Thrombin
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Post by Thrombin on Apr 23, 2019 17:46:22 GMT
If those QoL features will work as intended, it might be a great improvement. Of course it's how things should be from the start, but good to know they're at least working on real issues.
My only concern is that it's sacrificing a bit of verisimilitude. Where is all your alternate gear supposed to be being kept that you can change it in the field? Does it get airdropped in?
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Post by reiichiroh on Apr 23, 2019 17:51:25 GMT
Dismantling seems to have the pause again after each item. Is anyone else getting this?
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Post by seven on Apr 23, 2019 21:27:07 GMT
I was hoping there was something about the headless horseman / identity crisis javelin and subsequent error loading pilot data kick. Didn't see anything mentioned. But I'm all for that change to launching missions without returning to fort tarsis/launch bay and not having to walk to each quest giver.
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correctamundo
N5
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Don't knock the little winds. They're important - for morale.
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Post by correctamundo on Apr 24, 2019 11:36:57 GMT
I was hoping there was something about the headless horseman / identity crisis javelin and subsequent error loading pilot data kick. Didn't see anything mentioned. But I'm all for that change to launching missions without returning to fort tarsis/launch bay and not having to walk to each quest giver.For me especially since the launch bay is too buggy.
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Post by PillarBiter on Apr 24, 2019 14:29:57 GMT
They did it. They actually broke more things than they fixed. Congrats. Do we need to wait 2 months now before the next patch/communication?
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Post by Deleted on Apr 24, 2019 16:38:38 GMT
Several things seem to have regressed to earlier settings … plus some new "stuff" …
As several have noted, the salvage animation is back to being longer.
Different … yet similar to an issue at game release … when someone ("host"?) leaves freeplay, get server error and pulled back into fort.
Old stuff salvaged long ago appearing in victory platform item list (starter legendary weapon) … once back in fort, no longer in manifest.
Getting 1% inscriptions in MW items and 2% inscriptions in Legos … another item supposedly adjusted previously, but back in the mix post-patch.
Item count is wonky … on the victory platform, reads same as pre-patch … in the fort, reads 10-12 higher … checked vault, nothing "lurking".
New(?) long-ish leaving suit animation … kinda cool seeing it once, but not every time … was it there originally, but turned off?
Probably more, but those are things that stuck out.
Most of those look like things that can be corrected fairly quickly with a hot fix (clean up on aisle five?) … not major bug fix issues.
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Obadiah
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Post by Obadiah on Apr 25, 2019 5:28:48 GMT
Ok so, the components now count towards the total vault count everywhere except on the mission finale equipment summary screen? How did this get through QA?
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Post by PillarBiter on Apr 25, 2019 6:57:19 GMT
Ok so, the components now count towards the total vault count everywhere except on the mission finale equipment summary screen? How did this get through QA? Cute. You assume there's QA.
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Post by Gileadan on Apr 25, 2019 7:25:34 GMT
Ok so, the components now count towards the total vault count everywhere except on the mission finale equipment summary screen? How did this get through QA? Cute. You assume there's QA. QA often has an undeservedly bad reputation. A friend of mine worked for UbiSoft's QA for about year, on the first Watchdogs and Assassin's Creed: Rogue (named "Comet" back then), and her biggest frustration was reporting bugs and then having a low priority assigned to them. QA teams actually find most existing bugs - many of those just get assigned a low priority which puts them on the backburner, sometimes permanently. Total showstoppers get fixed first of course, and depending on how many of those exist, the less essential fixes may come very late or never. It also depends how much time and money the publisher is willing to invest in bug fixes before the team is moved on to the next project. Given how BioWare patches for their most recent products have often broken as much as they fixed, I suspect a severe case of spaghetti code. Their work on it probably goes like this...
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Post by Sartoz on Apr 25, 2019 11:31:37 GMT
Cute. You assume there's QA. QA often has an undeservedly bad reputation. A friend of mine worked for UbiSoft's QA for about year, on the first Watchdogs and Assassin's Creed: Rogue (named "Comet" back then), and her biggest frustration was reporting bugs and then having a low priority assigned to them. QA teams actually find most existing bugs - many of those just get assigned a low priority which puts them on the backburner, sometimes permanently. Total showstoppers get fixed first of course, and depending on how many of those exist, the less essential fixes may come very late or never. It also depends how much time and money the publisher is willing to invest in bug fixes before the team is moved on to the next project. Given how BioWare patches for their most recent products have often broken as much as they fixed, I suspect a severe case of spaghetti code. Their work on it probably goes like this...
LOL, Remember when Bio said there was no need for a public Beta (2018) because it was "thoroughly tested internally"? And now the studio announced the PC test server with a FPE. I guess they fired the QAs....
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Post by Sartoz on Apr 25, 2019 11:38:33 GMT
Several things seem to have regressed to earlier settings … plus some new "stuff" … As several have noted, the salvage animation is back to being longer. Different … yet similar to an issue at game release … when someone ("host"?) leaves freeplay, get server error and pulled back into fort. Old stuff salvaged long ago appearing in victory platform item list (starter legendary weapon) … once back in fort, no longer in manifest. Getting 1% inscriptions in MW items and 2% inscriptions in Legos … another item supposedly adjusted previously, but back in the mix post-patch. Item count is wonky … on the victory platform, reads same as pre-patch … in the fort, reads 10-12 higher … checked vault, nothing "lurking". New(?) long-ish leaving suit animation … kinda cool seeing it once, but not every time … was it there originally, but turned off? Probably more, but those are things that stuck out. Most of those look like things that can be corrected fairly quickly with a hot fix (clean up on aisle five?) … not major bug fix issues.
Hm...two steps forward and then one back.... and I'll leave it at that.
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Obadiah
N5
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Anthem
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Post by Obadiah on Apr 25, 2019 14:11:23 GMT
QA often has an undeservedly bad reputation. A friend of mine worked for UbiSoft's QA for about year, on the first Watchdogs and Assassin's Creed: Rogue (named "Comet" back then), and her biggest frustration was reporting bugs and then having a low priority assigned to them. QA teams actually find most existing bugs - many of those just get assigned a low priority which puts them on the backburner, sometimes permanently. Total showstoppers get fixed first of course, and depending on how many of those exist, the less essential fixes may come very late or never. It also depends how much time and money the publisher is willing to invest in bug fixes before the team is moved on to the next project. Given how BioWare patches for their most recent products have often broken as much as they fixed, I suspect a severe case of spaghetti code. Their work on it probably goes like this...
LOL, Remember when Bio said there was no need for a public Beta (2018) because it was "thoroughly tested internally"? And now the studio announced the PC test server with a FPE. I guess they fired the QAs....
This looks much more like a forked build in the client s/w that wasn't properly remerged. Since the component thing is the FIRST thing that popup up when I logged in, I doubt it would have been missed by human QA. Automated testing though, not sure it would even look for something like that, and verify the item count consistency.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
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Post by Thrombin on Apr 25, 2019 15:14:20 GMT
Several things seem to have regressed to earlier settings … plus some new "stuff" … As several have noted, the salvage animation is back to being longer. Different … yet similar to an issue at game release … when someone ("host"?) leaves freeplay, get server error and pulled back into fort. Old stuff salvaged long ago appearing in victory platform item list (starter legendary weapon) … once back in fort, no longer in manifest. Getting 1% inscriptions in MW items and 2% inscriptions in Legos … another item supposedly adjusted previously, but back in the mix post-patch. Item count is wonky … on the victory platform, reads same as pre-patch … in the fort, reads 10-12 higher … checked vault, nothing "lurking". New(?) long-ish leaving suit animation … kinda cool seeing it once, but not every time … was it there originally, but turned off? Probably more, but those are things that stuck out. Most of those look like things that can be corrected fairly quickly with a hot fix (clean up on aisle five?) … not major bug fix issues.
I rather like the leaving suit animation (haven't seen it before). With all the cutting corners going on it's nice to get at least a bit of immersion!
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Post by reiichiroh on Apr 26, 2019 5:41:56 GMT
New(?) long-ish leaving suit animation … kinda cool seeing it once, but not every time … was it there originally, but turned off? This only occurs if matchmaking doesn't occur instantly. This is a sign of the dwindling player base but has been in the game since the beginning. Also the "new" loading screen that appears after--that too is old and only appears if matchmaking takes longer.
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Post by Thrombin on Apr 26, 2019 9:16:12 GMT
New(?) long-ish leaving suit animation … kinda cool seeing it once, but not every time … was it there originally, but turned off? This only occurs if matchmaking doesn't occur instantly. This is a sign of the dwindling player base but has been in the game since the beginning. Also the "new" loading screen that appears after--that too is old and only appears if matchmaking takes longer.
It did it for me when I entered the suit to go on a mission and then changed my mind and exited back to the Fort. I'm sure I used to do that before without ever seeing the animation.
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seven
N6
All the things.
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Post by seven on Apr 26, 2019 11:27:53 GMT
So I've discovered my item count end of expedition was at approx 160. Get a message pop up (started at about 130 and I was ok...a little early but sure ok) saying I was approaching the max limit. Load up the forge cos scrapping items there is faster for me. Item count - 220. 🤣. So I'm like ok cool time to trash some junk cos I was getting lazy end of expedition to junk 99 out of 100 items I was getting (biiiiig mistake). Filter by rarity. Junk some stuff. Go to change rarity level. No bueno. No buttons working. Had to restart (yay loading screens 😂). Thought maybe I'd just stuffed something up. Did it again. Broke it again. Why does my life need to be this hard 😶.
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Post by Sartoz on Apr 26, 2019 12:47:23 GMT
LOL, Remember when Bio said there was no need for a public Beta (2018) because it was "thoroughly tested internally"? And now the studio announced the PC test server with a FPE. I guess they fired the QAs....
This looks much more like a forked build in the client s/w that wasn't properly remerged. Snip
Looks more like a lack of Change Management control. CM ( a software tool ) was instituted in the 70s for IBM systems and for user applications ( ie: banking apps. ). If what you say is true, we have another amateur hour.
It goes like this, without CM. Two or more people make changes to the same pieces of code unbeknownst to each other. They do their own testing then submit the final code to the production side. Of course only the last one submitted gets executed, which can easily f*** the other guy's fixes.... 'cause they don't exist. Fixing this "bug" can be hilarious because each can truly claim their code works... Banking systems use CM, among other things, and the results speak for themselves.
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Post by Sartoz on Apr 26, 2019 13:02:08 GMT
So I've discovered my item count end of expedition was at approx 160. Get a message pop up (started at about 130 and I was ok...a little early but sure ok) saying I was approaching the max limit. Load up the forge cos scrapping items there is faster for me. Item count - 220. 🤣. So I'm like ok cool time to trash some junk cos I was getting lazy end of expedition to junk 99 out of 100 items I was getting (biiiiig mistake). Filter by rarity. Junk some stuff. Go to change rarity level. No bueno. No buttons working. Had to restart (yay loading screens 😂). Thought maybe I'd just stuffed something up. Did it again. Broke it again. Why does my life need to be this hard 😶.
A properly designed piece of code will always alert the user as to what went wrong and generates (under the hood) an appropriate error code / description for diagnostic purposes.
In this case, it appears that the routine handling item discards, never returned control to the higher level filter routine. That's like Evie telling Peppie to take the garbage out and "come back once done!". But, Peppie, decided to go for a walk instead.
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Post by Deleted on Apr 26, 2019 13:33:09 GMT
New(?) long-ish leaving suit animation … kinda cool seeing it once, but not every time … was it there originally, but turned off? This only occurs if matchmaking doesn't occur instantly. This is a sign of the dwindling player base but has been in the game since the beginning. Also the "new" loading screen that appears after--that too is old and only appears if matchmaking takes longer. Different animation … perhaps my description wasn't clear. The suit animation for matchmaking was always there, IIRC. When matchmaking occurs quickly, you see little of it, when matchmaking takes longer, you see more. When you have the default Javelin suit, you see your character's face (this also occurs in some story cut scenes) … but not if you have one of the custom Javelins.
The suit animation I was referring to, is when you have gotten into your suit (the lobby), then decide to get out of the suit without launching a mission. I've done that many times. Playing with friends, when we are discussing Javelin builds, I would exit the lobby (get out of the suit) and go to the forge to load the relevant Javelin, so we could talk about gear and components. Previously, there was no animation for exiting the suit, you reappeared in the fort. At one point, there was a load screen entering the forge (no animation) but they eliminated the load screen with a previous patch.
The animation itself makes sense, you have one for getting into the suit (and the lobby), why not one for getting out of the suit? Once was cool. But popping in and out of the suit, when discussing Javelin builds before launching the mission … can get a bit annoying when trying to quickly answer someone's question about a suit build. And yes, I can always hit ESC to cancel the animation … I'm just lazy.
tl;dr: the animation I referred to is not the matchmaking animation.
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Post by reiichiroh on Apr 26, 2019 19:33:46 GMT
I stand corrected. I see it now, the exit suit animation. Thanks for pointing it out, peeps.
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Post by reiichiroh on Apr 27, 2019 1:35:18 GMT
I don't recall but did Diablo 3, The Division or Destiny 1/2 have fundamental networking problems at their launches where you couldn't complete sessions/matches?
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Post by tatann on Apr 27, 2019 6:54:08 GMT
I don't recall but did Diablo 3, The Division or Destiny 1/2 have fundamental networking problems at their launches where you couldn't complete sessions/matches? I don't know about these games but Mass Effect Andromeda sure did
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N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
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A thousand and then some.
They never liked me! No one likes me!
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Post by correctamundo on Apr 27, 2019 10:13:18 GMT
I don't recall but did Diablo 3, The Division or Destiny 1/2 have fundamental networking problems at their launches where you couldn't complete sessions/matches? Error 37 and deltas were notorious. Delta is still there but not as bad.
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Post by Slartibartfast on Apr 27, 2019 20:03:00 GMT
It goes like this, without CM. Two or more people make changes to the same pieces of code unbeknownst to each other. They do their own testing then submit the final code to the production side. Of course only the last one submitted gets executed, which can easily f*** the other guy's fixes.... 'cause they don't exist. Fixing this "bug" can be hilarious because each can truly claim their code works... Banking systems use CM, among other things, and the results speak for themselves.
Of course they have change management tools - it wouldn't be possible to release anything this size without. I'd guess that most companies today use Github-like process (Pull Requests) to handle conflicting changes like the one you describe. I'm thinking re-emerging bugs are more likely the result of complex code dependencies ("Spaghetti" it you want to call it that) and too little QA, specially on integration level. And with the current state of the game, the risk of pushing out changes too soon is eminent.
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