Why were they messing with the cure formula in the first place? hmmmmmm.. O.o
In our wake will be smoke fire and burnt charred remains of those that have fell before us, We will not remember their names, as they are no more, the next challenge, the next horizon is what we strive for and Demand it be met with Ferocity, We Grin at the Possibility of death, Fear no Mob that walks Vana'diel or it's Realms, there is no tomorrow, there is only now, For pride, for honor, for Glory We are The Knights of Pegasus.
Vital organ transplants don't take this long.
YAY Second emergency maint, another 3 hours... 2 AM...
Yeah screw this, good night.
They must have messed it up big time. What kind of coding errors would result in a 7 and a half hour maintenance?
My guess is they used this to test the new Damage cap. The old Damage cap was 65,000 then it would just roll over (to 0), It would still do the large damage, the chat log would just read out the rolled over number.
They probably used Cures to test the new damage cap of 99,999 and forgot to change it back.
However, Seriously, 7 and a half hours to change it back...?
It's just all way more interconnected (and it seems overly so in FFXI's code) than you would probably think.
It would also make sense that this could take a while to fix if it's some obscure logic error or something that someone made in an unrelated section of the code that found its way into 99,999 damage cures on undead mobs. It could be anything, possibly something really small like a + where a - should be or an 'OR' where and 'AND' should be. It's almost like finding a needle in a haystack except that the needle makes the haystack sing Christmas Carols when it should just be hay. Definitely seems like they should have found it and fixed it a lot quicker though. Probably just forgot to account for something when they were changing whatever it is that they changed.
Last edited by Selzak; 07-12-2011 at 12:31 PM.
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