I saw alot of fixes in the past few patches most if not all of them of cosmetic nature. I'm glad this is been done but what about gameplay fixes. For example since Azure Nebula was last used for an event it hasn't given any marks at the end when played as random tfo on elite. Not just that but each difficulty normal advanced and elite give you only 480 dillithium instead of 480 720 1440.
Are we just going to fix cosmetic stuff on ships and ignore the rest? That is exactly what it feels like. Azure nebula was only one example I'm sure there is plenty more gameplay related stuff that needs fixing.
C-Store Inc. is still looking for active members on the fed side. If you don't have a fleet feel free to contact me in game @stegi.
Artists are not coders, you can't throw one at the others' work.
Even for developers, a server code developer knows their SQL but might be useless for working on client code bugs. I work full time as a C++ windows app developer (not at Cryptic) but have only partial knowledge about our AWS server setup. Some things I can do, some things would take me a very long time to figure out.
"Hire more developers" sounds good, but we're expensive and this isn't WoW or Diablo.
As DECA recently hired Pundas (sp?) as ship artist guy, the bug fixes might be his work getting familiar with the tools? Just an assumption, but the timing lines up.
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rattler2Member, Star Trek Online ModeratorPosts: 58,575Community Moderator
Bug fixes have always come at seemingly random times.. often when they're not even expected.
Not only that, you have to also consider the nature of the Speggetti Code we have because of how STO was thrown together after Cryptic inherited the game, AND the deadline, from Perpetual all those years ago. It might not be obvious what is CAUSING the bug in the first place, which does take time to discover.
Back in Season 7 when we switched from the random drops to the Rep System, players were locked out of the Accolade Armor visuals if they didn't get it before the switch over. It took Cryptic at least a year to track that one down and fix it. And then there were the times when they'd fix something in some unrelated area of the game, and the Borg would break. We had Spheres that literally jumped to warp because they had super EPtE.
Even though I am not a coder, I know Code is finnicky and can cause all kinds of crazy with nothing more than a simple, single character typo. You want a good example of that? Look at the game Aliens: Colonial Marines. The Xenomorph AI in that game was apparently borked because of 1 SINGLE character in a line of code.
So honestly... be patient. Just because a bug isn't fixed within a week of discovery doesn't mean they're not working on it at all. Some take more time than others to track down.
I'd take anything a coder says with a grain of salt as there's always a good measure of The Scotty Factor at play.
We often go the other direction too - all the pieces of a project are easy to do so "2 days" sounds like a fine estimate. Until we're in the middle of it and realize each of those 100 tasks is going to take 30 minutes, so the total time is more like 5.
Most of the people I've worked with do want to fix all bugs, the problem is that we sometimes have a ticket list that is 100 bugs and features long, with each ticket requiring anywhere from hours to days to weeks to complete. They are sorted by priority (typically business priority not user popularity) and lower priority tasks can keep getting pushed down in the list by new tasks.
Bug fixes have always come at seemingly random times.. often when they're not even expected.
Not only that, you have to also consider the nature of the Speggetti Code we have because of how STO was thrown together after Cryptic inherited the game, AND the deadline, from Perpetual all those years ago. It might not be obvious what is CAUSING the bug in the first place, which does take time to discover.
Back in Season 7 when we switched from the random drops to the Rep System, players were locked out of the Accolade Armor visuals if they didn't get it before the switch over. It took Cryptic at least a year to track that one down and fix it. And then there were the times when they'd fix something in some unrelated area of the game, and the Borg would break. We had Spheres that literally jumped to warp because they had super EPtE.
Or the example I like to harp on whenever this comes up - when they added flying vehicles to Champions Online, and the entire chat system across all three Cryptic games crashed. Took weeks for that to be fixed - players in CO took to using the /killme command while standing in formations, then screenshotting, to spell out messages to the devs with their bodies.
What did the vehicle system in one game have to do with all the chat systems in all the games? I couldn't begin to tell you, but it was what it was. Sometimes bugs have weird, weird consequences that make them hard to track down. Back when I was coding COBOL, I managed several hundred runtime errors by omitting a single semicolon in the Definition Section of a program. That one eluded me for days.
Bug fixes have always come at seemingly random times.. often when they're not even expected.
Not only that, you have to also consider the nature of the Speggetti Code we have because of how STO was thrown together after Cryptic inherited the game, AND the deadline, from Perpetual all those years ago. It might not be obvious what is CAUSING the bug in the first place, which does take time to discover.
Back in Season 7 when we switched from the random drops to the Rep System, players were locked out of the Accolade Armor visuals if they didn't get it before the switch over. It took Cryptic at least a year to track that one down and fix it. And then there were the times when they'd fix something in some unrelated area of the game, and the Borg would break. We had Spheres that literally jumped to warp because they had super EPtE.
Or the example I like to harp on whenever this comes up - when they added flying vehicles to Champions Online, and the entire chat system across all three Cryptic games crashed. Took weeks for that to be fixed - players in CO took to using the /killme command while standing in formations, then screenshotting, to spell out messages to the devs with their bodies.
Maybe it's just me but it might have been easier to just report the bug in the appropriate forum.
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rattler2Member, Star Trek Online ModeratorPosts: 58,575Community Moderator
@rattler2 Give them time? How long ago has it been that the last even was with Azure Nebula? How long has Korfez not been fixed that when the Turei part comes that all the Vaadwaur spawn at the same time instead of groups where to 99.9% you will not be able to finish this task the Turei get destroyed before they are finished? There is plenty of examples. Don't get me wrong cosmetic fixes are just as important but like somebody said already those are different people working on it. So I do have to wonder do we actually have people working on gameplay related fixes?
Post edited by baddmoonrizin on
C-Store Inc. is still looking for active members on the fed side. If you don't have a fleet feel free to contact me in game @stegi.
Well, looking at LinkedIn and also the credits*, the people who tended to do it for systems (and limited coding?) like Jesse Heinig etc have all left Cryptic as recently as last month, the only names I recognize still working there for systems is Borticus and for pure code work Travis. I would assume DECA is still working up that team, no idea, there's no communication anymore.
* Take the names in credits with a grain of salt, there's names in there that left last year.
Bug fixes have always come at seemingly random times.. often when they're not even expected.
Not only that, you have to also consider the nature of the Speggetti Code we have because of how STO was thrown together after Cryptic inherited the game, AND the deadline, from Perpetual all those years ago. It might not be obvious what is CAUSING the bug in the first place, which does take time to discover.
Back in Season 7 when we switched from the random drops to the Rep System, players were locked out of the Accolade Armor visuals if they didn't get it before the switch over. It took Cryptic at least a year to track that one down and fix it. And then there were the times when they'd fix something in some unrelated area of the game, and the Borg would break. We had Spheres that literally jumped to warp because they had super EPtE.
Even though I am not a coder, I know Code is finnicky and can cause all kinds of crazy with nothing more than a simple, single character typo. You want a good example of that? Look at the game Aliens: Colonial Marines. The Xenomorph AI in that game was apparently borked because of 1 SINGLE character in a line of code.
So honestly... be patient. Just because a bug isn't fixed within a week of discovery doesn't mean they're not working on it at all. Some take more time than others to track down.
That Colonial Marines example is also a good example of what people either don't get or actively ignore in that bug isn't always in the most obvious place. the issue with CM code wasn't the AI for the Xenomorphs themselves (which while not as good as the hype said wasn't utterly bad either from what I've read, just not was promised) but the issue was that due the typo the AI was not bound to the "rooms" so the NPCs did not know what to do, so if you checked the enemy AI in isolation it worked but broke in-game (and there is was still in fairly obvious place even if wasn't the first place you'd look).
With the latest patch notes, I can't help but share the sentiment that we're given large lists of fixes that don't really amount to much.
I don't want to claim that they're not doing some serious work here, but fixing a mirrored Starfleet insignia on the bottom of a ship? Does this really need to be taken up in a long listing of fixes you made?
I think there are more pressing issues indeed. Some kit modules, like Cryotronic Modulation have been broken for years for example and indeed, Azure Nebula doesn't reward Romulan marks. I get that not everything can be done at once, but I share the impression that fixing existing things (we dit get a lot of new content and a new ship this week of course) has mostly been limited to cosmetic things.
@fleetcaptain5#1134 - I get that, but a 3D ship model artist doesn't have much hope of fixing the TFO code or kit module behavior. Fixing ship models is something they can do.
We'll have to wait and see whether DECA gives the server code or episode/TFO developers any time devoted to fixing existing code bugs.
Complaining about graphic artists actually doing their jobs. 🙄 /thread
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Even for developers, a server code developer knows their SQL but might be useless for working on client code bugs. I work full time as a C++ windows app developer (not at Cryptic) but have only partial knowledge about our AWS server setup. Some things I can do, some things would take me a very long time to figure out.
"Hire more developers" sounds good, but we're expensive and this isn't WoW or Diablo.
Miracle workers are expensive.
It's entirely understandable to want more "meat and potatoes" versus "additional garnish".
Bug fixes have always come at seemingly random times.. often when they're not even expected.
Not only that, you have to also consider the nature of the Speggetti Code we have because of how STO was thrown together after Cryptic inherited the game, AND the deadline, from Perpetual all those years ago. It might not be obvious what is CAUSING the bug in the first place, which does take time to discover.
Back in Season 7 when we switched from the random drops to the Rep System, players were locked out of the Accolade Armor visuals if they didn't get it before the switch over. It took Cryptic at least a year to track that one down and fix it. And then there were the times when they'd fix something in some unrelated area of the game, and the Borg would break. We had Spheres that literally jumped to warp because they had super EPtE.
Even though I am not a coder, I know Code is finnicky and can cause all kinds of crazy with nothing more than a simple, single character typo. You want a good example of that? Look at the game Aliens: Colonial Marines. The Xenomorph AI in that game was apparently borked because of 1 SINGLE character in a line of code.
So honestly... be patient. Just because a bug isn't fixed within a week of discovery doesn't mean they're not working on it at all. Some take more time than others to track down.
We often go the other direction too - all the pieces of a project are easy to do so "2 days" sounds like a fine estimate. Until we're in the middle of it and realize each of those 100 tasks is going to take 30 minutes, so the total time is more like 5.
Most of the people I've worked with do want to fix all bugs, the problem is that we sometimes have a ticket list that is 100 bugs and features long, with each ticket requiring anywhere from hours to days to weeks to complete. They are sorted by priority (typically business priority not user popularity) and lower priority tasks can keep getting pushed down in the list by new tasks.
What did the vehicle system in one game have to do with all the chat systems in all the games? I couldn't begin to tell you, but it was what it was. Sometimes bugs have weird, weird consequences that make them hard to track down. Back when I was coding COBOL, I managed several hundred runtime errors by omitting a single semicolon in the Definition Section of a program. That one eluded me for days.
Maybe it's just me but it might have been easier to just report the bug in the appropriate forum.
@rattler2 Give them time? How long ago has it been that the last even was with Azure Nebula? How long has Korfez not been fixed that when the Turei part comes that all the Vaadwaur spawn at the same time instead of groups where to 99.9% you will not be able to finish this task the Turei get destroyed before they are finished? There is plenty of examples. Don't get me wrong cosmetic fixes are just as important but like somebody said already those are different people working on it. So I do have to wonder do we actually have people working on gameplay related fixes?
* Take the names in credits with a grain of salt, there's names in there that left last year.
That Colonial Marines example is also a good example of what people either don't get or actively ignore in that bug isn't always in the most obvious place. the issue with CM code wasn't the AI for the Xenomorphs themselves (which while not as good as the hype said wasn't utterly bad either from what I've read, just not was promised) but the issue was that due the typo the AI was not bound to the "rooms" so the NPCs did not know what to do, so if you checked the enemy AI in isolation it worked but broke in-game (and there is was still in fairly obvious place even if wasn't the first place you'd look).
I don't want to claim that they're not doing some serious work here, but fixing a mirrored Starfleet insignia on the bottom of a ship? Does this really need to be taken up in a long listing of fixes you made?
I think there are more pressing issues indeed. Some kit modules, like Cryotronic Modulation have been broken for years for example and indeed, Azure Nebula doesn't reward Romulan marks. I get that not everything can be done at once, but I share the impression that fixing existing things (we dit get a lot of new content and a new ship this week of course) has mostly been limited to cosmetic things.
We'll have to wait and see whether DECA gives the server code or episode/TFO developers any time devoted to fixing existing code bugs.
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