Bio Engineer Archive
Thread: When will the BE tailor tissue be fixed?
Zura, I love your sig!
The devs have actually stepped into the tailor forums and said they are aware of it and are working on it ... but that it is deep in the crafting system that it is broken - this, I think you know.
Now, I think you also probably know that everything has to be tested to a certain standard (hey - stop LAUGHING
) before it goes onto test server and from there onto live.
I'm willing to bet that there are some developers that are involved in bug fixes and others involved in new content. I'm also willing to be that as soon as a bug is fixed, it goes to QA (quality assurrance) where it is tested. I'm also willing to bet that if 'it is deep in code' there is probably some bug-fixing developer who is figuring out exactly WHAT lines and lines and lines of code do and what impact changing one of them will have on the entire crafting system if he or she does it.
There are some bugs - and these are the really really bad ones - that no developer knows how LONG it will take to fix until they have really fixed it. They have to be able to reproduce it, then they have to find the lines of code that seem to affect the bug, but they also have to be darn sure there isn't some other bits of code a seemingly long way away from these lines that might ALSO be causing the bug and they must be sure that - for whatever reason it was changed - that THAT code is not affected. It is a mess of interdependances especially for something as big as SWG. And if you are not the person writing the code in the first place, or even if you have not been actively LOOKING at the code in the last month - you basically have to start from square 1 to figure out what is going on and run the code in your mind and using whatever debugging tools you have.
That is why I'm happy that they say they know about it and it is hard to fix. I don't want them to just do a quick fix that will surely break something else.
On the flip-side. You have a right to be mad and you should be. It's really hard feeling so helpless and not being able to do anything even when you know the problem is a big one and shouldn't be fixed lightly. I guess, just hang on as best you can ![]()
Dor
Message Edited by Zura on 07-25-2005 04:46 PM
Lamm - um ... if you don't mind - can we get a comprehensive state of the profession and bugs they know about / vs. bugs you've told them about but they've not answered on vs. things that are said to be working as intended or might not be bugs? I mean there's all this DNA randomness and aggro on sampling etc. etc.
There - we others can only do the easy stuff ![]()
ty - Dor
Dorelli wrote:
Lamm - um ... if you don't mind - can we get a comprehensive state of the profession and bugs they know about / vs. bugs you've told them about but they've not answered on vs. things that are said to be working as intended or might not be bugs? I mean there's all this DNA randomness and aggro on sampling etc. etc.
There - we others can only do the easy stuff
ty - Dor
the problem with DNA showing odd stats and with sampling rates? they're shifty. I've mentioned these to the devs, and I have LOTS of DNA on TC that shows oddities (a backpack of 'zero stat' DNA, a house of ancient bull rancor DNA, and heaps of other DNA past and present)... but tracking things like 'lowered courage on DNA', 'low overall stats on DNA', and such... and reporting them as statistical trends, rather than 'perceptual anomalies', is tough...
sampling rates have ALWAYS been hard to nail down... I've always felt that sampling as a mBioE was worse than at DNA 3 or 4... and with issues like client/server lag, localized zone problems in sampling, CL vs CL interactions between mob and player, and the like, sampling rates can't be 'tested' like combat skills. I can't set up a definitive, reproducible test to illustrate the problems with sampling rates like I could with, say, melee defense. melee defense is easy... find CLx mob, stand there, and log the combat spam. sampling rates are... shifty. DNA stats are similarly problematic.
I've reported these issues to the devs, but... if it can't be reproduced on demand, then it can't be fixed.
Maybe we need to track out sample rate/fail and list the info, Server/Planet/Mission or Wild Lair/Lair CL/Your CL/Creature/Stats.
If we can provide a wide range of info across CLs and servers it may be beneficial. LOL, I know the more info I have when I code the better.
Cindal wrote:Maybe we need to track out sample rate/fail and list the info, Server/Planet/Mission or Wild Lair/Lair CL/Your CL/Creature/Stats.
If we can provide a wide range of info across CLs and servers it may be beneficial. LOL, I know the more info I have when I code the better.
the problem is, as a correspondent, my primary function is to report to the devs what is reported to me on the forums.
I do more than THAT, but job-description-wise, that's all I'm really supposed to do. I test, I talk to players across servers outside of the forums, I develop my own conclusions about bugs new and old, etc... but when it comes to bringing issues to the devs, my primary source needs to be the contents of these forums.
for every post on these forums that I see that says sampling is acting funny, I see another post saying that sampling is fine.
...and every time a new patch comes, there are always reports that something has changed... which usually go away after a while.
...and sampling has SO many ways it can be 'broken', from player error (inventory full), to client/server lag, to local zone issues, etc.
more info = better chance of reproducible data, which means better chance of identifying a bug, which means better chance of fixing the bug... but as I said above, it isn't like logging combat spam to identify armor effectiveness, or elemental damage/AOE damage, or melee defense.
as it stands, the best I can hope for is that everyone keeps an eye on DNA sampling... an honest and unbiased eye... and see what the 'perception' of it is.