A full rollback, even to remove 40 minutes of uptime, would have involved taking the servers down for at least a further 6 hours, possibly 12. On the day of the biggest patch since the official launch, doing this would have sent the wrong message out and could possibly have resulted in even worse publicity than what actually happened.
Taking the time needed to correct an egregious error that made it live, and maintain integrity, sends the wrong message?
Interesting.
In any event, Cryptic let indestructible zombies bug stay live in Champions for a year. So their ability to fix bugs has always been suspect. When you pay for a ticket to carnival, you expect the tent to be sturdy enough to house you and the other ticket paying rubes. But with Cryptic, you really have to be wary that it might collapse on you while you're watching your show. There's been examples in all of their games to demonstrate their inability to patch properly and their continued trait of releasing bugs live no matter how well reported they are in testing.
Taking the time needed to correct an egregious error that made it live, and maintain integrity, sends the wrong message?
Interesting.
In any event, Cryptic let indestructible zombies bug stay live in Champions for a year. So their ability to fix bugs has always been suspect. When you pay for a ticket to carnival, you expect the tent to be sturdy enough to house you and the other ticket paying rubes. But with Cryptic, you really have to be wary that it might collapse on you while you're watching your show. There's been examples in all of their games to demonstrate their inability to patch properly and their continued trait of releasing bugs live no matter how well reported they are in testing.
No, the server not being up for most of the day of a major patch on the other hand sends the wrong impression, there was a panic that they were planning to just close the game back on Caturday when the server was down for 17 hours after all even though we had regular communication from the Community Managers on the situation.
Yes, although I cannot complain too much. The fools who drop thousands for this game are the reason I can play for free.
Thank you.
Exactly this, except I wouldn't call them fools. Obviously there are folks with less time to play and a lot more money to spend, they can reach end game just like a hardcore player by spending money and thereby allowing the free players to continue doing what they do.
I can't believe the amount of complaining I hear about other people spending money on the game, they are what keeps the money flowing in and new content and fixes flowing out. Thank you to everyone that enjoys this game and spends money on it, you are the reason it will continue to thrive and new content will continue to roll out.
When I was going to spend some money a friend of mine said he knew a website where I could get AD a good bit cheaper than buying zen and exchanging, I told him no thanks because I'd rather support the game that I've been playing completely free of charge for almost 4 months.
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
Definitely the Carnie for rigging the game/charging so much in the first place.
Greed is not good...
And I fail to see where the game is rigged, charging too much I will agree with (lower companion prices or make them account bound!) but where the odds are posted before you do something(fusing enchants ect.) there's only an acceptable variance between the posted amount and the average rate (if anything then the RNG favours the playerbase more often than not).
I did a long post on probability before but I'll give the bite size version here.
Take a coin, any average coin and flip it six times, probability tells us that given that there is roughly a 50/50 chance of either side landing face up, over 6 flips it should come up 3 heads and 3 tails. My own results, HTTTTH. So either we have to have an acceptable variance rate, or the probability isn't exactly 50/50. Of course these odds are fixed, the coin has no memory of how it landed last time so the previous result has no affect on the next.
Lets take another scenario though, a standard deck of 52 playing cards. If we shuffle and draw a card then we know that the odds of getting a particular suit is 1 in 4 and the odds of getting a given number are 1 in 13, so the odds of getting a particular card are 1 in 4*13 or 1/52. However this time we'll remove the card we draw from the deck, that means that with each card, the odds of pulling the particular card increase. So first card is 1/52, second 1/51. 3rd 1/50.... all the way to the 52nd card which would be 1/1.
Unfortunately I see a lot of people who assume that the game works in a way similar to the second example (A 20% chance means that I have to succeed on my 5th try if the other 4 failed) whereas the game works on the first example, the previous tries have no bearing on any consecutive tries, and there is a non-zero probability of failing a 1/5 odds 100 times in a row.
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wmtrexlerMember, Neverwinter Beta UsersPosts: 0Arc User
Unfortunately I see a lot of people who assume that the game works in a way similar to the second example (A 20% chance means that I have to succeed on my 5th try if the other 4 failed) whereas the game works on the first example, the previous tries have no bearing on any consecutive tries, and there is a non-zero probability of failing a 1/5 odds 100 times in a row.
Except that it really doesn’t. The RNG doesn’t have the planck level granularity of actual random occurrence (assuming you would even agree to such a beast). In truth the administration can do no better than a wild guess that could be utterly wrong based on the time of day. But they can’t really say “We did our best and you just get what you get”, can they?
But If I say of the 10% that don’t outright fail 100% of them win 80% of the time, is that good or bad? Or you more inclined or less to give that a shot, especially when it involves your actual money?
There is a fair amount of cagey social engineering in this game. And the quality of that next to the rank amateurish measure of its technical management makes me think that perhaps most of the development meetings were about how to more effectively dupe people into buying more keys rather than the best way to keep PVP fun.
And let’s not trot out the bit about “cause they pay we get it for free.” This game is, while we are in the carnival theme, a chicken shack. If people stop buying at the chicken shack they don’t upgrade it to a gourmet restaurant and charge more. They close it and open another chicken shack somewhere else.
Doesn’t mean you shouldn’t support your favorite chicken shack. But don’t imagine the profits are going into giving you a better experience. You aren’t paying for a better game, you are paying for a better school for someone’s kids.
But you know, maybe that's not a bad thing. Do it for the kids.
Comments
Taking the time needed to correct an egregious error that made it live, and maintain integrity, sends the wrong message?
Interesting.
In any event, Cryptic let indestructible zombies bug stay live in Champions for a year. So their ability to fix bugs has always been suspect. When you pay for a ticket to carnival, you expect the tent to be sturdy enough to house you and the other ticket paying rubes. But with Cryptic, you really have to be wary that it might collapse on you while you're watching your show. There's been examples in all of their games to demonstrate their inability to patch properly and their continued trait of releasing bugs live no matter how well reported they are in testing.
No, the server not being up for most of the day of a major patch on the other hand sends the wrong impression, there was a panic that they were planning to just close the game back on Caturday when the server was down for 17 hours after all even though we had regular communication from the Community Managers on the situation.
Exactly this, except I wouldn't call them fools. Obviously there are folks with less time to play and a lot more money to spend, they can reach end game just like a hardcore player by spending money and thereby allowing the free players to continue doing what they do.
I can't believe the amount of complaining I hear about other people spending money on the game, they are what keeps the money flowing in and new content and fixes flowing out. Thank you to everyone that enjoys this game and spends money on it, you are the reason it will continue to thrive and new content will continue to roll out.
When I was going to spend some money a friend of mine said he knew a website where I could get AD a good bit cheaper than buying zen and exchanging, I told him no thanks because I'd rather support the game that I've been playing completely free of charge for almost 4 months.
We are definitely dominating, and we are always about to win.
Greed is not good...
And I fail to see where the game is rigged, charging too much I will agree with (lower companion prices or make them account bound!) but where the odds are posted before you do something(fusing enchants ect.) there's only an acceptable variance between the posted amount and the average rate (if anything then the RNG favours the playerbase more often than not).
I did a long post on probability before but I'll give the bite size version here.
Take a coin, any average coin and flip it six times, probability tells us that given that there is roughly a 50/50 chance of either side landing face up, over 6 flips it should come up 3 heads and 3 tails. My own results, HTTTTH. So either we have to have an acceptable variance rate, or the probability isn't exactly 50/50. Of course these odds are fixed, the coin has no memory of how it landed last time so the previous result has no affect on the next.
Lets take another scenario though, a standard deck of 52 playing cards. If we shuffle and draw a card then we know that the odds of getting a particular suit is 1 in 4 and the odds of getting a given number are 1 in 13, so the odds of getting a particular card are 1 in 4*13 or 1/52. However this time we'll remove the card we draw from the deck, that means that with each card, the odds of pulling the particular card increase. So first card is 1/52, second 1/51. 3rd 1/50.... all the way to the 52nd card which would be 1/1.
Unfortunately I see a lot of people who assume that the game works in a way similar to the second example (A 20% chance means that I have to succeed on my 5th try if the other 4 failed) whereas the game works on the first example, the previous tries have no bearing on any consecutive tries, and there is a non-zero probability of failing a 1/5 odds 100 times in a row.
Except that it really doesn’t. The RNG doesn’t have the planck level granularity of actual random occurrence (assuming you would even agree to such a beast). In truth the administration can do no better than a wild guess that could be utterly wrong based on the time of day. But they can’t really say “We did our best and you just get what you get”, can they?
But If I say of the 10% that don’t outright fail 100% of them win 80% of the time, is that good or bad? Or you more inclined or less to give that a shot, especially when it involves your actual money?
There is a fair amount of cagey social engineering in this game. And the quality of that next to the rank amateurish measure of its technical management makes me think that perhaps most of the development meetings were about how to more effectively dupe people into buying more keys rather than the best way to keep PVP fun.
And let’s not trot out the bit about “cause they pay we get it for free.” This game is, while we are in the carnival theme, a chicken shack. If people stop buying at the chicken shack they don’t upgrade it to a gourmet restaurant and charge more. They close it and open another chicken shack somewhere else.
Doesn’t mean you shouldn’t support your favorite chicken shack. But don’t imagine the profits are going into giving you a better experience. You aren’t paying for a better game, you are paying for a better school for someone’s kids.
But you know, maybe that's not a bad thing. Do it for the kids.