Found a new bug in the artisan application system. (Yeah I know, shocker.)
My toon went to her desk, saw there was five (5) applications. Since she was at max artisans (14) and most of those were useless alchemists I don't want I decided to dismiss some of them before viewing because I've several times run into the bug that if I view an application I want, then hit back to fire someone, then when I view that application a second time the page is just blank and the accept button is blanked out. In fact this bug may be related to that one as well as to @mithrosnomore's with a dismissed artisan replacing the person yu've just hired. What happened was this. I fired three alchemists with lousy stats that no sane person would want to employ and viewed the five application already waiting on my desk. All three alchemists were applying. I repeat. The application were already on my desk I simply hadn't viewed them yet, yet the artisans I fired before viewing those application still managed to apply. How the hell does that even work? Okay I can guess that it works in that which artisan applies only is determined by the RNG at the moment I decide to view an application, so that an useless artisan I fired two seconds ago can have the sheer chutzpah to reapply. But seriously? There should at minimum be a cooldown on someone you just sacked reapplying.
Yeah, I reported this one earlier.
Between multiple applications being from the same artisan and artisans that you just fired suddenly getting their application in the stack, it only reinforces the alchemists near-monopolization of the application process at this time.
Edit: Just logged in to clear my delivery box and check applications.
5 Applications waiting for me.
The first three were all Nayat Al-Abta (or however it is spelled) and then last two were both Kefhen Jorola.
And the sad thing is that this is not even the biggest problem remaining with the new module.
The reason I only checked deliveries and applications was because with that new toon I see no reason to progress further by playing since I am up against the two missions in Neverdeath that people are talking about being broken, and now I am hearing that stuff in Helm's hold is broken, too.
@mithrosnomore Ah, didn't see you had that one also But man, with all the pages upon pages of bug reports for mod 15 and 95% of them being about the new profession system I'm not at all surprised I missed something.
Logic is the beginning of wisdom, not the end of it.
0
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
Just to add about professions, how the hell legendary gathering tools benefit from recycling? There are no resources for the tasks.. And every single listed legendary tool for gathering is recycle..
Hi folks! The team has been making fixes as quickly as possible and we are implementing them and testing the builds to go live equally as fast. We issued our first wave of fixes on Thursday and are aiming to have another PC build tomorrow or Thursday (depending on how the internal test goes).
A large number of the issues reported were addressed in the Thursday build but I wanted to address the comments regarding bugs that were brought up during Preview that are still present (or were prior to Thursday). As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
Another factor to keep in mind is that while we are working on bugs until and past launch day, we have a deadline for when fixes can be checked in before the launch build is made. One of the reasons we are able to issue fixes within a day or two of launch is because we had them in the pipeline but were just shy of the deadline.
Thank you again for the reports, especially those proving details that allow us to repro and more expediently issue a fix. We'll keep you updated with patch notes and/or additional forum posts!
Just to add about professions, how the hell legendary gathering tools benefit from recycling? There are no resources for the tasks.. And every single listed legendary tool for gathering is recycle..
What's the point of that?
It's something we're aware of due to some tasks with required items that were scrapped or postponed. This should be addressed in a future build.
The free retrain is buggy as hell. I think I may effectively have an infinite number of them now but I'm not sure. Every single loadout I have occationally says free retrain again even though I already used the first one. When I use any of these free retrains, I have a short while afterwards where I can choose to use my normal retraining tokens, the free retrain always comes back eventually though. Logging out made them go away a few times but they keep coming back and this doesn't always work.
I think the bug may be connected to one of these things since this is usually what I am doing when the free retrain comes back: #1 retaining boon pages, #2 logging back in after restarting the game launcher, #3 switching loadouts after having done minor boon or feat tweaks.
Please fix this ASAP, this is driving me bonkers, I don't have the option to use my normal tokens when this happens and these free retrains retrain my entire character sheet. I can't make minor adjustments for boons and feats for extended periods of time and have to redo everything whenever I use one of these free retrains.
-- PVP Rogue, --[----- "Your friendly neighborhood spawn of Satan." -----]-- ---------------------------------------------------------------- Main Character: Hurricane Marigolds (Rogue WK & Assassin) Ingame Handle: trgluestickz Discord Name: Hurricane🌀Marigolds#2563 Guilds: She Looked LVL 18 & Essence of Aggression Alliances: Imperium & Order of the Silent Shroud Platform: PC
As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
So... what you're saying here is that this mod had dozens of huge, gamebreaking bugs that would have affected all players instead of just most of them as it is? Mod 15 really is the buggiest mod ever then if you had that much to work on that these really gamebreaking bugs couldn't be fixed in time for launch or at first patch. Sorry Julia but I don't believe a word you're saying
Logic is the beginning of wisdom, not the end of it.
4
plasticbatMember, NW M9 PlaytestPosts: 12,408Arc User
As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
So... what you're saying here is that this mod had dozens of huge, gamebreaking bugs that would have affected all players instead of just most of them as it is? Mod 15 really is the buggiest mod ever then if you had that much to work on that these really gamebreaking bugs couldn't be fixed in time for launch or at first patch. Sorry Julia but I don't believe a word you're saying
I believe what she said. The important part is the part she did not say. i.e. they knew it is buggy. They knew about them but they decide to push it out anyway even though it is very buggy because they need to make the deadline regardless.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
So... what you're saying here is that this mod had dozens of huge, gamebreaking bugs that would have affected all players instead of just most of them as it is? Mod 15 really is the buggiest mod ever then if you had that much to work on that these really gamebreaking bugs couldn't be fixed in time for launch or at first patch. Sorry Julia but I don't believe a word you're saying
I believe what she said. The important part is the part she did not say. i.e. they knew it is buggy. They knew about them but they decide to push it out anyway even though it is very buggy because they need to make the deadline regardless.
Except that's when you damn well push a deadline. STO have done it when they had content that was seriously bugged. Neverwinter is owned by the same damn company so I don't believe they couldn't push the deadline. I simply don't.
Logic is the beginning of wisdom, not the end of it.
A large number of the issues reported were addressed in the Thursday build but I wanted to address the comments regarding bugs that were brought up during Preview that are still present (or were prior to Thursday). As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
there were a lot of issues reported every Thursday for the last month.....gratz for getting the Callum bug fixed, but how the hell do you miss the full inventory bug.....seriously? You all just changed the landscape of what EVERYONE did prior to live with professions that we've all numbingly have done over the last 5 years....you expect us to say hey great....let's learn something new!!!!!....only to have the first part of it bug out on us???? HAH....good luck with that...…*salutes*
my two coppers...mmmhmmmm
dunno why, but the first paragraph is a quote by Nitocris…..didn't quote
Angry Inch lvl 70 OP and his NOT SO merry band of other Angry Campfire Hero toons Starks Alliance
As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
So... what you're saying here is that this mod had dozens of huge, gamebreaking bugs that would have affected all players instead of just most of them as it is? Mod 15 really is the buggiest mod ever then if you had that much to work on that these really gamebreaking bugs couldn't be fixed in time for launch or at first patch. Sorry Julia but I don't believe a word you're saying
Different severity bugs are not a 1:1 ratio with other bugs. That is, 1 "showstopper" (the term we use internally) can be equal to a dozen (amount used for example purposes - it varies) or more other less severe bugs in terms of resources and time it will take to address. M15 included an overhaul of an entire system which means a much higher risk of bugs compared to releases that were an extension of existing content. It's the difference between redecorating your bathroom with new rugs and countertops vs installing a whole new plumbing system.
As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
So... what you're saying here is that this mod had dozens of huge, gamebreaking bugs that would have affected all players instead of just most of them as it is? Mod 15 really is the buggiest mod ever then if you had that much to work on that these really gamebreaking bugs couldn't be fixed in time for launch or at first patch. Sorry Julia but I don't believe a word you're saying
Different severity bugs are not a 1:1 ratio with other bugs. That is, 1 "showstopper" (the term we use internally) can be equal to a dozen (amount used for example purposes - it varies) or more other less severe bugs in terms of resources and time it will take to address. M15 included an overhaul of an entire system which means a much higher risk of bugs compared to releases that were an extension of existing content. It's the difference between redecorating your bathroom with new rugs and countertops vs installing a whole new plumbing system.
Thanks for the explanation.
For the correct perspective of my next paragraph I want to clarify that I'm both a software engineer and doing software for over 10 years now (Except wasting my life on playing games). I'm intimately familiar with bugs, there were times Iv'e dreamt bugs..
How much time it takes to change the most common profession tool, the purple crucible from 1 credit to the 5k it should be. I would wager that it takes less time than it took me to type this post and correct all the spelling errors (English third language problems) It was reported long long ago, over three weeks before live if memory serves.
This is not to throw blame or personal fault there, it is systematic issue, sounds like QA doesn't follow commits and only follows general protocol. The preview reports threads are not verified vs the Jira, that you know.. Integrates with Slacks and Trello now. Prioritization is...
Yes those threads are not easy to follow, but systems designer shouldn't be the only one reading those. Perhaps someone should go over those and compare to the Jira ? And forward those they didn't find to the systems designer...
Maybe understaffed, or overworked, or just mistakes, not for me to judge, but the bottom line is that no prioritization explanation can account for this mod. It is clear that it's not ready, quests that take over 5 times to complete for them to register. Professions bugs that cost us players million in AD. Yes virtual currency and all that, but still...
Back to that simple bug of the crucible, lets say I have total of around 150 of those. Should I assume it is a bug and their minimal cost total is 750k credits, or it is intended and they are only 150 credits overall (without the k) ? Should I wait while others progress and sell MW items? I don't know, no one knows. Not accounting all those that didn't notice and converted those.
Sometimes delaying a week is better than not doing so. Or I understand, publishers, impossible, etc.. Then when things are clear, a better 'known issues' should be prioritized, because there are hordes of bugs known from preview, and there is a limit of us players testing on preview, posting with pictures, can't miss, and things go live like it's all new, with an empty thread, this one. Why we need to re-post all of it?!
If you open a "level up" reward box in your workshop, there is no pop up box showing you what you got, when you go to another area the same thing happens until you log out or shut down and come back and open them outside of your workshop (you do seem to get the rewards though)
Did you open up an Artisan Recruitment Pack during the same client session by any chance?
There is a bug that when you open one of them, it prevents gumps from rewards etc from displaying until you shut down and re-open your client. It plays havoc with seeing which rewards you receive, but also sometimes prevents quests from completing as it does not register you receiving those items! Only way to reset this is to shut and re-open the game as you mentioned.
obsiddiaMember, NW M9 PlaytestPosts: 1,025Arc User
edited November 2018
Mithril Crucible is only worth 1 point in the exchange. Everything else of that grade is valued at 5000.
I unfortunately traded in a few, and there's no temporary ability to swap them back.
I'm sure this was mentioned in playtest, but please fix.
Did you really think anyone could steal the power of the god of thieves?
0
kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
edited November 2018
This whole mod is a showstopper if you ask me ... even if all the bugs get fixed eventually.. I mean just look at the zax exchange it has hardly moved from 30 million backlog since the mod launched ..
There is nothing to buy and there hardly anything to make or sell I am just sitting on Ad / zen that i would love to splurge spend even on 1% fun .. even the lockboxes are not worth the fun / risk they are all a net loss
and the new dungeons é skirmish and content are weeks away behind an artificial progression cap that is not even finished yet comming soon .TM
I completed the Acquisitions Incorporated Campaign "Information Acquisition" last week.
This week it says I haven't completed it yet, even though I had already done the Icespire Peak mini-dungeon. I had to use 100 campaign currency AGAIN to unlock it.
So now I am one week behind even though this was the character that I claimed the free bag on.... hahaha. This campaign is bugged really, really badly.
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
for anyone having trouble with balls buff in tong , pick that buff last(although after fight the buff is permanent till end of dungeon, try kill char and res on campfire, relog fast after this worked for me on private queues) and wait till we get a fix.
I mean just look at the zax exchange it has hardly moved from 30 million backlog since the mod launched
That has nothing to do with the new mod. The backlog is bad for two reasons. First, people are hoarding Zen in anticipation of a Black Friday sale. Second, many of those converting Zen to AD are doing it indirectly, buying things in Zen store and selling them on the AH, instead of converting directly to AD.
Not a bug, not related to Mod 15, not relevant to this thread.
Cant say this wasn't expected Let's just look at all the past mod releases, all buggy as heck and poorly built. This mod no different . But for them to say it is acceptable to knowingly release a product they know is sup par is wrong and shows a total lack of good ethical business morals .Would it really have hurt to postpone the release until some of the most obvious bugs were taken care of ? I mean those that we the players take as a "SHOWSTOPPER" ...
"What is the sense of living the life you're given if all you ever do is stand in one place?" Lord Huron
2
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
I find it interesting that getting locked out of professions entirely in the tutorial due to multiple bugs, getting locked out of completing the new campaign for the week, and being unable to open loot chests are NOT "showstopping" bugs ....
So what exactly is a showstopping bug? Inability to launch the client? I mean seriously, not only is everything new broken, but you broke a shitton of old stuff too. Broke in the it can't be done kind of way, not just in the seriously annoying kind of way. And that's not showstopping huh.
I find it interesting that getting locked out of professions entirely in the tutorial due to multiple bugs, getting locked out of completing the new campaign for the week, and being unable to open loot chests are NOT "showstopping" bugs ....
So what exactly is a showstopping bug? Inability to launch the client? I mean seriously, not only is everything new broken, but you broke a shitton of old stuff too. Broke in the it can't be done kind of way, not just in the seriously annoying kind of way. And that's not showstopping huh.
I tookit to mean that they had a ton of even more show stopping bugs that affected all players, instead of just a portion of them, and prioritized getting those fixed before launch. That this mess of a mod was even more and worse bugged prior to launch should perhaps not come as a big surprise to us, but to me it would have been yet another reason to push the deadline and launch it a few weeks later. And if the boys in suits with the calculators didn't like that idea, maybe tell them that dropping buggy mess like this on players makes us all a lot less likely to spend money on this game. Especially with sales and holiday season coming up that's a really bad time of year to make your players want to spend less. So I second the idea to rename these things cash stopping bugs, with the slightly less bad variety maybe being named cash inhibition bugs. Maybe that will get across to the finance boys what these kind of bugs do to the player base and to the game's earnings at long last.
Logic is the beginning of wisdom, not the end of it.
1
plasticbatMember, NW M9 PlaytestPosts: 12,408Arc User
As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
So... what you're saying here is that this mod had dozens of huge, gamebreaking bugs that would have affected all players instead of just most of them as it is? Mod 15 really is the buggiest mod ever then if you had that much to work on that these really gamebreaking bugs couldn't be fixed in time for launch or at first patch. Sorry Julia but I don't believe a word you're saying
I believe what she said. The important part is the part she did not say. i.e. they knew it is buggy. They knew about them but they decide to push it out anyway even though it is very buggy because they need to make the deadline regardless.
Except that's when you damn well push a deadline. STO have done it when they had content that was seriously bugged. Neverwinter is owned by the same damn company so I don't believe they couldn't push the deadline. I simply don't.
That is the part (as I said the important part) she did not say.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
And on a related subject, can we please, PLEASE get the retainer's "exchange" list of materials in alphabetical order. It is painful to search through it for what you need.
Comments
Between multiple applications being from the same artisan and artisans that you just fired suddenly getting their application in the stack, it only reinforces the alchemists near-monopolization of the application process at this time.
Edit: Just logged in to clear my delivery box and check applications.
5 Applications waiting for me.
The first three were all Nayat Al-Abta (or however it is spelled) and then last two were both Kefhen Jorola.
And the sad thing is that this is not even the biggest problem remaining with the new module.
The reason I only checked deliveries and applications was because with that new toon I see no reason to progress further by playing since I am up against the two missions in Neverdeath that people are talking about being broken, and now I am hearing that stuff in Helm's hold is broken, too.
Need to fix this stuff.
What's the point of that?
A large number of the issues reported were addressed in the Thursday build but I wanted to address the comments regarding bugs that were brought up during Preview that are still present (or were prior to Thursday). As we've mentioned previously, bugs reported during preview are not guaranteed to be solved by launch date as they are also competing with internal bugs we are working on. If during prioritization we have a number of showstopper bugs (large scale, full playerbase impacting, game breaking bug), those will be addressed first. While we do not wish to dismiss the importance of other issues reported, prioritization is an integral part of resource and project management.
Another factor to keep in mind is that while we are working on bugs until and past launch day, we have a deadline for when fixes can be checked in before the launch build is made. One of the reasons we are able to issue fixes within a day or two of launch is because we had them in the pipeline but were just shy of the deadline.
Thank you again for the reports, especially those proving details that allow us to repro and more expediently issue a fix. We'll keep you updated with patch notes and/or additional forum posts!
The free retrain is buggy as hell. I think I may effectively have an infinite number of them now but I'm not sure. Every single loadout I have occationally says free retrain again even though I already used the first one. When I use any of these free retrains, I have a short while afterwards where I can choose to use my normal retraining tokens, the free retrain always comes back eventually though. Logging out made them go away a few times but they keep coming back and this doesn't always work.
I think the bug may be connected to one of these things since this is usually what I am doing when the free retrain comes back: #1 retaining boon pages, #2 logging back in after restarting the game launcher, #3 switching loadouts after having done minor boon or feat tweaks.
Please fix this ASAP, this is driving me bonkers, I don't have the option to use my normal tokens when this happens and these free retrains retrain my entire character sheet. I can't make minor adjustments for boons and feats for extended periods of time and have to redo everything whenever I use one of these free retrains.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
Sorry Julia but I don't believe a word you're saying
there were a lot of issues reported every Thursday for the last month.....gratz for getting the Callum bug fixed, but how the hell do you miss the full inventory bug.....seriously? You all just changed the landscape of what EVERYONE did prior to live with professions that we've all numbingly have done over the last 5 years....you expect us to say hey great....let's learn something new!!!!!....only to have the first part of it bug out on us???? HAH....good luck with that...…*salutes*
my two coppers...mmmhmmmm
dunno why, but the first paragraph is a quote by Nitocris…..didn't quote
Starks Alliance
Starks Alliance
For the correct perspective of my next paragraph I want to clarify that I'm both a software engineer and doing software for over 10 years now (Except wasting my life on playing games). I'm intimately familiar with bugs, there were times Iv'e dreamt bugs..
How much time it takes to change the most common profession tool, the purple crucible from 1 credit to the 5k it should be. I would wager that it takes less time than it took me to type this post and correct all the spelling errors (English third language problems)
It was reported long long ago, over three weeks before live if memory serves.
This is not to throw blame or personal fault there, it is systematic issue, sounds like QA doesn't follow commits and only follows general protocol. The preview reports threads are not verified vs the Jira, that you know.. Integrates with Slacks and Trello now. Prioritization is...
Yes those threads are not easy to follow, but systems designer shouldn't be the only one reading those. Perhaps someone should go over those and compare to the Jira ? And forward those they didn't find to the systems designer...
Maybe understaffed, or overworked, or just mistakes, not for me to judge, but the bottom line is that no prioritization explanation can account for this mod. It is clear that it's not ready, quests that take over 5 times to complete for them to register.
Professions bugs that cost us players million in AD. Yes virtual currency and all that, but still...
Back to that simple bug of the crucible, lets say I have total of around 150 of those. Should I assume it is a bug and their minimal cost total is 750k credits, or it is intended and they are only 150 credits overall (without the k) ? Should I wait while others progress and sell MW items?
I don't know, no one knows. Not accounting all those that didn't notice and converted those.
Sometimes delaying a week is better than not doing so. Or I understand, publishers, impossible, etc.. Then when things are clear, a better 'known issues' should be prioritized, because there are hordes of bugs known from preview, and there is a limit of us players testing on preview, posting with pictures, can't miss, and things go live like it's all new, with an empty thread, this one. Why we need to re-post all of it?!
There is a bug that when you open one of them, it prevents gumps from rewards etc from displaying until you shut down and re-open your client. It plays havoc with seeing which rewards you receive, but also sometimes prevents quests from completing as it does not register you receiving those items! Only way to reset this is to shut and re-open the game as you mentioned.
Everything else of that grade is valued at 5000.
I unfortunately traded in a few, and there's no temporary
ability to swap them back.
I'm sure this was mentioned in playtest, but please fix.
There is nothing to buy and there hardly anything to make or sell I am just sitting on Ad / zen that i would love to splurge spend even on 1% fun .. even the lockboxes are not worth the fun / risk they are all a net loss
and the new dungeons é skirmish and content are weeks away behind an artificial progression cap that is not even finished yet comming soon .TM
the economy is in stagnation
This week it says I haven't completed it yet, even though I had already done the Icespire Peak mini-dungeon. I had to use 100 campaign currency AGAIN to unlock it.
So now I am one week behind even though this was the character that I claimed the free bag on.... hahaha. This campaign is bugged really, really badly.
Not a bug, not related to Mod 15, not relevant to this thread.
And no Abberant Leather.
So what exactly is a showstopping bug? Inability to launch the client? I mean seriously, not only is everything new broken, but you broke a shitton of old stuff too. Broke in the it can't be done kind of way, not just in the seriously annoying kind of way. And that's not showstopping huh.
And if the boys in suits with the calculators didn't like that idea, maybe tell them that dropping buggy mess like this on players makes us all a lot less likely to spend money on this game. Especially with sales and holiday season coming up that's a really bad time of year to make your players want to spend less. So I second the idea to rename these things cash stopping bugs, with the slightly less bad variety maybe being named cash inhibition bugs. Maybe that will get across to the finance boys what these kind of bugs do to the player base and to the game's earnings at long last.