When More Is Really Less


Arilou

 

Posted

Recently I argued the case that we, as VIP players, are getting more than we were under the old business model. I hereby retract those statements. It is now apparent to me that, despite having a bunch of "new" things that work and "appear" to amount to more than I got before (which are also coincidentally being used to monetize the Freems), a bunch of "old" things that used to work now seem not to.

I'm talking about the dreaded Costume changes with invalid costume pieces bug. I'm also talking about how it utterly borked the Mission Architect.

How can a selectable costume piece be invalid?

This breaks MA, as possibly hundreds or even thousands of potential costumes for your aspiring custom mobs are broken before you even pick them.

When I realized that access to content I've paid for is broken on two major selling points of the game (Costume Creation and Mission Architect), I also realized that I (and every other VIP) was paying for content not received. This is supposed to be premium content. These are supposed to be priority matters to the developers. The MA could have been "temporarily" fixed, first update to I21, by simply eliminating the option to use the borked costume pieces until they were fixed. Voila, MA would then work seamlessly, as only valid costume selections would be available.

Instead, this premium content got put off for a total of six patches so far and the particular problems in question aren't even clearly enumerated on the "live" known issues page. In other words, not only are VIP's paying for bad code, they're paying for abysmal documentation of that code, as well.

That's less than we got before, no matter how you look at it. Prior functionality cannot be replaced by shiny fluff. Fix the costume pieces, fix the MA.

Less is not more.


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Posted

1 - You assume the "Shiny fluff" producing people also have the ability to debug code. Hear that Tunnel rat? FX those fixes in for AE!

2 - We just had a major update (Issue 21) to the game. That can break things, it happens. For all we know, It's the coding for the contact coins somehow bizarrely interacting with the costume creator causing this (aka "the ghost in the machine" - complex code is complex, and possibly circular)

3 - I love paragon studios, but one could argue their Known Issues documentation has not always been the best.


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Posted

Quote:
Originally Posted by mogura View Post
How can a selectable costume piece be invalid?
Because things get reordered and moved around, so whilst the costume piece is still available it appears under a different category and thus is no longer valid in the "position" that it's placed.


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Posted

Every time the developers add content to the system, they end up adding bugs as well. Most get squashed within a few weeks, but a few linger on. But by your logic, this means that got a lesser game than what we started with back in April 2004.


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Posted

Quote:
Originally Posted by Rajani Isa View Post
1 - You assume the "Shiny fluff" producing people also have the ability to debug code. Hear that Tunnel rat? FX those fixes in for AE!

2 - We just had a major update (Issue 21) to the game. That can break things, it happens. For all we know, It's the coding for the contact coins somehow bizarrely interacting with the costume creator causing this (aka "the ghost in the machine" - complex code is complex, and possibly circular)

3 - I love paragon studios, but one could argue their Known Issues documentation has not always been the best.

1) No, I assume that the people who've been debugging the code for the past six updates to I21 (check patch notes) have the ability to debug the code. Hear that debugger? Debug.

2) We also had six patches so far, at least one of which basically did nothing. See above.

3) We agree on this point. Put the known issues on the Live Known Issues page. All of them. If they can't anticipate all the complexities of sophisticated code, they could at least document all the problems they know about instead of only a select few.

Quote:
Originally Posted by The_Spad_EU View Post
Because things get reordered and moved around, so whilst the costume piece is still available it appears under a different category and thus is no longer valid in the "position" that it's placed.
This is where everybody so far seems to miss the point:

These are BRAND NEW mobs I'm building for Mission Architect. I tried to select the pieces from the menus available to me. Nothing delineated them as invalid - in fact they showed up on the preview perfectly and even worked on a standard player model I created for testing. Saving the mob failed every time due to an invalid costume. I picked all the pieces from available choices. What could have moved?

If it's not a valid choice, it shouldn't be in the list. That's pretty simple.

Quote:
Originally Posted by Chris_Zuercher View Post
Every time the developers add content to the system, they end up adding bugs as well. Most get squashed within a few weeks, but a few linger on. But by your logic, this means that got a lesser game than what we started with back in April 2004.
No, I'm saying that we have a lesser game than we had in July 2011. See also: Help channel on all non-VIP servers.

But if they were to fix this, or at least document it, I'd be forced to re-evaluate my position. In the meanwhile, I'll watch what they do, not what they say.


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Posted

You fail to understand just how easy it is to introduce bugs into complex computer code and just how hard it can be to find and eliminate all of them.

Really the game code is approximately 10 years old. Every time they add or change stuff it can and often does break other things. At a guess the amount of coding needed to link the costume bits to the store broke something with costumes. ::Shrug:: it happens and in turn it will get fixed in 2, 3, 4, or 8+ months. it frankly isn't all that critical since it can generally be worked around. An annoyance? Yes, a critical must focus programming time on now to fix it issue? No.


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Posted

Debugging is being given a mass of parts, more than you need, and being told to build something you've more than likely never seen. It's not simply "Spend X minutes" on an issue and it's fixed.

As for my #1 above, it was in response to how your post read to me.


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Posted

Quote:
Originally Posted by TerraDraconis View Post
You fail to understand just how easy it is to introduce bugs into complex computer code and just how hard it can be to find and eliminate all of them.

Really the game code is approximately 10 years old. Every time they add or change stuff it can and often does break other things. At a guess the amount of coding needed to link the costume bits to the store broke something with costumes. ::Shrug:: it happens and in turn it will get fixed in 2, 3, 4, or 8+ months. it frankly isn't all that critical since it can generally be worked around. An annoyance? Yes, a critical must focus programming time on now to fix it issue? No.
Look, I'm not asking them to fix the whole issue. Just remove the options in MA that break MA. Remove, don't fix. Either way, document it.

They know this bug is live, however it's not documented in any substantial way and I can tell you as a matter of fact that the GM's have no idea what's what in regard to the bug.

That's not premium service on any level.

Quote:
Originally Posted by Rajani Isa View Post
Debugging is being given a mass of parts, more than you need, and being told to build something you've more than likely never seen. It's not simply "Spend X minutes" on an issue and it's fixed.

As for my #1 above, it was in response to how your post read to me.
Again, I'm not asking them to build anything. All they need to do is disable the options that break AE. As for #1, no problem. I was happy to elucidate my exact meaning. How my post read is subjective, though. It sucked to have words put into my mouth...both by you and by Chris_Zuecher. All I'm saying is - well - what I'm saying. This is all broke, and they're billing it in promotional media as premium content.

That may not be wise.


My Guide to Illusion/Kinetics Control.

CoH_Player_101: It's okay. Your choice in avatars makes up for a world of indiscretion.

 

Posted

Can you give us an example of what pieces are causing you errors?


 

Posted

So far I've only had the usual mishap with faces on some of my characters, standard head model. It seems every time they revamp the character creator it messes up some of the faces. Good thing I have like 50+ free costume tokens on those characters or I'll have to solo an hour to make up that Inf.


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Posted

Quote:
Originally Posted by Father Xmas View Post
So far I've only had the usual mishap with faces on some of my characters, standard head model. It seems every time they revamp the character creator it messes up some of the faces. Good thing I have like 50+ free costume tokens on those characters or I'll have to solo an hour to make up that Inf.
You know we are talking the AE NPC creator, right?
Quote:
Originally Posted by mogura View Post
Again, I'm not asking them to build anything. All they need to do is disable the options that break AE. As for #1, no problem. I was happy to elucidate my exact meaning. How my post read is subjective, though. It sucked to have words put into my mouth...both by you and by Chris_Zuecher. All I'm saying is - well - what I'm saying. This is all broke, and they're billing it in promotional media as premium content.

That may not be wise.
Yes, you are asking them to "build something" -

Quote:
Hear that debugger? Debug.
In fact, it is worse than that, they are having to take apart code and put it back together and have it work. I'm saying they are trying to find the issue(s), and isolate and repair them. Unfortunately, the symptoms don't always show you the problem with programming. You have something that should work, DID work, and now it's not. For no explainable reason (at least when the car breaks, the mechanic usually has no problems tracing it back to the [frequently obvious when you see it] problem part)

As for "putting words in your mouth" - try not to complain about bugs being fixed while mentioning new shiney stuff. We've had people in the past complain that "They are giving us new [costume parts/story/powerset] while X is still broken! They should of fixed X first!" because they seem to think that a graphics artist, animator, or writer can debug code just because they work on a program (in this case, a video game).


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Posted

Quote:
Originally Posted by warden_de_dios View Post
Can you give us an example of what pieces are causing you errors?
in my own experience, folded gloves and boots seem to be among them. or something like that.


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Posted

Quote:
Originally Posted by warden_de_dios View Post
Can you give us an example of what pieces are causing you errors?
From what I can tell so far it's certain pieces of the Clockwork and IDF sets, and possibly some of the Cyborg pieces too.

Even support cannot give a definitive list, which is a bummer, since they should be the ones with the types of brute-force diagnostic tools to identify each and every culprit. The number and identity of culprit pieces is unknown, and the process for isolating them with standard techniques available to players is, honestly, pretty tedious.

That's the thing here - do these characters failing to save even generate a log for Paragon Studios to view? Is there any indication at all that this is being given VIP-level consideration? It's not even in the documentation for the game we're playing.

Regardless of what the folks making excuses for Paragon Studios say, since this is being billed as "VIP Content" and we're supposed to get "Priority Service" and such, the least they could do is identify the problem pieces and post the data clearly on the Live Known Issues page. After all, this is a known issue. Not stating so seems deliberately misleading to me.


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Posted

for all the people jumping on the OP about complex code and whatnot, how many of you actually write programs? it seems to me that the OP actually does understand that these things happen and fixes don't happen in a day or easily. what he's pointing out is a legit issue.

the devs are big boys (and girls) and they know their code base, no matter how complex it is. trotting out the, "it's so complex!", argument is, to my mind, an insult to the devs' abilities as developers. it says, "I think the devs are too incompetent, lazy, or stupid to fix problems in code they've been maintaining for years and/or they're above such trivial things as bug fixes or documenting known bugs."

I don't agree that MA problems mean there's now somehow "less" game, but don't discount the actual issue he's having for nonsensical reasons. it isn't unreasonable to expect the devs to be able to make a list of costume pieces that break the MA. it also isn't unreasonable to suggest that maybe those pieces should be fixed, or failing that removed as options in the MA custom character creator. that's a logical conclusion.

I will say that no one here knows how feasible that suggestion is, but that doesn't make it an unreasonable or bad suggestion. maybe the costume creators for MA and general character creation are inexorably linked and you can't change things in one without affecting the other, but that's not really our responsibility as players to know. he's giving his opinion and feedback in a generally reasonable way, which is something I can respect even thought I don't care at all about making custom MA arcs.


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Posted

Maybe we could just relax and remember it's a game, a way to pass the time away from the real world and not obsess over pixels in the wrong place.

*shrug*


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Posted

They don't give a crap about the AE. If its not Incarnate content, it can go jump in a lake.

Eco


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Posted

What exactly is the problem here?

Is it the fact that when the devs change around the costume parts it breaks existing costumes (which is annoying) or is it something worse than that?


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Posted

Quote:
Originally Posted by Arilou View Post
What exactly is the problem here?

Is it the fact that when the devs change around the costume parts it breaks existing costumes (which is annoying) or is it something worse than that?
Apparently it breaks AE Mobs (both old and newly created) making Critter design hit and miss in the extreme since the old, defunct options are still in the list (or at least, broken costume options are pointing to the wrong piece).


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Originally Posted by Shubbie View Post
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Posted

Quote:
Originally Posted by blue_buffoon View Post
for all the people jumping on the OP about complex code and whatnot, how many of you actually write programs? it seems to me that the OP actually does understand that these things happen and fixes don't happen in a day or easily. what he's pointing out is a legit issue.

the devs are big boys (and girls) and they know their code base, no matter how complex it is. trotting out the, "it's so complex!", argument is, to my mind, an insult to the devs' abilities as developers. it says, "I think the devs are too incompetent, lazy, or stupid to fix problems in code they've been maintaining for years and/or they're above such trivial things as bug fixes or documenting known bugs."

I don't agree that MA problems mean there's now somehow "less" game, but don't discount the actual issue he's having for nonsensical reasons. it isn't unreasonable to expect the devs to be able to make a list of costume pieces that break the MA. it also isn't unreasonable to suggest that maybe those pieces should be fixed, or failing that removed as options in the MA custom character creator. that's a logical conclusion.

I will say that no one here knows how feasible that suggestion is, but that doesn't make it an unreasonable or bad suggestion. maybe the costume creators for MA and general character creation are inexorably linked and you can't change things in one without affecting the other, but that's not really our responsibility as players to know. he's giving his opinion and feedback in a generally reasonable way, which is something I can respect even thought I don't care at all about making custom MA arcs.
Thanks for this.

Quote:
Originally Posted by Arilou View Post
What exactly is the problem here?

Is it the fact that when the devs change around the costume parts it breaks existing costumes (which is annoying) or is it something worse than that?
There are a bunch of costume parts (apparently too numerous for Support tabulate) which are purchased content (either from a booster pack or from the store, and apparently in some cases from buying "Going Rogue") which all appear as viable options in the Mission Architect character creator. The options display correctly on the MA mob preview, and can even be loaded to a new Player Character. However, custom mobs generated with any of these myriad borked pieces fail to save. This all but grinds the process of creating a whole custom Villain Group to a halt, as the only real alternative right now is to create generic looking mobs with no premium costume content whatsoever and then edit the costumes later "when this is fixed."

Nothing in the "Live" Known Issues documentation describes this problem in any detail. Beyond that, Support has proven utterly clueless when it comes to this bug, despite their (apparently somewhat disingenuous) claim that it is a "Known Issue."

The problem for me, then, is that not only is costume creation/editing borked in the normal tailor, it's also borked in the MA in such a way as to severely limit its functionality. The particular costume pieces that are borked all appear to originate from VIP or at least for-pay content. The MA itself is VIP content. We VIP's are supposed to get "priority service" but a bug that hampers two for-pay aspects of the game has gone utterly undocumented. It's gone so undocumented that even Support has no idea what is wrong here.

If fixing it is impossible or improbable, at least it could be documented. Until it is properly documented, there's no satisfactorily functional workaround. Support will continue to be baffled by the report(s). And that means, from my point of view, I'm getting less functionality from the game than I was a few months ago.


My Guide to Illusion/Kinetics Control.

CoH_Player_101: It's okay. Your choice in avatars makes up for a world of indiscretion.

 

Posted

This is what comes of giving players access to an editor tool when the entire game is written in UDS*.

MA was a nice idea, but like everything else in the game newer than the single-digit issues, it's built on a foundation that wasn't designed for anything of the sort. Hence, bugs. Lots of them. That much is inevitable.

But I agree with the OP about bug documentation. Fess up when there's a glitch in your system. Don't expect the playerbase to not notice when there's gaping holes in the program. I've seen online games implode over that.


* - Undocumented Drunken Spaghetti. The dev team has admitted as much more than once in the past.