Posts by ChrisGansler

LarsTheDevil

When will this be fixed?

Commendation Issue
Full Deck Distinction - Obtain all the Snitch Cards. Not unlocking if a player had all 52 cards before the commendation was implemented (2019.05.16). Link1 Link2 Link3 Link4 Link5 Link6 Link7 Link8 Link9 Link10 Link11 Link12 Link13 Link14 Link15 Link16 Link17 Link18 Link19 Link20 Link21

Just checked with our team, they have a fix for this slated to be in Title Update 5 / Episode 1 and it should also retroactively grant it.

As always, keep in mind things could break or not fix a specific instance that we haven't seen yet but hopefully you guys will login and everything will be good!

theLegACy99

Oh? Are we sure about that? Because Hamish is kinda vague about this ._.

To clarify: Episode 1 will launch on the 23rd of July. If you do not have the Year One Pass you will not be able to play:

  • Washington National Zoo.
  • Camp White Oak.
  • Kenly College Investigation Area #1.

You will be able to access:

  • All balance changes.
  • Raid Discovery difficulty.
  • Apparel Event.

On July 30th everybody will then have access to everything, including:

  • Two Investigation Areas in Kenly College.

Only exception:

  • Classified Assignments are Year One Pass exclusive and will not be available for any players without the pass.
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MestasDeejay

cant test my builds? i wont test anything. gg massive. you are genius.

Sorry for the inconvenience. We're hoping that this will fix the Echo-2 errors for all effected players. Hopefully we won't have to do this again in the future, as we know some players would prefer to test their own builds.

DeckardGates

So he's directly asking for skills feedback now? u/ChrisGansler was commenting elsewhere that not all skill changes were even implemented yet, and to wait until the 8th to test/give feedback.

What's going on with internal communication over there Massive? Why implement "some" skill changes but not all, saying test the skills on the 8th, then have other devs asking to please test skills now, while only half the changes are implemented on the pts?

Hey. Just to clarify, not all Skill changes are on the PTS but players can obviously still give us feedback about the current state. I pointed out that not all changes are live, and they are not, but I did not discourage any testing.

Players can definitely give us feedback on what's the current state but there will also be dedicated testing and surveys as announced before.

There are Skill changes missing, yes.

We're activating the Year One Pass for all players on PTS in the next couple of hours. You will then need to restart your game and will have access to the Main Missions.

gX-kiD

How exactly would anyone do that in your opinion? The shooting range was the only place where you could reliably test this issue but of course now you've claimed that the issue is exclusive to the shooting range - how convenient.

Your server performance and tick rate have been pretty awful since Division 1 and every veteran player can remember situations like this from both games.

We don't even know how many Hitpoints enemies have to properly test that in the open world, or are we supposed to count every single hit that's visible to our eyes?

Sorry but I call major bs. I lowkey expected that outcome because the only way to resolve this issue would be by investing into a better server infrastructure. And if The Division 1 has taught us anything, it's that this will never happen.

Pretty disappointing, I thought you're better than that.

Hey, thanks for reaching out. So once we fix the issue in the shooting range you should not see this occur anymore. The invisible wall element that is basically draining some of the shots will be fixed and the accuracy should be correctly displayed.

In terms of it happening outside of the shooting range: There are some tips that have been posted here, for example ODZ / DZ. I'd suggest that you can also see it on enemy Tank NPCs where you have a little more time to attack from distance.

If you think you can show us how we can replicate internally that proofs it's the tickrate or a server issue or something completely different, we're super happy to test it. But we've thrown testers at this and we obviously have a couple of more tools to track bullets hitting etc. We could not find one instance of this happening outside of the shooting range.

And lastly, while repeating myself: We did find a bug that is causing this in the shooting range. It's not like we're pretending to fix this to...

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rob128

Can you please take a look at the True Patriot mask? It is still visually bugged and does not fit. The other masks got fixed

Hey! We're looking to fix all gear masks with TU4. These are not apparel so they got overlooked when we fixed the other masks.

mentalmedicine

In fairness to Massive, they have no reason to lie about this. Denying the issue while it's obviously still present is only going to make more people quit the game and end up with the game having a bad reputation. It's in their best interest to be honest about the results of their testing.

Now, as to whether they are testing the reported issue on every platform is another story...

We did and we couldn't find any occurrences of this happening outside of the shooting range.

Now, if you have videos, screenshots or reproduction steps that can show us that something similar is happening in other places, please share them. Because we definitely wouldn't want something like this in the game.

Hey! The dev team linked the thread to me and they are aware of this. A fix for it is not yet ready and will probably not make it into TU4 but we definitely want to fix it!

gX-kiD

24 hrs later, no acknowledgement or confirmation at least?

Mr. Gansler, it takes 5 minutes max to reproduce this for a single player. Please don't spend days on the wording now just to make the bug sound less drastic and save face for Massive. Thank you.

Hey. Just in case the wording of my first post didn't make it clear: The development team is looking into what is causing this so they can fix it. We are aware of it and I didn't want to imply that we don't believe this is an issue. Apologies if that came across that way.

In terms of when this will be fixed, I can't give an update as finding the underlying cause and exactly understanding what is happening takes some time.

RToTheSee

Are you going to pick and choose which bugs to look into /u/ChrisGansler ?? Any update on the fact level 19 blue generic mods are better and easier to get than gs490+ generic damage mods???

Or is it normal b havior to expect a max character to go back and farm level 19???

Edit: LMAO -- downvotes for getting a final proper answer... Good community.

Yes, picking and choosing is part of my job and I know it's definitely confusing from the outside perspective. As I've mentioned before, we're looking at reddit, forums, social, basically everywhere people are posting about our game.

Sometimes we have the time to respond, sometimes we do not. The issue described here seems to be very important if the reports are correct, therefore I responded.

To answer your question: There are changes for this upcoming in Title Update 4 and the team is further working on making improvements to the mod system. We should have more information about the first part this week.

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We're looking into this right now. Thanks for the report.

motomofo

Here's what I don't understand. It takes very little effort and even without going into detail, to simply acknowledge some of these issues to the player base. Let them know they've been heard like you've done today. Thats been lacking in these SotGs. We're not asking for details or even immediate solutions. But alot of the top concerns by players have zero mention. I feel an ounce of attention would go miles towards player retention.

I think I dropped the ball on that a bit, as I'm working on the communication list for the State of the Games. With Title Update 3 being out for two weeks, we prioritized communication around this. We definitely could have been quicker, no question.

thuggothic

I don't call mentioning it one time during a stream about looking for a way to add matchmaking in the raid and two weeks later being radio silent transparent 👀

Atleast a release window gives ppl hope that massive is actually listening to them

This show didn't need the first words outta Hamish's mouth being there will be no talk about raid matchmaking today

We talked about this a little bit on State of the Game 120, as well as during the Special Report for Operation Dark Hours. Hamish very quickly mentioned it today as well.

TL:DR We're looking into improving the way to find players for the raid, so that you can more easily find other players.

gX-kiD

exploits totally have a very high priority for us

Without discrediting the rest of your reply, I think this right here is the problem.

I personally haven't used that exploit because I'm not playing the game atm but when it came up I knew immediately that the fix is imminent.

Why exactly do you consider some players getting loot at a faster pace "game breaking"? I know you're aware of all the discussions around the dissatisfaction with the amount of RNG, gear sets, exotics, and whatnot. Things like this can ease the pain for your players a little, at least until you have a real solution to the issue ready. But instead of letting them farm for a week you've given everyone the impression again that players getting too much loot is a "STOP THE PRESSES!!" kind of emergency scenario - and I don't think that sits well with a lot of players.

A lot of time in a game like this it feels like the community and the developers actually turn into enemies rather than allies, and priorities like this amplify that impression. I'm not saying that's your fault, players like myself are just as much to blame for this, but it could be so much more productive and constructive than what we have today.

Saying that I just wanted to let you know that your communication efforts don't go unnoticed, and having worked as a community manager and in QA myself I know how endangered the species of "Chatty Devs" actually is.

I might not enjoy or play the game right now but I do enjoy a developer of a AAA-game talking to players like human beings. It's a sad state of affairs that this is such a rare occurrence but big up yourself for being real.

We definitely see the point that some players are totally fine with just a room with endlessly spawning NPCs dropping loot being fun and fine. We don't think that's the best experience the game can be and for example wouldn't want to purposefully design a mission that plays like that. In the end it comes down to what our developers think the game should be and it's not just a door spawning NPCs and players purposefully wiping to reset that.

It's a pretty dry answer and I'm sure there are a bunch of counter arguments on what people think is currently not fun, but I hope it explains our thoughts a little bit.

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FuNiOnZ

Since SOTG has to address the entire fan base in a limited time format, I feel like maybe the best way to handle some of the more ‘hardcore’ crowd would be to have some sort of alternate broadcast that gets more into the technical side and touches on more topics (RNG, AI, Bugs, etc) rather than the sweeping generalizations that you have to use to fit it into the limited time format we presently have.

I found the AI guy to be interesting, and liked hearing about what’s going on under the hood, but others seemed extremely bothered by it if chat was any indication.

We don't want to shy away to talk about these topics. The reality is just that we don't have solutions for all of them yet. Once we're certain that some fixes are coming and we think it'll address the communities' concerns we'll happily talk about them on State of the Game.

That being said, we also think there's some different formats that we could stream to address certain topics or talk more often to you. With the resources we currently have it's not something we can do soon, but it's absolutely something I'd like to kick-off later this year.

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gX-kiD

We will have more information, hopefully next week, about what things could change and what we're looking at.

You should have talked about these things weeks ago. But you're doing the exact same thing as shortly after TD1's launch. Wait weeks and months to even acknowledge the most pressing issues, and only when the player base has basically been evaporated you started to rework core mechanics in the game.

I know you didn't work on the first game but I assume a lot of your colleagues did.

You threw this game out there in the typical AAA-hubris of "We know better what you really want!" and now it's biting you in the ass. Again.

You're lucky the game isn't on Steam since the player numbers are probably devastating already.

Once you've made up your mind about solutions going forward there will be no more players left to benefit from said solutions. Again.....

Interesting feedback for sure. We try to be as responsive as possible but we definitely fell short this time on these topics. That being said Title Update 3 also has only been out for 2 weeks, so there hasn't been that much time to respond to things yet.

Thanks for your comment though!

gX-kiD

Every.

Loot game.

Dev.

Ever.

As soon as players benefit too much from something it will be patched immediately. Things that bother players or flat out hinder their progression always take weeks or months to fix.

They will of course tell you their default excuse of "sOmE fIxEs tAkE lOngEr tHaN oTHeRs" but it really is one giant coincidence that these exploits that benefit the players ALWAYS fall in the "easy to fix" category whereas literally everything else is always super complicated.

I understand the sentiment. As a player I'd also wonder why these exploits are always easy fixes. And to be fully transparent, exploits totally have a very high priority for us, so the turnaround will be quicker than something that doesn't break the game.

That being said, we actually need to be able to fix them quickly. The normalized armor issue is an example of something we'd love to fix quickly and we couldn't. Another example are the NPCs being too aggressive; It's really, really difficult and that's why we can't patch it quickly.

Again: Totally get where you're coming from and there's a lot of frustration out there currently. We're sorry if you feel that our communication is part of it. We'll try to get better and get you some more information on the pain points you guys are reporting to us.

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LarsTheDevil

Thanks for your answer.

Maybe you and your colleagues at Massive that work the front line (aka social networks, communities) can improve on your communication and post a "weekly 10-20 liner" what you are working on, when the fix will be deployed (aka in 10 days or unknown) and what you are looking into it. What the next steps for you will be (analyzing, programming, testing, deployment,...)....

Currently my impression is 'we' (the community) voice our concerns and get no feedback or super delayed feedback. (...we heard your concerns with matchmaking and are working on it....)

/sorry for the kind of rant

Totally understood. With unlimited resources we'd probably love to do that. Realistically there's a lot of different conversations to be had before we can communicate on a feature or new content. On top if it, we're constantly working on the game so priorities shift. For example the Title Update 3 was meant to go out in April but due to issues with the patch and us wanting to put in extra polish, we delayed it.

Telling you guys this and giving you a reason is fine. But if there are 10 things on that theoretical list and they constantly change, that's an issue. Not only because it might be frustrating for you, but we also need to keep track where we communicated on this, we need to fix the timeline, follow-up later on, etc.

We think we can get better and give you updates earlier, but we'll never be able to answer all questions and concerns immediately. I personally also dislike to comment on literally everything "We're looking into it" because it just feels like I'm copy/pasting that...

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