guys ARE listening. It's warming, and makes me very happy to play the game, and be part of the community. Mad Props Mal.

RTN
09-16-2011, 09:43 PM
I don't suppose you've fixed superior parry, have you?

Hendrik
09-16-2011, 09:44 PM
Right. Already fixed for patch!

In honor of your communication and tasty bug fixes, I will resolve to not kill Kobolds until patch day!

:cool:

Patch day, them lil buggers are open season.....

Myrddinman
09-16-2011, 09:51 PM
This is awesome!!! Thank you so much for the update :D

voxson5
09-16-2011, 09:52 PM
Somebody give the Maj a pay rise!

He's one of the best things to happen to Turbine. Thanks for being part of it !

Failedlegend
09-16-2011, 10:04 PM
A.The game is big. Really big. You just won't believe how vastly hugely mindboggingly big it is. If you thought some single player game was big, it doesn't even compare to DDO.


I dunno Major I think Skyrim will give you a run for your money

Oh and I support leaving the rune arm use feat exactly the way it is now (except for the hotkey bug where only alt and caps seem too work so i can use "E")

Dark_Helmet
09-16-2011, 10:10 PM
Great communications with the community. Thanks!



Go Pats!

Major Malphunktion

Obviously, this is not behavior as intended. The NFL is going to fix that bug in week 2. ;)

Mellifera
09-16-2011, 10:23 PM
http://i2.photobucket.com/albums/y34/ThePicStash/Avatars/BPi.gif

This is exactly what we've been asking for since the WDA went off to that Great Forum In The Sky. I hope this becomes a new regular feature, even if its only monthly or whatever.

Culver.Civello
09-16-2011, 10:24 PM
Does this mean that Monks will soon be able to hit enemies that are running from them? This always annoyed me. I always had to try to cut them off and hit them enough to catch aggro so they would turn and fight me like a real man/woman...er... Whatever they happen to be. XD

Noelemahc
09-16-2011, 10:33 PM
Maj, a couple things I didn't see on the list I'm hoping that will get addressed soon:

1. SLA targeting doesn't work right. I've posted about this in multiple threads. Example: When casting the spell Acid Blast you can throw it in any direction you like. Look up at the sky and shoot it up. Look at the ground and fire it down. However, the SLA version of the spell can only ever be fired horizontally. The only way to make it NOT fire in a perfectly straight line is to hard target a mob. This is the same with almost every single SLA. It would be nice if a SPELL-like ability could be aimed exactly like the normal spell versions.

2. The new metamagic individual spell sets do not work properly. The main problem seems to be with Quicken, although some of the others aren't working exactly right either. I've gone more in to detail in this thread here (http://forums.ddo.com/showthread.php?t=341527).

3. Server lag. Seriously getting out of control. I'm beginning to wonder if it's just Cannith. Other servers report mild lag, but on Cannith it's pretty major constantly. When constant lag becomes a major factor in gaming experience, it needs to be addressed and now. This is affecting me and everyone I know on a daily basis 95% of the time. I haven't done a single quest in the 2 and a half years I've been playing where I've gone from start to finish without lag. This is simply unacceptable.

4. Greater Essence drop rates. After update 10 (for a very short duration of time) they were dropping a ton. Now they are barely dropping at all. They are a super rare drop now. I run a full train of raids, epic quests, and tring every day. The last month or so I've barely got more than ~30 of each essence at the very, very most. Shorty after update 10, I was getting that much per day just running my tr for an hour or two. The release notes for update 11 said the drop rate was increased, but actual experience says otherwise.

5. Elemental damage clickies are no longer 75%. This was said to not be WAI. Is this going to get fixed back to normal?

6. AC. This is more of a system overhaul than a bug in the game, but it really should get addressed though. Mob numbers are so overinflated that AC stops being useful. Part of the problem is there have been no (good) new AC gear for the longest time.

7. PREs. What's taking so long to get these out?

I can't think of anything else off the top of my head. One thing I was super disappointed about though was the Alchemical weapons. Most of them got brand new looks and look pretty cool. The Bastard Sword got the old green steel look though and it looks ugly as all hell :( Any chance one of the art guys can give some love to the rest of the weapons that didn't get unique looks and give them cool looking models?

Anyway, thanks for the responses Maj. It's good to see you around.

Dark_Helmet
09-16-2011, 10:36 PM
Any chance we could get confirmation whether it is in fact intended for the SP cost of Wings to have doubled? The change to limited charges seems to be working fine, but there are at least some of us who aren't so sure the additional SP cost doubling was intended, or even necessary. The original plan was to raise the cooldown and increase the SP cost, then it was decided instead to go with the charges implementation (which was a good decision), but only the cooldown change was reverted and not the SP, and no comment on that has ever been made. Thanks.


As far as I know that is how the developer wanted it.

Boo! Give us the name of this dev and the wrath shall shift from you to them. ;)

Seriously, why the double-nerf? I already heard from the uber players that the limit to skate-flying was needed, but why more SPs? Was it that game breaking that the SPs had to increase?

Noelemahc
09-16-2011, 10:43 PM
Oh another thing I forgot to add that's new (old) with the update:

XP pots no longer stack. Before update 11 you could use a new pot and it would add the remaining time from the old pot to the new one. Now it just overwrites the old pot like it used to a few updates ago.

Also speaking of this, another related annoyance is with guild augment crystals. Any chance we can add a fresh guild augment crystal to an item before the time expires and have it work the same way (i.e. add remaining time to new augment)? It's really frustrating to have like 5 mins left of a crystal and not be able to apply a fresh augment. I'd rather be doing something than wait around 5 mins (or more if it will expire during a raid)for the crystal to expire.

robafett
09-16-2011, 10:58 PM
Thanks for updating the community on these issues!

But can you please, please, please consider rolling the melee fixes in a hotfix, and not make us play with this fundamentally broken system for another "few weeks". I'm finding my Barbarian to be increasingly annoying and almost unplayable, as those few attacks that are not registering are usually all it takes to kill most mobs.

I'm usually not one to rant, but this issue is taking the fun out of the game for me. Your speed in getting this sorted would be greatly appreciated.

Tsuarok
09-16-2011, 11:00 PM
well... other ppl are posting bugs here, so I may as well too.

I can't remap target next interactable to the 1 key anymore... or, I can, but it doesn't function.

I can't find search in my feats. Just not there.

Oh, and, nice post

TechNoFear
09-16-2011, 11:40 PM
Not had time to read whole thread....

Anyone mention that you can not enter the new explorer area if the party already contains a hireling (as it is tagged as a raid area)?

You can enter and then summon a hireling but then no other party members can enter.
If you exit (with the hireling in the party) you can not re-enter.
Dismiss the hireling and you can enter.

You can not recall from the quests if you have a hireling.
You can not enter the area if the party already contains a hireling (ie rejoin after a wipe, join late etc)

[bug reported]

licho
09-16-2011, 11:51 PM
I would like to add my voice to the greatfull choir for the OP.
Good to see comunication with comunity, and know what devs are working at.

aristarchus1000
09-16-2011, 11:52 PM
The quicken bug is the top issue for me in U11. I submitted a bug, but it's not been acknowledged or added to the known issues list.

A good thread about it here: http://forums.ddo.com/showthread.php?t=341527

And a good youtube video description of it here: http://www.youtube.com/watch?v=sVzbDpt3ENE

It is really obvious to those of us who use Mass Heal regularly.

Could we get some acknowledgement that this is being looked into?

perylousdemon
09-16-2011, 11:53 PM
Not sure if it's been mentioned in this thread or not (it's just soooo long), but can you guys fix the animation for individually quickened spells while you're at it? It's causing healers and casters a ton of grief.

EDIT: Hah, beaten by a minute...

perylousdemon
09-16-2011, 11:54 PM
I can't find search in my feats. Just not there.

Search is a skill, not a feat. :)

Shade
09-16-2011, 11:58 PM
All related. We will double check it on monday, but as far as I understand, all the same issue.

Well the missing combat tactics/poor range may be.

But the lack of offhand procs/glancing blows and general nerf to tactics the post outlines from U9 are a different issue im sure.. One many players would really like to see improved.

Drwaz99
09-17-2011, 12:03 AM
Mal, your making a huge step forward for DDO kind with posts like this. Once upon a time this community came across a bridge guarded by a troll. We were given 3 questions (well not really but fits the story) and if we got them right we could cross. Fortunately for us, we got them right, but the troll was hungry and back out of his/her commitment to the community and we were eaten anyways. No the Cube has nothing to do with it as far as we know.

I know I have been especially harsh due to "SOON™ and Vast and Mysterious℠©®" and I personally think your doing a bang up job. Please just don't let this be a temporary thing. I know it may not be your choice, but those who are vocal, good and bad; all we do is care about the community. Yes we like surprises, when they are good. But I have a few questions as I didn't play on Lama:

1. Was the UI changed and tested on Lama? Tolero said there may be polls about this coming up. This wasn't a change that was required, asked for, nor did it add anything to the game other than making things more difficult. Could we possibly see poll before things such as this go live (it's not a competitive thing, if it was a gift, I would re-wrap and send it to my cousin for his bday). I've seen more discrimination based off the idea of seeing everyone's actual number than when people My DDO people before they accept them into a party. Percentages are a good idea, numbers aren't.

2. Did anyone notice and/or report melee hit box issues while on Lama?

3. Why do so many bugs/changes/unwanted things make it into a final release after going through The Area 51 server and Lama and QA. This is not a criticism, but merely I don't know YOUR (QA Dept/Turbine) process of dealing with, evaluating priorities of bugs and deciding when to not even attempt to fix certain ones.

4. A while back a few online surveys were sent out asking what we want..I see one of those questions coming to fruition, End Game Content. What happened to the other ideas represented in those surveys?

Oh, and coming from someone who has significantly less time to play than most if not all my guild mates and my "Top Tier Geared" friends on the server, why is there this never ending grind for crafting (XP has been turn from a frown to upside-down). Cannith, Epic, Alchemical, Suppressed Power, Greensteel, Dragon Touched, Incredible potential, Unraveling Enchantments, Fusible/Malleable/Fragmented/Battle-Scarred and Trace of Madness (those off the top of my head). I understand variety, longevity but for those who don't play 6-8/day, we may get one or two items/toon in a reasonable amount of time, the rest is excruciating. Yes, it it's PAINFUL. I don't think I am the only one who thinks this.

While I know you cannot answer all these, but I implore you in your position to ask questions, dig further and come back with what truth you find.

If you read this, thanks, this post is spot on to what we asked for time and time again regarding a WDA since they got axed. I apologize for the novel and I will probably get neg rep'ed for it too (well the content probably won't help either :) ).

Finally, I think that everyone's complaints boil down to a couple few things. Don't mess with things that work and work well, fix those that are broken, even if they seem stupid and listen to what we have to say. The latter, I must say, has an excellent start by what your doing right here.

:cool:

picaisfun
09-17-2011, 12:25 AM
http://cdn0.knowyourmeme.com/i/000/036/012/original/ytmnd-1.jpg?1263678967

Riggs
09-17-2011, 12:42 AM
You only think. Trust me...we even have little cool physics boxes to watch (who knew? Not QA! old tech from launch) and it is now dead nuts on. There was a change in U11 to a weapon type that made it even more noticeable, and once you are looking for something, you will see it in other places.

Of course Cyr, I can revert it so you can be right, and I can be wrong if you want. :)

Yeah, as I posted in a another thread about it - it started way before U11, it just became worse in U11.

I am guessing most people just got used to it and stopped noticing it after it was partially fixed.

Riggs
09-17-2011, 12:47 AM
And yeah more info = awesome.

Some people keep asking for weekly, but even monthly would be great.

Seikojin
09-17-2011, 12:50 AM
It is?

Um...that is kind of the joke...

Besides Major Malfunction looks lame in multi player games.
I started using that back in Battlefield 1942 because I was soooo clever. Before that I was GrumpyGrundy or Happipenguin (because my Quake II clan played with giant penguin player models...don't ask.)


BTW Your misspelling is mispelled.

Man, you are lucky they allow you to use an old alias for the forums as an employee. I had to come up with a different name for MxO.

Looking at what Maj said about combat, it reads to me like a while back they did some work to change twf and in doing so they exposed a timeout issue internally that would cause some lost data. Because our experience as users showed no degredation, or moreso, acceptable degredation, the issue was put on the back burner. Now in U11, something totally unrelated makes the old issue more apparent. Fixing the unrelated issue and implimenting the fix for the old issue should not only clear up the melee loss of hits currently seen, but according to others, the old fix should allow us to see an increase in perf in melee.

red_cardinal
09-17-2011, 01:03 AM
I'm very pleased with this... I hope you manage to fix bugs. Also, if DWS gets fixed and U12 brings a ranged pass, I'm rolling another ranged char. :)

Hakushi
09-17-2011, 01:09 AM
First, thanks a lot for this list, all the quick awnsers and all that time you spend awnsering the community, I don't know if you realize how much this is appreciated.

I don't know if this has bewen mentionned, but I now get regularly some background sound that stick no matter where I go. Even if I log out and back in, I still have that background sound. An example is the airship sound. Sometimes I even get the sound in the Character selection page. Another example is if I get killed, and logs out, I hear the "near a mob battle sount" as an example in the VoN2 maze when you are near a mino or doggy.

The last time I had that kind of buggy sound in background was long ago, after Module 1 (not update, module) when Vault of Night was still new, the background sound of VoN3 was still playing after I left the instance.

Scraap
09-17-2011, 01:40 AM
Just going to leave it at thanks for this week. Seems the rest have covered most of the nasty bugs.

Faent
09-17-2011, 02:26 AM
They are saying that they experienced non-registering attacks from moving players/targets for over a year and that we've only just noticed it...

This is implausible. We only just noticed this problem that has been around for ages? Sorry. Maybe a coding problem has been around for ages which has somehow now manifested itself, but the problem we're currently experiencing is not a problem that has been around for a long time and not been noticed.

Smitey
09-17-2011, 03:16 AM
There was a change in U11 to a weapon type that made it even more noticeable, and once you are looking for something, you will see it in other places.


This made more sense to me - it's possible in the heat of battle there was some mis-firing that we all assumed was simply missing; it's only the incremental change of 'weapon type' that means we're seeing it so regularly and way more obvious; regardless in 2 weeks we'll be able to see if the fix works for ourselves.

Neverwinterer
09-17-2011, 04:07 AM
Thanks for taking the time to inform us!!! :D

Havok.cry
09-17-2011, 05:04 AM
- When a monster switches aggro, the intimidate symbol sometimes pops over their head.
With a dog?? If so, yes the dog is scary.



I have an ooze 2 bow that I like to use, and I solo often. I can assure you that it is more than dogs intimidating things. I am quite sure this bug is back.... unless you guys gave my summoned oozes intimidation? These oozes are even pulling things out of other rooms for me. I sadly have no screenshot of it, and have not bug reported it cause I don't mind having scary oozes :D :p ;)

Matuse
09-17-2011, 05:43 AM
- unable to remap "Fire Rune Arm" key in Key settings reliably. Example, CAPSLOCK works, "E" does not work.
Known. Something weird happened here.

I ran into something similar. A while back (well before U11 even hit Llama-land), my keybinds all got reset due to mysterious circumstances. I've always had "Interact with targeted object" bound to my Q key, but after I set all my hotkeys back up, this refuses to work. It does work on "W", but I have far too much muscle memory for hitting Q, and this is massively annoying to me.

blerkington
09-17-2011, 06:11 AM
Hi,

This is just to say how much I appreciate getting your update, Major.

Thanks.

brzytki
09-17-2011, 06:27 AM
MajMal, u are the right guy in the right spot :P Info you gave us is much appreciated and like the others I'd love to see some weekly/monthly reports about what you are currently working on.

I have a question, however. Why is that some bugs that were reported on Lama and supposedly fixed there still make it to live servers? Off the top of my head: epic items descriptions, human versatility description, showing helmet and so on. Mind u these are not some serious issues though they still made it to live servers.

I throw two other bugs here. First, while i'm taking out ingredients from a bag the slider always scrolls a couple of "pages" up. So if i want to craft something in shroud and want to take out all ingredients needed (and they are immediately one after another) i have to take one out, scroll down a few times, take another out, scroll down a few times, rinse and repeat till all are out. I thought it was supposed to be fixed in U9 but the issue still exists and is really annoying.

Second one, which can be related to the combat issue, is when i'm sexually harassing a mob (read: i'm really close to him) and hit Tab it should target the nearest mob. Well, now it ignores the mob i'm standing next to and targets others that are way away from me.

kaleid0star
09-17-2011, 06:27 AM
Thanks Mal! You are offically my fave now (^_^)

dTarkanan
09-17-2011, 06:33 AM
Thanks Major- it's good to know the QAs are QAing.


A.The game is big. Really big. You just won't believe how vastly hugely mindboggingly big it is. If you thought some single player game was big, it doesn't even compare to DDO. One might even say its... 42 times as big?

GoRinNoSho
09-17-2011, 06:39 AM
Thanks for the info. It is good to hear something from the team wrt issues.

Agarwaen
09-17-2011, 07:10 AM
Invite to airship yields "pet too far away to receive communications" error


Awwww, I thought this was WAI: just a dev with a twisted sense of humor. I laughed really hard.

Tsuarok
09-17-2011, 07:12 AM
Search is a skill, not a feat. :)

lol!

vittordevittor
09-17-2011, 07:15 AM
What about the new pain ecrono and evelah ? Did u listen to pleople who want it change back ?

Hendrik
09-17-2011, 07:57 AM
What about the new pain ecrono and evelah ? Did u listen to pleople who want it change back ?

I prefer they listen to those that want them to be a challenge once again and not the snooze-fest walkover that they once were.

Time and experience and they will be right back to where they once were, cake.

Produktion_Malphunktion
09-17-2011, 08:10 AM
Man, you are lucky they allow you to use an old alias for the forums as an employee. I had to come up with a different name for MxO.

Looking at what Maj said about combat, it reads to me like a while back they did some work to change twf and in doing so they exposed a timeout issue internally that would cause some lost data. Because our experience as users showed no degredation, or moreso, acceptable degredation, the issue was put on the back burner. Now in U11, something totally unrelated makes the old issue more apparent. Fixing the unrelated issue and implimenting the fix for the old issue should not only clear up the melee loss of hits currently seen, but according to others, the old fix should allow us to see an increase in perf in melee.


The thing is, I'm not afraid of being known. I even was in a L4D2 pug a few weeks ago and whoever it was recognized my name and I had to play the game with "Fix Handwraps" as a teammate. Sigh. I don't use this name outside of games and whatnot so what's the harm?

Produktion_Malphunktion
09-17-2011, 08:12 AM
I have an ooze 2 bow that I like to use, and I solo often. I can assure you that it is more than dogs intimidating things. I am quite sure this bug is back.... unless you guys gave my summoned oozes intimidation? These oozes are even pulling things out of other rooms for me. I sadly have no screenshot of it, and have not bug reported it cause I don't mind having scary oozes :D :p ;)


Good to know. Adding to the list.

sirgog
09-17-2011, 08:17 AM
Maj, any plans to adjust the drop rates on loot from the now more difficult raids?

Particularly things like eVON6 that really are only fun the first 40 or so times, and become really dull after 60+ runs. The difficulty buffs do make some fights more interesting, but even the fresh harder versions will get old, stale and routine again within weeks.


IMO if an encounter gets dull after 50 runs, loot tables should be tuned so that players are almost certain to have everything they want within 50 runs, except maybe items intended to be true 'prestige' items.


My exact suggestions from another thread (http://forums.ddo.com/showthread.php?t=340589)


Shroud:
Hard - part 5 drops 1d2 Large Ingredients. Base XP increased to 14000. Shard of Great/Supreme Power drop rates increased to 1.5 times what they are now.
Elite - part 5 drops 1d3 Large Ingredients, and drops BtC Essences of Cleansing or +3 BtC tomes instead of Large Splintered Horns. Base XP increased to 20000. Shard of Great/Supreme Power drop rates doubled.

Vision of Destruction:
Hard - Base XP increased to 12000.
Elite - In addition to present loot drop chances, each player has an additional 2% chance to loot a Tharne's Goggles. Base XP increased to 16000.

Tower of Despair:
Hard - Ring drop rate increased from 22% to 24%. Suulomades chest has a 75% chance of a Shroud large (presently 50%). Base XP increased to 15000. Both chests drop 20+1d10 Epic Raid Token Fragments.
Elite - Ring drop rate increased from 26% to 30%. In addition, a (bonus) 1% chance exists for each player to have the Ravager or Shintao rings drop (for a total 32% chance to get raid loot, with a significant bias toward the two rings that are overwhelmingly most sought after). Suulomades chest always has 1d2 Shroud larges (presently 75% for 1). Base XP increased to 20000. Both chests now drop 40+4d10 Epic Raid Token Fragments.
All - Loot table for Horoth chest restructured. If a ring is generated, it has a 3% chance to be any particular ring (32 rings, total 96%), and a 4% chance to be a +4 BtC tome.

HoX, The Titan Awakes, The Twilight Forge:
Will wait for feedback on the difficulty of these, once they are completed on Live.
If the Titan preraid and/or raid were made tougher in any not-insignificant way, add unbound Ioun Stones with Suppressed Power to loot tables there in some appropriate way. (Very rare is fine for unbound goodies - just make it so that this raid is the best place to get them, not Irestone Inlet Hard).

ADQ2:
Elite - Raid loot drop rate increased from 20% to 24%. +2 tomes replaced with +3 BtC tomes.
Epic - Shards for ADQ1 items no longer drop. In their place, those Epic items drop pre-made, BtA on acquire, BtC on equip. (So if you would have had a Shard of the Firestorm Greaves drop, you instead get a BtA Epic Firestorm Greaves in the chest that is BtCoE). Unbind all the +3 tomes from this raid (+4s remain BtC)

Chronoscope:
Elite - Base XP now 7000.
Epic - +3 unbound tomes now drop in the optional chests.

VON5 (Not sure if this was actually changed, but these changes make sense anyway, IMO, due to Cannith crafting using Adamantine Ore which comes from a trivial quest and is dead boring to farm):
Elite - A final chest appears. Level 14 loot, double loot, plus 1 Adamantine Ore per player.
Epic - Epic chest now drops 1d3 Adamantine Ore per player.

VON6:
Elite - Item drop rate increased from 25% to 30%. +2 tomes replaced with +3 BtCs. Base XP increased to 6000.
Epic - Shard drop rate increased from 20% to 25%. FRDS drop rate increased from 15% to 20%.

The Reaver's Fate:
Hard - Item drop rate increased to 20%
Elite - Item drop rate increased to 25%



Oh and can you fix the bug where Grease can't be cast on the House C moving platform.

Produktion_Malphunktion
09-17-2011, 08:23 AM
1. Was the UI changed and tested on Lama?
Yes.

2. Did anyone notice and/or report melee hit box issues while on Lama?
Nope.

3. Why do so many bugs/changes/unwanted things make it into a final release after going through The Area 51 server and Lama and QA. This is not a criticism, but merely I don't know YOUR (QA Dept/Turbine) process of dealing with, evaluating priorities of bugs and deciding when to not even attempt to fix certain ones. -

I go by mitigated risk. Starts with 'game server melts and we need to make a new game' at the top and 'syntax errors' at the bottom. It really comes down to Time vs Scope vs Eyeballs.

4. A while back a few online surveys were sent out asking what we want..I see one of those questions coming to fruition, End Game Content. What happened to the other ideas represented in those surveys? I'm sure dev look at all of them. As for what's next, I'll admit that U12 is going to be my favorite update this year. So, they read my survey :)

GentlemanAndAScholar
09-17-2011, 08:27 AM
Major Malphunktion

Excellent. We've been begging Turbine to bring WDA's back for the last few years since it was discontinued, this is a great step in the right direction for dev-player relationship. Good on ya, Turbine.

rodrigocaruso
09-17-2011, 08:53 AM
And how about Artificer Veteran Status? That wasn't even mentioned here! Every time I login on this thing and test it, I see that Turbine don't deserve my money and time. It's just too disgusting and sick to play and I just close that thing DDO to play League of Legends that is a better polished game (althrougt it's not an MMO RPG). I'm not playing or paying for an unfinished work (not a continuous work, DDO is continuously gapped). This just gives me the creeps and makes me sick, sucking my playing will. So I just close it.

1. If its not completed, well its time to start working on schedule for God's sake. It's just a couple of interfaces derived from current artificer level-up interfaces.

2. If testing is an excuse, ok, but explain what a VET artificer can screw that a non-VET level 4 artificer can't? Giving the couple of hours they take to level... If artificers were forbid at all of ataining level 4 this maybe can make any sense. (please don't waste your time defendind a fail company because 4 levels are not so hard, that's not the discussion point and that don't means the company haven't failed).

3. If "the game experience" is the excuse, sorry but this sound as sane as like buying a pizza and having to eat pieces in clockwise order BECAUSE THEY TOLD YOU SO! I never played a Paladin in D&D or DDO, but I freaking can go VET Pally 4 as I want and screw the DEVs feelings about my "paladin experience". The spoiled 4-year-old DEVs theory lasts. That "BECAUSE I CAN FORBID YOU" thing is just to make players's life miserable. One thing is to balance the game, other is to be a DEV putting his feelings above paying players will. I should decide how I play the class.

Drwaz99
09-17-2011, 08:57 AM
1. Was the UI changed and tested on Lama?
Yes.

2. Did anyone notice and/or report melee hit box issues while on Lama?
Nope.

3. Why do so many bugs/changes/unwanted things make it into a final release after going through The Area 51 server and Lama and QA. This is not a criticism, but merely I don't know YOUR (QA Dept/Turbine) process of dealing with, evaluating priorities of bugs and deciding when to not even attempt to fix certain ones. -

I go by mitigated risk. Starts with 'game server melts and we need to make a new game' at the top and 'syntax errors' at the bottom. It really comes down to Time vs Scope vs Eyeballs.

4. A while back a few online surveys were sent out asking what we want..I see one of those questions coming to fruition, End Game Content. What happened to the other ideas represented in those surveys? I'm sure dev look at all of them. As for what's next, I'll admit that U12 is going to be my favorite update this year. So, they read my survey :)

Thank you! This is why I just re-upped my sub for a year. I knew you couldn't give specifics, but if you guys work with the game for hundreds of hours, just knowing U12 is your favorite almost gives more anticipation than subtle make-no-sense hints.

On a side note, was it you who neg repped me 10 times? ;)

GentlemanAndAScholar
09-17-2011, 09:03 AM
And how about Artificer Veteran Status?

This was in the release notes and known issue. So they already knew and announced that vet status for Artis was not going to happen for U11.

Orratti
09-17-2011, 09:09 AM
Wow. Thanks for the info. I guess the squeeky wheel does get grease. Good to see you guys talking, good to see the reaction for our concerns.

LordRavnos
09-17-2011, 09:14 AM
The thing is, I'm not afraid of being known. I even was in a L4D2 pug a few weeks ago and whoever it was recognized my name and I had to play the game with "Fix Handwraps" as a teammate. Sigh. I don't use this name outside of games and whatnot so what's the harm?

See that guy was not funny, I would have just called you a noob ( even though your probably better than me, I am not so great at L4D2 even though I loves it), and begged you for some inside information, even though I would not get it, then cried like a girl when the witch killed me instead of you :p

Yan_PL
09-17-2011, 09:24 AM
teleport to 12 is still borked. it zones you into hall of the planes, then shunts you back to new 12. it's not a hard things to fix and not something we can't live with, but... it's still borked.

Natashaelle
09-17-2011, 09:38 AM
The thing is, I'm not afraid of being known. I even was in a L4D2 pug a few weeks ago and whoever it was recognized my name and I had to play the game with "Fix Handwraps" as a teammate. Sigh. I don't use this name outside of games and whatnot so what's the harm?

+1 mate !!!

hehehe -- we've many of us been through the painful experience of switching from DM to player in the same campaign, but remember my young padawan -- the learning experience outweighs the grief tenfold !!! :)

twiliteslayer02
09-17-2011, 09:46 AM
Well done majmal, most of your info helps us, one of the biggest angry buttons I have pointed out is the seeming disinterest from turbine to our wants/needs/problems.

Good to see that at least someone is paying a bit of attention, AND apparently looking to help.

Keep up with the great work, keep it honest, and keep it as unreal as we can( it is a fantasy game afterall).:cool:

ballsz
09-17-2011, 09:58 AM
Awesome, but I didn't see anything mentioned about the Metamagics not working once you start adjusting individual spells.

For instance I can have mass heal set to "Always Quicken" and have Quicken turned on by itself, but sometimes the spell randomly doesn't quicken. I've turned off Quicken by itself but that doesn't fix it. The only thing I can see that works is not messing with any of the individual metas on spells. Then I don't get that bug.

Purgatory
09-17-2011, 09:59 AM
Read by a VIP :)

Xgemina
09-17-2011, 10:29 AM
Thanks for all the info MAJ, but for the love of Gornn, don't burn yourself out. I've seen more responses outside of business hours from you than I have from the Community Reps combined.

Kahath
09-17-2011, 10:30 AM
The spiders in the Vale of Twilight (Crimson Foot something) are immune to Otto's Sphere of dancing. So it is, although it appears it was not meant that way.

If you cast an Otto, and a Crimson Foot enters, he has to roll a save. If he fails, he gets the little disco light above his head, but is allowed to keep on moving. Although their move animation does not play. Once they reach the other end of the Otto the Disco effect is automatically removed from them and they continue attacking.

I have been reporting this since I started running the Vale on the Keeper Server. Now it's out; and I can reconcile with my own past and move the future.

exit Kahath.

/Major, you rule. Keep doing what you are doing.

rodrigocaruso
09-17-2011, 10:41 AM
This was in the release notes and known issue. So they already knew and announced that vet status for Artis was not going to happen for U11.

Sorry but my point was never if they reported their fail or not, the point is, why they fail, because it seens there's no excuse for that. For a "no-excuse" fail than involves some pople who paid for a thing the'll never get, it seens pretty tyrant and unresponsible thing to to and here it's just said that they don't bother at all with paying customers... You paid, you're screwed and they don't have plans to deliver what you paid. Yeah, I've paid with real-world money and I know the EULA allows them to be real jerks, Im just saying that I wasn't expecting them to use EULA jerking power with such a inoccent face. They just don't have 1 progamming hour to put the **** artificer level up menu in the **** veteran ship.

Thanks for discussing, your opinion was more than welcome.

GentlemanAndAScholar
09-17-2011, 10:47 AM
Sorry but my point was never if they reported their fail or not, the point is, why they fail, because it seens there's no excuse for that.

Thanks for discussing, your opinion was more than welcome.

I don't know if you've ever dealt with enterprise-level code (or any gigantic code/asset base, for that matter), but it's ridiculously hard and costly to upgrade and maintain. DDO has a 6 year-old code base and all the items, rulesets, etc. If you think that errors or failures happen on purpose, you are not seeing the whole picture. Having worked for years with ginourmous code bases through out the years I can tell you that no matter how much regression/functional testing you add, there's always going to be unintended consequences. More so for a game that's not very straightforward to test as, say, a web application. I don't like bugs in the game, but I'm also mindful of the job these devs have which is very fast-paced and not an easy task at all.

Roland_D'Arabel
09-17-2011, 11:12 AM
Read by a VIP :)

+1 rep This is great!

Awesome thread, read every single page. Let's hope this kind of communication keeps going strong. Will go a long way to restoring the communities confidence in the state of the game.

cdr
09-17-2011, 11:18 AM
Maj, any comment on the reports that greater essence returns are way down (or maybe nonexistent) on deconstructing shards and random loot? Also, despite the release notes saying the drop rate for greaters in chests was raised, people are reporting it's down.

http://forums.ddo.com/showthread.php?t=341609
http://forums.ddo.com/showthread.php?t=341099

rodrigocaruso
09-17-2011, 12:13 PM
I don't know if you've ever dealt with enterprise-level code (or any gigantic code/asset base, for that matter), but it's ridiculously hard and costly to upgrade and maintain. DDO has a 6 year-old code base and all the items, rulesets, etc. If you think that errors or failures happen on purpose, you are not seeing the whole picture. Having worked for years with ginourmous code bases through out the years I can tell you that no matter how much regression/functional testing you add, there's always going to be unintended consequences. More so for a game that's not very straightforward to test as, say, a web application. I don't like bugs in the game, but I'm also mindful of the job these devs have which is very fast-paced and not an easy task at all.

I don't know If you ever dealt with enterprise-level quality assurance. Unfinished producs can be a shame to an enterprise, but some are shameless. If we're talking about enterrise-level here, how about enterprise level quality? How about a new car without tires? How about a almost-complete car without seats? Not a thing I can see often.

Hope to make my point, now. There are huge more difficult tasks than veteran status, like AI and syncing offline/online info and animations. Creating that menu code is really an easy job near all other promises that do not involve customers not receiving what they've paid for. It's like paying for a quest that never works for your char. Pretty hard to accept artificer in production environment without that.

BOgre
09-17-2011, 12:24 PM
snipped

Just at a glance, I'd say adding vet status to a class is alot more than just a menu. All the class feats and such have to be added in, and who knows what all else. I'd say it's a good thing to force us to have to play those 1st four levels of a new class. Besides, it takes all of about 2 hours for me to whip through Korthos and those few initial Harbor quests. What's the problem? I mean, you're probably going to need a little trial and error on your very first toon with a brand new class anyways.

I think you may be overreacting just a bit.

GentlemanAndAScholar
09-17-2011, 12:33 PM
I don't know If you ever dealt with enterprise-level quality assurance. Unfinished producs can be a shame to an enterprise, but some are shameless. If we're talking about enterrise-level here, how about enterprise level quality? How about a new car without tires? How about a almost-complete car without seats? Not a thing I can see often.

Hope to make my point, now. There are huge more difficult tasks than veteran status, like AI and syncing offline/online info and animations. Creating that menu code is really an easy job near all other promises that do not involve customers not receiving what they've paid for. It's like paying for a quest that never works for your char. Pretty hard to accept artificer in production environment without that.

Please point me out to this fault-and-error free enterprise software you peak of.

GotSomeQuestions
09-17-2011, 12:44 PM
The spiders in the Vale of Twilight (Crimson Foot something) are immune to Otto's Sphere of dancing. So it is, although it appears it was not meant that way.

If you cast an Otto, and a Crimson Foot enters, he has to roll a save. If he fails, he gets the little disco light above his head, but is allowed to keep on moving. Although their move animation does not play. Once they reach the other end of the Otto the Disco effect is automatically removed from them and they continue attacking.

I have been reporting this since I started running the Vale on the Keeper Server. Now it's out; and I can reconcile with my own past and move the future.

exit Kahath.

/Major, you rule. Keep doing what you are doing.
Spiders (and a few other monsters, iirc) do not have a "dance" animation, so they are not affected by any of the Otto's Dance line of spells (even if they show the active spell on their examine panel).

rodrigocaruso
09-17-2011, 12:46 PM
Just at a glance, I'd say adding vet status to a class is alot more than just a menu. All the class feats and such have to be added in, and who knows what all else. I'd say it's a good thing to force us to have to play those 1st four levels of a new class. Besides, it takes all of about 2 hours for me to whip through Korthos and those few initial Harbor quests. What's the problem? I mean, you're probably going to need a little trial and error on your very first toon with a brand new class anyways.

I think you may be overreacting just a bit.

Great, thank you too and hope the topic is hot.

Well, being a great thing to not receive what I've paid for so i can suffer to kill rats, in my opinion I don't like it. I can stick to my opinion, right? Sorry but that was not the starting point. If vet status sux, why they make money on it? Its Turbine that created and sold it and made it important topic, not me, just blame them for it, i'm the wrong target. If they can't deliver something, don't sell it first.

Ok, enterprise game production is sure a hard thing, but more on timing, syncing, data volume and simultaneous load. No single difficulty involved in doing something like level-up and they already made(oh my god! you can level to 4 in the trainer!).

I have right to consider it work done, remaining only the starting items decision. Any other fanboy can be harsh on me, but I'm not the "fever", I'm the thermometer idicating it.
I don't know why people think that and enterprise level company deserves more mercy than a single harassed individual. Justice usually works otherwise. Its just like some religion and followers...

But thanks for discussing, anyway. Lets be more open-minded instead of starting from the suposition that Turbine is some always-right god. I'm just asking to receive something I've paid for. I'm no blasphemous criminal.

rodrigocaruso
09-17-2011, 12:48 PM
Please point me out to this fault-and-error free enterprise software you peak of.

There's a lot. But they really do a recall. Only software companys treat people like lab rats.

Apple's Iphone was signal defective. Some Fanboys said: "I can hold and use Iphone with only 2 fingers and damage my bonesand joints as a workaround, I love Apple". Apple sent Iphone holders worldwide for no-cost. Turbine can't do a menu.

herdisleah
09-17-2011, 12:56 PM
I have an ooze 2 bow that I like to use, and I solo often. I can assure you that it is more than dogs intimidating things. I am quite sure this bug is back.... unless you guys gave my summoned oozes intimidation? These oozes are even pulling things out of other rooms for me. I sadly have no screenshot of it, and have not bug reported it cause I don't mind having scary oozes


Good to know. Adding to the list.

Incidentally, when I was getting some favor on my Rogue, I noticed the gate in The Dead Shall Rise in Delera's Graveyard - the gate you have to protect the zombies from attacking - was apparently intimidating them. o_O Yeah, and you can't even heal that gate.

simo0208
09-17-2011, 01:05 PM
Random intimidate animations in necro II quests.

Scraap
09-17-2011, 01:26 PM
Good to know. Adding to the list.

Ah. If you're looking for more info to add to that list, around about u9(?) they added a bit of code that was implemented to have targets switch agro when pathing was blocked. The switch indicator included popping up the intim successful icon above thier heads. For a while there I was convinced they'd made those earth elie clickies use intim. Turns out it was the pathing. Something to crosscheck for false-positives.

waterboytkd
09-17-2011, 01:29 PM
Maj,

Not sure if you're aware of this, but just discovered this (http://forums.ddo.com/showthread.php?t=342119) today. The Arti Dilly Int enhancement is bugged so that it requires the wizard dilly. Makes it kind of hard to take if you have the artificer dilly... :D And, yeah, it's been bug reported.

Matuse
09-17-2011, 01:40 PM
The game is big. Really big. You just won't believe how vastly hugely mindboggingly big it is. If you thought some single player game was big, it doesn't even compare to DDO.

When I was working QA, we were looking over the bug list for an upcoming game, and the total bug list was at around 5,000 entries (this was late alpha development, it would get another 1,500 or so before release). That is considered a fairly typical count of total bugs for a console game. In this context, any possible thing that could be considered wrong is classified as a bug. "Teh" instead of "The" somewhere in the game text would go into the database as a bug. Obviously there are different categories of bugs depending on severity, although even a simple typo like that was classified as an "A" bug. Games could not be released with "A" bugs in place (a philosophy I wish more developers would embrace). Other "A" bugs would be easily reproduced game crashes, faults in the storyline that prevented the game from being completed, etc.

One of the guys I was working with had been with ...another company, during the development of ...another MMO, long ago, in a development house far, far away. At about 3/4s of the way through alpha development, their unique bug list topped 30,000 entries. In the undisclosed amount of time since that game was released, it wouldn't surprise me if that number grew to over 75,000.

Can't imagine DDO is much different.