Hud Bug Brief - Feedback
#261
Posted 16 May 2013 - 04:40 AM
#262
Posted 16 May 2013 - 04:52 AM
#263
Posted 16 May 2013 - 05:09 AM
#264
Posted 16 May 2013 - 08:13 AM
*calls billionaire friend*
Hello buddy? Could you clone liek 10 this Karl Berg guy and send them to PGI's staff? Thanks.
#265
Posted 16 May 2013 - 08:44 AM
The game is awesome, keep up the great work
#266
Posted 16 May 2013 - 10:08 AM
ShadowDarter, on 16 May 2013 - 04:13 AM, said:
The problem with that is now anyone with knowledge and ability to convey us that information in a way that even a few people would understand and the rest of the community wouldn't jump on for being unclear, evasive, or whatever the flavor criticism of the day is would be spending all their time trying to explain what they are doing instead of just doing it. It is likely that the post took several hours to write for the very concerns previously mentioned...So if Karl or whoever is working on an issue has to write one of those up every other day to keep the community from throwing a tizzy the issue will take that much longer to resolve.
Just my 2cents.
#267
Posted 16 May 2013 - 05:09 PM
Shumabot, on 15 May 2013 - 06:45 AM, said:
Because, as has been stated repeatedly, the bug applied itself at random. Players could simply initialize their hud until it didn't appear. The ability to restart the process of loading into the game environment would also help with a lot of other uncommon bugs.
It's a bug that is literally as old as the game itself. How is it "now now now" to not be celebratory that it took into late stage open beta with publicly advertised sales (that don't mention its a beta) to fix a massive game breaking bug? I'm sorry, but as much of a victory as this is, this is a victory that came a half a year late at least. You sound like a sycophantic tool if I sound like a petulant child. Having a legitimate criticism for the extreme lag in fixing this bug doesn't make me wrong. I read the post. I'm not the one making up the fact that this bug is "new" and was "handled with expediency". It was clearly a low priority.
This is factually incorrect. I have been in the beta since mid June of last year. The HUD bugs did not start cropping up until roughly November or December. Then they went away and came back in other forms in January.
#268
Posted 16 May 2013 - 11:44 PM
#269
Posted 17 May 2013 - 06:29 AM
#270
Posted 17 May 2013 - 08:34 AM
Hammerfinn, on 15 May 2013 - 07:42 PM, said:
Did you actually READ the blow-by-blow? You have no understanding of how long this stuff takes if you REALLY think they could have done it faster. You can't pop code into the microwave, hit a button, and make it right.
As someone who has worked in software design I'm pretty sure you don't actually have a handle on what you're talking about. A bug that takes half a year or more to track down in a live environment when it's prioritized and is receiving scrutiny implies something is massively dysfunctional behind the scenes with either their code base, management, or personnel. Karl has been around the entire time so it's not their personnel. This is the kind of hyperbole these forums are full of. They fixed something eventually and suddenly the problem wasn't longstanding and it gets "fast tracked" retroactively in the minds of the forum base. Reality doesn't work that way. This is a live product, bugs of this magnitude persisting that long in a user facing product don't just magically become half a years work. Entire game engines take less time to write and debug.
They did a pretty great job tracking down what was a very obscure bug, I just was wondering the prioritization of this issue and if they developed tools that could prevent further issues like these. I'm not stating this is a pushbutton fix, but skyscrapers have been made in less time than this took.
Edited by Shumabot, 17 May 2013 - 08:42 AM.
#271
Posted 17 May 2013 - 09:14 AM
#272
Posted 17 May 2013 - 03:11 PM
The reason I was not immediately assigned to these bugs was of course we assumed the bug was in Piranhas UI code. Assigning Sean and Jin to these bugs then makes complete sense, as Sean is our lead UI/HUD guy, and Jin is a magical genius of all things graphical. I was only brought on to help once they were reasonably certain it was an engine issue, and requested additional resources. There were other causes for delays as well, some of which I won't be aware of, but certainly including critical UI 2.0 work, other bug and maintenance work, and the hope that the automated tools would be in a working state in time to assist.
#273
Posted 17 May 2013 - 08:22 PM
As a programmer nothing as satisfying as watching function.add(2,2) return BAZINGA! then you have it figured out.
That's why I like programming.
#274
Posted 17 May 2013 - 09:37 PM
Keep up the good work!
#275
Posted 18 May 2013 - 12:55 AM
#276
Posted 18 May 2013 - 05:01 AM
Nice work!
#277
Posted 18 May 2013 - 12:47 PM
#278
Posted 18 May 2013 - 02:35 PM
i can imagine that your boss came and said :" now explain to the raging folks out there why it took so ******** long." and you coudnt realy answer by : "well,this plug was not in." hillarous, as prob. noone raging about it understands it.
ill interprete it as a joke .
#279
Posted 18 May 2013 - 05:33 PM
#280
Posted 19 May 2013 - 05:38 PM
Now that it's fixed I'll actually be playing again because running around in a jenner with no hud or a borked hud was no fun.
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