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Patch Notes for 1/10/25

baddmoonrizinbaddmoonrizin Member Posts: 11,443 Community Moderator
edited January 14 in Release Notes
Check out the exciting changes coming to Star Trek Online on PC in our latest patch notes!

https://www.playstartrekonline.com/en/news/article/11573346
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  • mattachinemattachine Member Posts: 517 Arc User
    Wait, so a slightly over sensitive automatic censor gets an emergency patch?
    That can only mean you have no intention of doing a rollback of the previous patch that broke the trait system.
    Please tell me I'm wrong.
  • wodenazwodenaz Member Posts: 149 Arc User
    mattachine wrote: »
    Wait, so a slightly over sensitive automatic censor gets an emergency patch?
    That can only mean you have no intention of doing a rollback of the previous patch that broke the trait system.
    Please tell me I'm wrong.

    Your not wrong, but then again the patch that bust the traits was a large patch that also included the new ESD and Earth so I guess they decided we should have to put up with the bug in order to look at the new ESD and earth, while they try and figure what went wrong.

    Which I wish they had not changed in the first place, but then again I hate change lol.

    I just hope they do not break something else with this patch, and god knows why they could not have left it until they had a fix for the trait bug or until next weeks patch/downtime it is not a bust profanity filter is a major thing, unless it stops working of coarse.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    The Devs are working on a fix to the loadouts. Just because they don't fix it two seconds ago or do a rollback doesn't mean they don't care or are ignoring it. These things can take time. They're not required to give us the play by play. And a rollback doesn't guarantee anything either, and could actually cause more problems in some cases. It is not the end all solution, especially in an MMO environment that is constantly evolving.
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  • darkbladejkdarkbladejk Member Posts: 3,883 Community Moderator
    I've been seeing a few people in threads and elsewhere asking why a rollback isn't being performed for this particular patch and I wanted to shed a little light on why rollbacks aren't always an option or the best choice of action. First I'm going to say I totally understand the frustration with the loadouts being messed up. My fellow mods will back me in that I've put in my fair share of bug reports involving them over the years and tried to do my part in helping them iron it out.

    First folks need to understand that a rollback means rolling everything back to what it was prior to the update. This would mean that if for example you managed to save all your loadouts today and update them after the patch, a rollback would undo all of your changes potentially leading to even more breaks than what you may have now. Depending on how it's done and handled this may not be a good idea as it can also break things dependent on that data. For example, I have a mod for Space Engineers where one of the blocks involves an armor type I call DuraMax Armor. Let's say I implemented a new armor block shape I'll call D block for a semi-circle shape. Let's suppose people start using the new D blocks and then I have to roll the mod back to a previous version. This would mean everyone who used those D blocks would log in to find them missing and have their builds broken potentially beyond repair due to said missing blocks. So until I could push the D blocks back out, folks would basically be up the creek. Now the example of the mod is just to give folks an extreme end example. It's likely the extreme of it busting things to the point of crashing wouldn't happen, but I've seen weirder things happen.

    As much as it may irk people to hear it, fixing an overzealous censor is alot easier than fixing the loadout system. The censor can be as easy as removing certain words from a list or adding to it. The loadout system depending on how badly it's busted could require a complete rewrite from top to bottom, and believe me you don't want them rushing that. Like you folks I want to see the loadout system fixed and working too, all of us do. That said it takes time to fix things properly so it's not breaking again down the road, and if it does break it takes alot longer. When dealing with code you have to be extremely precise as a single 1 or zero out of place can bring the entire bit of code crashing down. Even more so is when you have potentially multiple errors stacked on top of each other. Even worse is when you have randomness to an issue as in order to fix something one must be able to at least somewhat reliably reproduce the issue. Being able to reproduce it is critical to being able to fix it so you know for sure what's busted. Folks who have been around long enough will remember the Kemocite fix some years ago. The devs told people at the time not to get used to it working as it did because it was busted and would need a fix. The severity of the break was so bad it took around 12 weeks or so for a fix. I don't forsee the loadout issue taking that long to fix, but if folks want it done right, it's going to take time.

    Now a potential workaround for some people can be if you're saving stuff for space, save it in space. If you're doing it for ground, save on ground. It may not always work but more often than not it's worked for me. They will get it fixed on way or another it's just a matter of when. There's more to it than just a list of x abilities. It has to verify you have access to those abilities, has to store that data somewhere, has to allow for updates to said data, and so on. While the principles that govern various bits with computers can be simple, they can also be complex in implementation at the same time. Give them some time to get a fix out. Should we have more info we can pass along, one of us will do so.
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  • gabriel#3407 gabriel Member Posts: 7 Arc User
    This is bigger problem, I have three locked personal space traits...
    56vd5n2qajgm.bmp
  • captainhunter1captainhunter1 Member Posts: 1,640 Arc User
    edited January 10
    (Trolling comments moderated out. - BMR)
    Post edited by baddmoonrizin on
  • mattachinemattachine Member Posts: 517 Arc User
    I've been seeing a few people in threads and elsewhere asking why a rollback isn't being performed for this particular patch and I wanted to shed a little light on why rollbacks aren't always an option or the best choice of action. First I'm going to say I totally understand the frustration with the loadouts being messed up. My fellow mods will back me in that I've put in my fair share of bug reports involving them over the years and tried to do my part in helping them iron it out.

    First folks need to understand that a rollback means rolling everything back to what it was prior to the update. This would mean that if for example you managed to save all your loadouts today and update them after the patch, a rollback would undo all of your changes potentially leading to even more breaks than what you may have now. Depending on how it's done and handled this may not be a good idea as it can also break things dependent on that data. For example, I have a mod for Space Engineers where one of the blocks involves an armor type I call DuraMax Armor. Let's say I implemented a new armor block shape I'll call D block for a semi-circle shape. Let's suppose people start using the new D blocks and then I have to roll the mod back to a previous version. This would mean everyone who used those D blocks would log in to find them missing and have their builds broken potentially beyond repair due to said missing blocks. So until I could push the D blocks back out, folks would basically be up the creek. Now the example of the mod is just to give folks an extreme end example. It's likely the extreme of it busting things to the point of crashing wouldn't happen, but I've seen weirder things happen.

    As much as it may irk people to hear it, fixing an overzealous censor is alot easier than fixing the loadout system. The censor can be as easy as removing certain words from a list or adding to it. The loadout system depending on how badly it's busted could require a complete rewrite from top to bottom, and believe me you don't want them rushing that. Like you folks I want to see the loadout system fixed and working too, all of us do. That said it takes time to fix things properly so it's not breaking again down the road, and if it does break it takes alot longer. When dealing with code you have to be extremely precise as a single 1 or zero out of place can bring the entire bit of code crashing down. Even more so is when you have potentially multiple errors stacked on top of each other. Even worse is when you have randomness to an issue as in order to fix something one must be able to at least somewhat reliably reproduce the issue. Being able to reproduce it is critical to being able to fix it so you know for sure what's busted. Folks who have been around long enough will remember the Kemocite fix some years ago. The devs told people at the time not to get used to it working as it did because it was busted and would need a fix. The severity of the break was so bad it took around 12 weeks or so for a fix. I don't forsee the loadout issue taking that long to fix, but if folks want it done right, it's going to take time.

    Now a potential workaround for some people can be if you're saving stuff for space, save it in space. If you're doing it for ground, save on ground. It may not always work but more often than not it's worked for me. They will get it fixed on way or another it's just a matter of when. There's more to it than just a list of x abilities. It has to verify you have access to those abilities, has to store that data somewhere, has to allow for updates to said data, and so on. While the principles that govern various bits with computers can be simple, they can also be complex in implementation at the same time. Give them some time to get a fix out. Should we have more info we can pass along, one of us will do so.

    I'm just commenting out of experience of years of a best in practice managing 21 advanced and complex life & death medical systems (each with tens of thousands of users), developing the software, making hardware upgrades, patching with many simultaneous server upgrades on all the systems' test servers. Test servers that were copies of the live mirror servers, that were constantly being updated with the latest copy of the live server after a successful patch/upgrade. We never ever did any form of work on any of the systems/servers/code, without making a backup that we could roll back to if things for some unexpected reason break on the live server. I have never in my career met with a company that doesn't operate in this way. I also know that we would never waste resources on patching a server with a major bug, unless that patch was a fix for the bug. But pouring resources no matter how big, as a major server bug in my world at work, means everyone at their battle-stations until the one of two things happen, bug is fixed in a patch or a rollback is made. All in maximum 8 hours. Having pride in published upgrades that breaks stuff, is a false pride. When things break it's time for humble cake. The problem is you are incapable of taking a step back when something gone wrong. Then work on fixing it and try again. It's like, if it's LIVE then that can't be taken away. Unless it's popular content that is, like free Lobi from certain missions, or Memory Alpha, or The Foundry, or The Kuvah'Magh, or War Games, or Shutdown, or Terradome. But I'm getting off track. Rollbacks when systems malfunctions after an upgrade/patch is industry standard. Please realize and practice that. Anything else is poor leadership.

    As for what is going on right now, people choosing not to play at all due to this bug you introduced is made worse when you are spending time on re-slotting all the traits, learning that they still doesn't save and everything you've spent hours trying to recreate was for nothing. For all of those players, a rollback is less of a setback than having to keep slotting traits for every time they want to play.
  • phoenixc#0738 phoenixc Member Posts: 6,085 Arc User
    From what I have heard, the development server is small and all in one spot (probably to be able to quickly adjust them) whereas the live game servers are spread out between spots in California and Boston, and no doubt other places as well.

    Realtime distributed systems often act slightly different from non-distributed ones so often things that work well on the development server, and even the open test server, fail when the scale explodes into the size and distribution of the main "server".

    In this case, the problem might not even be directly in the loadout code, it could be something in the communications code causing database lookups to fail so the game does not find anything slotted in the traits, or it could be in the database code itself, or back in the main game code something might be causing it to skip even looking for the stored trait configuration, or any of a hundred other interconnected things.

    Also, medical or other critical programs are an entirely different beast from a non-critical entertainment program like a game. A lot of money goes into making critical systems as reliable as possible right from the beginning, what is sometimes called "the nines factor" because reliability has to be at least 99% and each nine past the decimal point can literally cost fortunes and take years to develop. No game could survive financially if held to such a standard.
  • baddmoonrizinbaddmoonrizin Member Posts: 11,443 Community Moderator
    We're going to stop making unfounded accusations about the devs, right now. Thank you.
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  • dsarisdsaris Member Posts: 384 Arc User
    As usual... roll out a new map and break something COMPLETELY UNRELATED.

    I'm genuinely curious. Is there anybody left on staff who actually understands how the game is coded anymore? It's not like this is a new occurrence, sadly.
  • darkbladejkdarkbladejk Member Posts: 3,883 Community Moderator
    mattachine wrote: »
    I'm just commenting out of experience of years of a best in practice managing 21 advanced and complex life & death medical systems (each with tens of thousands of users), developing the software, making hardware upgrades, patching with many simultaneous server upgrades on all the systems' test servers.
    I'm going to keep this brief as there are several incorrect assumptions in your post about how things work. Your argument here is two fold, argument from authority, and argument from ignorance. It's an argument from ignorance as you're assuming that all code is the same and it's not. It's an argument from authority as you're assuming that because you know how medical device code works you automatically know how video game code works, and that's not how that works at all. There is a massive difference between code developed for medical devices and code developed for video game systems as the two are not even remotely the same. Both require programming, but the types of code each requires and even the code languages are often different. I've created content for other games for 20 years now with mods, level designs and similar, and I wouldn't DARE assume I could code for a medical device. So respectfully, working with medical devices as you say doesn't confer expertise on you when it comes to video games servers like you think it does.
    mattachine wrote: »
    Test servers that were copies of the live mirror servers, that were constantly being updated with the latest copy of the live server after a successful patch/upgrade. We never ever did any form of work on any of the systems/servers/code, without making a backup that we could roll back to if things for some unexpected reason break on the live server. I have never in my career met with a company that doesn't operate in this way. I also know that we would never waste resources on patching a server with a major bug, unless that patch was a fix for the bug. But pouring resources no matter how big, as a major server bug in my world at work, means everyone at their battle-stations until the one of two things happen, bug is fixed in a patch or a rollback is made. All in maximum 8 hours.

    You're assuming that how your particular company operates is automatically how all companies operate and that's not how that works at all. Simply because your company operates a certain way doesn't guarantee that another company does the same thing. See again differences between a medical device company and that of a video game company. The only thing they have in common in this instance is that both involve some programming.

    There are test servers that they have internally. Some environments mirror the live servers as is, and some are used to test things before pushing them out to the live servers. Even as a modder I have test environments I use before pushing changes out to people. So I'm not sure where this idea is coming from they don't have or use test environments. In an ideal world a rollback would always be on the table if needed and backups would always work or fix the issue. However if you're been involved with technology as much as you say, you should know things aren't always ideal and things don't always go as planned. This is true whether it's full on studio level like this game or small time modder level like myself. Unless we can borrow the Time Stone to see every possible future or outcome, you can never anticipate every scenario.

    Now something to consider too. With my own personal mods I'm a 1 man team and it took me 8 weeks to complete my Space Engineers mod, and I've put several weeks worth of further time in since. Likewise the devs who work for the game have put in a fair amount of time too. However there are only so many brains working on something and can only anticipate so much as there are millions of players out there. You can write as perfect of a code as you know how, yet there is always going to be "that one guy" who finds the one in a million break. When a break is discovered you have to first be able to identify what's broke, and then implement a fix. It takes time if you want a proper fix to be done.

    In this particular instance, rolling back the update alone will NOT fix the loadout system as it's had issues for years now. So I've got to ask the question, what happens if they did revert the changes and the loadouts still managed to break? What then? I get that you're upset and I get people are frustrated. How do you think the devs feel having to fix it? The more severe the break, the longer it's going to potentially take to fix it. Now I'm going to ask this as well. Would you rather them roll it back and apply band-aid after band-aid periodically leading to more down time?Also again you're talking a medical device vs a video game. Generally by and large line for line the video games are going to have FAR FAR more code to them than a medical device will, because a game has to do and display far more than said medical devices. This doesn't mean the code behind a medical device can't be complex, it means purely that there's often less of it and in theory it won't take as long to fix. Again different tech, different types of code, sometimes completely different processes by which they operate.
    mattachine wrote: »
    Having pride in published upgrades that breaks stuff, is a false pride. When things break it's time for humble cake. The problem is you are incapable of taking a step back when something gone wrong.

    They've acknowledged the issue and said they're working on it. I'm not sure what else you're wanting short of a play by play. Also simply because they don't do what YOU think they should does NOT mean they're doing nothing. See above, these issues with the loadout system have existed for some time now and is not exclusive to this update. If we want to say this update made it more apparent, alright fine that I would consider a fair argument. As for stepping back for a moment, I would advise you to heed your own advice as I don't believe you thought through what you're asking them to do. You're essentially asking them to roll it back from a 99% broken state to a 50% broken state, all instead of just giving them the time to fix it properly so it's not busted.
    mattachine wrote: »
    Then work on fixing it and try again. It's like, if it's LIVE then that can't be taken away. Unless it's popular content that is, like free Lobi from certain missions, or Memory Alpha, or The Foundry, or The Kuvah'Magh, or War Games, or Shutdown, or Terradome. But I'm getting off track. Rollbacks when systems malfunctions after an upgrade/patch is industry standard. Please realize and practice that. Anything else is poor leadership.

    See again they're already working on a fix for this. As for the other items you mentioned, those maps or missions were removed either because they no longer fit the story, needed work done, or down the line. Memory Alpha was retired because of the new craft system. And the foundry was retired because it couldn't be maintained anymore. If you want to know more on that see the FCT entry for foundry. There is not some big conspiracy to rob people of content. These maps could easily be brought back down the road.

    As for rollbacks, that is NOT the standard go to reaction in the video game industry at all nor is it poor leadership purely because they don't default to that. See again as mentioned prior, loadouts already had issues well before this particular update. Simply doing a rollback on its own will NOT fix the loadout issues. So do you want them to roll back to a slightly less broken system, or do you want to give them the time to fix it properly? I wish it was as simple as flipping switches to fix stuff, but it's not.
    mattachine wrote: »
    As for what is going on right now, people choosing not to play at all due to this bug you introduced is made worse when you are spending time on re-slotting all the traits, learning that they still doesn't save and everything you've spent hours trying to recreate was for nothing. For all of those players, a rollback is less of a setback than having to keep slotting traits for every time they want to play.
    If folks want to take a break until the issue is fixed that's certainly their right. Otherwise I have to ask, do you want them to rollback and invalidate all that work you did rebuilding? Or do you want to give them time to do it right. I get that you're upset and you're allowed to be upset. But a rollback isn't going to help here.
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  • mattzgt#5996 mattzgt Member Posts: 16 Arc User
    edited January 11
    (Trolling comments moderated out. - BMR)
    Post edited by baddmoonrizin on
  • dnaangel9dnaangel9 Member Posts: 133 Arc User
    edited January 11
    (Trolling comments moderated out. - BMR)
    Post edited by baddmoonrizin on
  • dnaangel9dnaangel9 Member Posts: 133 Arc User
    edited January 11
    (Trolling comments moderated out. - BMR)
    Post edited by baddmoonrizin on
  • capnspankycapnspanky Member Posts: 29 Arc User
    edited January 11
    (Trolling comments moderated out. - BMR)
    Post edited by baddmoonrizin on
  • aoav160aoav160 Member Posts: 447 Arc User
    edited January 11
    (Response to moderated comments removed. - BMR)
    Post edited by baddmoonrizin on
  • phoenixc#0738 phoenixc Member Posts: 6,085 Arc User
    edited January 11
    A "stealth patch" is nothing new in STO, like a lot of other companies doing non-critical software they seem to go the "just fix it, don't waste time writing about it" route. It is not ideal, but it is pragmatically effective in the short term even though the documentation often suffers, and you might be surprised how often many smaller companies have to do that due to time pressure.

    And even if their internal documentation is shiny, OCD-level information goodness in an organized tracking program like Jira (and few are), that does not often make it out to the customers (for one thing, most customer reps couldn't make heads or tails of one in order to write a digest of it for a patch notes post). Often only the most important points are passed along.

    Most companies don't do a live system compile every time a patch is written, if it works on a test system, they save them up and do them in batches so what a lot of people assume has broken something really isn't. In this case, the devs have been working on fixes to the loadout system for years, and it could have been a minor bugfix on that (or something that is only distantly connected to it) that caused the current problem with it.

    And complicating things, there is a weird phenomenon where correcting one kind of error (like syntax) breaks things because some really subtle error in the algorithm means it only works by accident, and it is possible that something along those lines is at play with the loadout system in STO. For example, Second Life has a situation like that, where one of the core engine modules had to be considered blackbox because every time they tried fixing the coding bugs it ceased to function, and no amount of analysis and refactoring resulted in it functioning in the way the other parts of the system needed since they were all designed to work with the (unknown at the time) flawed output of the original.

    Historically, the loadout system gets fixed (with a few less annoying issues remaining) in a few days to a few weeks, there is no indication that it will not follow the same pattern this time. And who knows, instead of just a small incremental improvement over simply getting it running again, they just may be on the right track this time to fix it all.

    Also, the only difference between a professional programmer and a dedicated, talented amateur is the paycheck.
  • thewilloughbain#3424 thewilloughbain Member Posts: 51 Arc User
    edited January 12
    sry accidental post
  • dnaangel9dnaangel9 Member Posts: 133 Arc User
    edited January 12
    (flame/troll/discussion of moderation removed) - darkbladejk
    Post edited by darkbladejk on
  • thewilloughbain#3424 thewilloughbain Member Posts: 51 Arc User
    edited January 12
    (flame/troll/discussion of moderation removed) - darkbladejk
    Post edited by darkbladejk on
  • Excessive Brightness:
    The new ESD design is far too bright, making the entire environment feel sterile and uncomfortable. The intense brightness is causing eye strain both when on the station and viewing it from space. This needs to be toned down significantly to create a more pleasant and welcoming atmosphere.

    2. Discrepancy in Size Perception:
    The station appears more compact from the exterior compared to the interior. I'm reminded of Dimensional transcendentalism or Bigger on the inside. This inconsistency disrupts the sense of immersion and scale. I know it's a game, but thinking scientifically, the internal layout should better reflect the external appearance to maintain a coherent and believable design.

    3. Jarringly Different Design:
    The station's design is now jarringly different, which disrupts the sense of continuity and immersion. While the station itself isn't too large, the drastic change in design makes it feel out of place and less cohesive with the established aesthetic. I know this is from Picard s3 but it won't have changed that much in 40 years.

    4. Illogical Ship Placement:
    The new design moves newly warped-in ships behind those waiting to warp out, leaving a large, empty space where ships used to sit. Additionally, where you used to warp out into open space, you now warp into the planet, which has become too large. This change disrupts the flow and visual appeal of ship movements and creates unrealistic scenarios.

    Overall Impression:
    I am not satisfied with the new ESD design. It feels disjointed and impractical. If I were to score it, I would give it a 4/10. There are significant improvements needed to make it enjoyable and functional, oh and 3 hours to fix all my builds.

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  • darkbladejkdarkbladejk Member Posts: 3,883 Community Moderator
    Pointing this out to a few individuals. You are free to voice criticisms so long as you do so in a constructive and respectful manor. What we're not going to do is start pulling out the flamethrowers, lobbing insults all around and so on. Also if you believe you have been moderated unfairly you are free to make an appeal or PM one of the moderation team. Again I get that people are annoyed and upset by the loadouts thing. But busting out the flamethrowers isn't going to help.
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

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  • thewilloughbain#3424 thewilloughbain Member Posts: 51 Arc User
    edited January 12
    (Trolling comments moderated out. - BMR)
    Post edited by baddmoonrizin on
  • dnaangel9dnaangel9 Member Posts: 133 Arc User
    edited January 12
    I know rolling back an update is a last report as a developer as it would mean a total loss of time and resources put into it, but here is the sad truth of this update;

    1. No one asked for it
    2. The changes to ESD/Earth/Outside ESD have been poorly received
    3. Update has broken 2 major parts of the game that are not only completely unrelated to the changes, but make the game near unplayable
    4. The amount of active players since update has declined sharply
    5. All-in-all its a failed update/change

    Logic would dictate the best course of action when considering the poor reception, plus near game breaking broken systems, that a full roll-back of the update and even potentially scrapping the update/idea entirely would be the most prudent course of action moving forward.
  • darkbladejkdarkbladejk Member Posts: 3,883 Community Moderator
    Until you ever hear it from them, they're not rolling back the update. See above as it's already been explained why rolling the update back isn't going to fix the loadout system. Asking them to roll a 95% broken system back to a 40% broken system is foolish. Would people not rather have them just fix it so it aint broke in the first place?
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    Not only that... there is no guarantee that any rollback will work at all even it it was possible.

    And using the argument of "no one asked for this"? I hate to break it to you but no one asks for anything. If that was justification alone... we wouldn't even have a game.

    Everyone just needs to relax. They are WORKING on the problem. They are not obligated to give us running commentary on it. And things like this take time. Especially with complicated MMO code.

    I mean there used to be a time that whenever Cryptic updated something the Borg would break in some way. Ended up with Spheres that jumped to warp whenever they popped Emergency to Engines. That got fixed. Give them time to find the bug and deal with it. DECA announced in game they are aware of the situation and are working on it. And jumped on it quite fast at that. So they are aware of it and working on it.
    So everyone please chill alright? We'll keep you updated on anything we hear.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
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  • foxman00foxman00 Member Posts: 1,540 Arc User
    rattler2 wrote: »
    Not only that... there is no guarantee that any rollback will work at all even it it was possible.

    And using the argument of "no one asked for this"? I hate to break it to you but no one asks for anything. If that was justification alone... we wouldn't even have a game.

    Everyone just needs to relax. They are WORKING on the problem. They are not obligated to give us running commentary on it. And things like this take time. Especially with complicated MMO code.

    I mean there used to be a time that whenever Cryptic updated something the Borg would break in some way. Ended up with Spheres that jumped to warp whenever they popped Emergency to Engines. That got fixed. Give them time to find the bug and deal with it. DECA announced in game they are aware of the situation and are working on it. And jumped on it quite fast at that. So they are aware of it and working on it.
    So everyone please chill alright? We'll keep you updated on anything we hear.

    Also, giving a running commentary means you are taking someone's time away from solving the problem to giving constant updates. Pulling them out of their mental pattern and thought process of troubleshooting and testing/creating a solution.

    That can be extremely disruptive, I know from personal experience (20 years as an IT Professional)

    You also would then have to 'dumb down" what you are doing so a general audience can understand (sometimes, extremely difficult) and sometimes you cannot say some things because they are confidential or would reveal something you don't want general people to know how your game works (as it might give them ideas for exploits).



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  • vetteguy904vetteguy904 Member Posts: 3,984 Arc User
    well, I for one would be PISSED if they did a rollback. I managed to get a few really good scores on the exchange for some SRO boffs, if they rolled it back I doubt i would find them again
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  • lorien506lorien506 Member Posts: 22 Arc User
    rattler2 wrote: »
    Not only that... there is no guarantee that any rollback will work at all even it it was possible.

    And using the argument of "no one asked for this"? I hate to break it to you but no one asks for anything. If that was justification alone... we wouldn't even have a game.

    Everyone just needs to relax. They are WORKING on the problem. They are not obligated to give us running commentary on it. And things like this take time. Especially with complicated MMO code.

    I mean there used to be a time that whenever Cryptic updated something the Borg would break in some way. Ended up with Spheres that jumped to warp whenever they popped Emergency to Engines. That got fixed. Give them time to find the bug and deal with it. DECA announced in game they are aware of the situation and are working on it. And jumped on it quite fast at that. So they are aware of it and working on it.
    So everyone please chill alright? We'll keep you updated on anything we hear.

    I myselfe don't play the game until they have fixed this. I'm a lifetimer since 2011 and don't want to mess up my chars.
    I don't really care why and how they messed this up, I simply don't understand why they rushed this update. They knew that there would be issues after the tribble test therefore I can't understand why they implemented this so soon without further testing.
    I get the argument "no one asked for it" in that way, that there is no current life action content that would feature this setting. If ST:PIC would be running and STO and it's content would have been interconnected with that of the show than I would understand the rush.

    Therefor I personally would like to know why they rushed this and if possible a raw estimate until this bug is fixed.



This discussion has been closed.