Tailor Archive
Thread: WARNING: Do not try to make BE clothing or cloth at this time!
Gyopi wrote:
BrendanK wrote:
You were entirely too nice in that converstaion Greeta..I would've told that idiot to F off....either that or dueled, and db him..
Some of us tailors can't duel and db a chuba! "Aaah! Frog! Run!"
1. I see the stats on the clothes
2. I see the stats transfer to my Avatar skills screen (CTRL+S)
Is it all saying I have the defences, but not actually giving the defences?
Melee/Ranged defense clothes don't appear to have any affect on actual defense. That issue is separate from the issue being discussed in this thread.
Currently, no new BE clothing can be crafted. Old BE clothing works, depending on the modifier. Ranged/melee defense are two modifers that don't work.
*cant wait until they work, lol*
Is there anyone out there who could explain why this bug exists in live? I only ask because in my experience, bugs like this are typically caught in QC.
I am a programmer on a MUD (Multi-User Dungeon -- like an MMO without the pretty pictures). The process for getting an area through all the quality control checks and into live game is hellish. We go through Alpha QC, Bravo QC, Balance, World (for authenticity's sake), and then our fellow-coders test the new area. Then we go through it all again, and a select number of players test the new area on a test server for a full month before we have to go through the whole process... again. We get bug reps coming out our ears, and it takes no less than ten months for a new coder to get an area into the game -- unless he's a professional coder in real life, or he HAS no real life.
I have seen the dev cycle, and it is agony. If our area/item/NPC breaks in some way, shape, or form, we are told to go and fix it until it works. We test and retest and then have players test and retest. Granted, the game is nickel-and-dime. We don't charge money to play, everything's volunteer, and we're certainly not earning anything by it. Plus we don't have those tricky graphics issues to worry about. But the game world is massive. And detailed. And 99% bug-free.
I can allow that changes to the CU weren't supposed to -- in an ideal world -- have affected crafters. I can also allow that test players, who are totally volunteer, might not have thought 'Oh, I should be testing the Tailor profession as well as all these combat classes.' I can even allow that maybe tailoring worked on the Test Centre.
However... If, on the MUD where I code, our area/item/NPC breaks the game in some way, the offending code is automatically and immediately taken out of the game and the world -- not the players, the world -- is rolled back into place. It doesn't affect the players, because their code is part of a different database.
Why, since this is deeply damaging to us as tailors, was the world not rolled back until this could be fixed? Obviously no one tested this... or if they did, and it was trouble-free, there is some difference between Test Centre and live servers. Doesn't that rather defeat the purpose of having a Test Centre? Does SOE even have a QC department? Or testers? We know that SOE can roll back the world... they've done it before, much to our chagrin. What happened in publish 18 that was so important that it needed to be live Right Now?
So! My questions are:
1) how did this get past QC?
2) why wasn't the patch rolled back right away?
3) what is the status on the fix?
If someone can answer this, I'll be very happy, and SOE can keep having my $100/month. If someone can't answer this, I will cancel all five of my accounts. I've been playing since launch, and it's just not worth the agony anymore.
/Ganryú
Ganryu wrote:
It's been six weeks since this bug was introduced.
Is there anyone out there who could explain why this bug exists in live? I only ask because in my experience, bugs like this are typically caught in QC.
I am a programmer on a MUD (Multi-User Dungeon -- like an MMO without the pretty pictures). The process for getting an area through all the quality control checks and into live game is hellish. We go through Alpha QC, Bravo QC, Balance, World (for authenticity's sake), and then our fellow-coders test the new area. Then we go through it all again, and a select number of players test the new area on a test server for a full month before we have to go through the whole process... again. We get bug reps coming out our ears, and it takes no less than ten months for a new coder to get an area into the game -- unless he's a professional coder in real life, or he HAS no real life.
I have seen the dev cycle, and it is agony. If our area/item/NPC breaks in some way, shape, or form, we are told to go and fix it until it works. We test and retest and then have players test and retest. Granted, the game is nickel-and-dime. We don't charge money to play, everything's volunteer, and we're certainly not earning anything by it. Plus we don't have those tricky graphics issues to worry about. But the game world is massive. And detailed. And 99% bug-free.
I can allow that changes to the CU weren't supposed to -- in an ideal world -- have affected crafters. I can also allow that test players, who are totally volunteer, might not have thought 'Oh, I should be testing the Tailor profession as well as all these combat classes.' I can even allow that maybe tailoring worked on the Test Centre.
However... If, on the MUD where I code, our area/item/NPC breaks the game in some way, the offending code is automatically and immediately taken out of the game and the world -- not the players, the world -- is rolled back into place. It doesn't affect the players, because their code is part of a different database.
Why, since this is deeply damaging to us as tailors, was the world not rolled back until this could be fixed? Obviously no one tested this... or if they did, and it was trouble-free, there is some difference between Test Centre and live servers. Doesn't that rather defeat the purpose of having a Test Centre? Does SOE even have a QC department? Or testers? We know that SOE can roll back the world... they've done it before, much to our chagrin. What happened in publish 18 that was so important that it needed to be live Right Now?
So! My questions are:
1) how did this get past QC?
2) why wasn't the patch rolled back right away?
3) what is the status on the fix?
If someone can answer this, I'll be very happy, and SOE can keep having my $100/month. If someone can't answer this, I will cancel all five of my accounts. I've been playing since launch, and it's just not worth the agony anymore.
/Ganryú
...
I updated the FAQ to reflect the fact that BE clothing cannot be made at this time.
I am holding the devs personally responsible for making me do this heinous chore of updating the humongous FAQ. I mean, I had to manually type in HTML! What is this world coming to?
In short, as those cheesy movies say, "now it's personal."*
*just trying to lighten the mood
NJ, I know you are already upset and I dont want to pick on one of the "goodies" but, when you wrote in the FAQ
Warning - Do not make bioengineered panels or clothing at this time. All stats are lost when bioengineered tissues are combined into synthetic or fiberplast panels. If you put enhanced panels into clothing, the bonuses are also lost in the combine. We are waiting for a fix on this issue.
I just wondered if it should be in BIG RED LETTERS, as it sort of blends into the rest of the post atm. I know I am being very picky, but this is the MOST important piece of info for anyone who is considering Tailoring as a prof right now.
Sorry m8
Mirth ![]()
This is exactly why I always liked you NJ. As a correspondent and now in your still active "after-life" .hehe
Even when I was having a moan , you listened to my point of view
/big respect
/bow
Mirth ![]()
Well it's now what 2 months since this problem hit us? Personally I'm starting to believe what a friend of mine has been saying since the BE issue hit. He says they are phasing it out and basically BE clothes will be gone for good. I'm hoping he's wrong but 9 times out of 10 this person has been right on the money. In fact when I hear rumors I usually go straight to him to hear the truth. He's a major forum reader goes to the Fan Fests etc so I trust his judgement. I just pray that this time he's off the mark. But the way things are going I get the feeling he's right about this one too. I know I wont' drop tailor but I do know many people will, which in turn puts a strain on the tailors that are left. As it is we are a rare breed, so rare that I will not wear my Master Tailor tag while out and about because I get swarmed by people who want clothes made.
Please SOE fix our BE clothing, we want it and need it!! Give us some sort of update it's been a month since we heard Freeman's reply and we need some news! Thank you!
Mishekal wrote:
Simple answer, and we have all experienced it.
Thanks, Mishekal. I wasn't aware that the dev turnover at SOE was so high, although I suppose I should have expected that. I guess one can hope, but until I hear that the problem has been fixed, I've cancelled all five of my accounts. This simply isn't the game it once was, and I doubt things will soon be returning to a state where I actually enjoy playing.
I appreciate your thorough reply, and you have made an interesting suggestion, in terms of investigating our rights as consumers. It may definitely be worth looking into.
Cheers,
/Ganryú