Artisan Archive
Thread: Vehicle Store Problem
It was an issue of the load placed on the servers in game. The not-storing bug was somehow caused by transfering the load of a player between two servers (i.e. crossing a server boundary). I have no technical details on this, but I have been assured that this was tested and Thunderheart re-iterated this in his latest post:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=951382#M951382
It is a fair question and I want to answer it. I know Im prolly going to catch grief from some folks, but for those that are interested, its a bit more complicated than it seems. While it certainly seems that way, its not. Its that some bugs have the same "effect" (what you see in game), but some problems have multiple "causes" (sources of problems).
You guys don't really feel the pain of zones in that you cross a virtual location in many places and you actually go from server to server and wait for a zone to load. What used to be "zoning" is now crossing a server boundary.
Basically what happens is we log all the locations of bugs reported on Test Center, go to those locations, duplicate the bugs and fix them. We push the code out. Then, because there are so many players in live servers (as opposed to the smaller population of the Test Center), what is fixed in some places turns out to be a bit buggy in other places and there is no way to tell until we get "load" on the server. This is why we're trying to hard to increase TC populations.
Message Edited by Vaedross on 12-16-2003 08:40 PM
This bug was there from day ONE on test center, they knew about it, and didnt fix it, sono, I wont be cutting them any slack for it. This is their starndard operationg procedure. Ignore all the /bug reports on TC, push it to live, piss everyone offbecause it's broke,then offer a hotfix.
Why the hell does SOE even have a test center? they dont use any of the info to fix the Known bugs, the store bug isnt the first time this has happened, and next month, whatever they offer as a publish will be pushed to TC, tested for about 10 days, then pushed to live, just as it was pushed to TC completly borked and non functional, and they will again Offer us a hotfix.
Pretty **edit** Lame Devs. I bet my 10 year old neice could do a better job of quality control than you people have shown over the last 6 months.
If you check the latest SOE advertising push (on website banner ads, and displays in software stores), you will see why we are enduring an extremely buggy vehicle release.
They are trumpeting the ability to own vehicles all over the place in order to try and capture more of the Christmas market. So...we have Theed and Coronet spaceports on all the servers with huge amounts of bugged (duped) vehicles basically making those cities look like a wrecking yard.
LOL, the hotfix will prolly just remove all vehicles from the game, including everyone's datapad, and make us start over ![]()
This bug was there from day ONE on test center, they knew about it, and didnt fix it, sono, I wont be cutting them any slack for it. This is their starndard operationg procedure. Ignore all the /bug reports on TC, push it to live, piss everyone offbecause it's broke,then offer a hotfix.
Why the hell does SOE even have a test center? they dont use any of the info to fix the Known bugs, the store bug isnt the first time this has happened, and next month, whatever they offer as a publish will be pushed to TC, tested for about 10 days, then pushed to live, just as it was pushed to TC completly borked and non functional, and they will again Offer us a hotfix.
Pretty **edit** Lame Devs. I bet my 10 year old neice could do a better job of quality control than you people have shown over the last 6 months.
I felt the same way at first, but if you read more of TH's post he explained that sometimes fixing a bug in one place didnt fix it in another. This might not make you feel any better but at least it gives a little insight into why it seems TC bugs get pushed live. Of course some people will say that this is just there excuse for these bugs going live, and who really knows lol.
Also I logged in for a couple of minutes before work and it appears this was hotfixed.
Actually, I also live on Dantooine on Chilastra, and my player city had about 6 or 7 various duped vehicles sitting there decaying when I logged last night at 2:30 am EST. We have many visitors, but I'm not sure I'd call us a "high-use area", and least not like the bigger NPC cities.
I really hope the hotfix is cleaning this up, because I'll get impeached as mayor for having a garbage strike in my city. ![]()
Alacrity wrote:
This bug apparently only exists in high-use areas. I live on Dantooine (Chilastra), and had no negative issues whatsoever with my speeders, and neither did any of my guild-mates. No problems Storing at all.
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I agree. Seems the store bug only occurs around starports where there is a concentration of players. I had trouble in Coronet, but when I went to my vendor outside, I had no problem storing/calling my vehicle. Interestingly, I found that when I had trouble storing it, I was able to Generate a new one! and This one I was able to store , but the old one stayed put no matter what I tried to do.
This is a serious problem and i don't know why they didnt fix this before releasing it if they knew about it on TC. But then again this is a sony product and we all should know they only want our money our problems donbt matter to them unless it effects thier pocketbook or press coverage.
Your friendly neighborhood newb.
Asaso Baslurp on Bria