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  1. #101
    Player Ninurta2217's Avatar
    Join Date
    Jun 2011
    Location
    Raleigh, NC
    Posts
    11
    Character
    Ninurta
    World
    Ragnarok
    Main Class
    RNG Lv 99
    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, and it's probably something really small like a + where a - should be or an 'OR' where and 'AND' should be.
    If that were the case, a rollback would be more logical would it not? Rollback -> reupdate at a later time-> ??? -> profit.
    (0)

  2. #102
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    Quote Originally Posted by Ninurta2217 View Post
    If that were the case, a rollback would be more logical would it not? Rollback -> reupdate at a later time-> ??? -> profit.
    I suppose, but I'd like to think that they've found the bug by now. Probably just realized that they opened a lot of other potential problems when they sat down and took a look at it. Honestly I can't imagine what would take this long, but eh I doubt they're just trying to keep us from playing.
    (0)

  3. #103
    Player Saefinn's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria - Asura
    Posts
    259
    Character
    Saefinn
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Karbuncle View Post
    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...?
    If what you say is true, then my guess would be there's something wrong with the 'Cure as damage' code that became apparent in the extension but wasn't noticed before because it posed no problems. Also, with buggy engine code, what would normally be considered a 'sensible' solution might not work, even if it works in other instances. It wouldn't surprise me, buggy engine code can result in some seemingly illogical errors.


    But it's kind of difficult to speculate 'why'. We don't know their code, we don't know why the problem exists, how difficult it is to get to the problem. Or what the solution is and how much work is needed to fix it. What would look like a small problem to us could be a major problem to fix.
    (0)
    Saefinn on Asura
    Main Jobs: Corsair: i117, Scholar: i117, Monk: i117, Summoner: i117

  4. #104
    Player wildsprite's Avatar
    Join Date
    Mar 2011
    Location
    Heavens Tower, Basement, Windurst
    Posts
    520
    Character
    Kitanashia
    World
    Cerberus
    Main Class
    SMN Lv 99
    it would really be better if they implement the test server access for the players so this kinda thing doesn't happen, cause seriously, they waited till what? 2/3 days ago to tell us the update was happening on the 11th...., then after a 2 hour maintenance I get ready to play, me and friends are gathering and we get a 5.5 minute warning....seriously SE? c'mon this is silly and very disappointing

    and on top of that it starts off as 4.5 hours...then at the last minute they change it to 7.5 hours? all I can say to this is
    "Kitanashia sighs heavily at SE"
    (0)
    Try to have fun or it isn't worth playing

  5. #105
    Player geekgirl101's Avatar
    Join Date
    May 2011
    Location
    UK
    Posts
    262
    Character
    Hunibubu
    World
    Phoenix
    Main Class
    WHM Lv 99
    Each time you add new bits of code to include new features it opens a new world of possible errors and conflicts. Sometimes it can go pretty bad, like there may be an old line of code somewhere that's hardcoding certain values and if that needs changing it can completely screw things up on a major scale. If the development crew has been shrunk down and certain people responsible for certain lines of code have moved on then it can be very hard to track down any conflicts in the code and work out a solution for it. Writing code is not as easy as you think, not every developer writes code the same way as each other so a different person having to work with someone elses' code to make his work may look at it and go "huh?!!!!" And if the other guy is not available then expect setbacks which could take days, weeks, or even months to fix while having to use "quick" workarounds which are not nearly as efficient and could cause future bugs and even more problems as more code gets added at a later date.
    (2)

  6. #106
    Player wildsprite's Avatar
    Join Date
    Mar 2011
    Location
    Heavens Tower, Basement, Windurst
    Posts
    520
    Character
    Kitanashia
    World
    Cerberus
    Main Class
    SMN Lv 99
    I agree, but if it is that big of a problem I agree with what someone else in this thread said why not rollback to before the update then fix the problem and give us the update in a few days or something like that
    (0)
    Try to have fun or it isn't worth playing

  7. #107
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Does sounds like a communication/Previous person did not leave proper notes issue.
    (0)

  8. #108
    Player Madine's Avatar
    Join Date
    May 2011
    Posts
    8
    Character
    Madine
    World
    Lakshmi
    Main Class
    WHM Lv 99
    Quote Originally Posted by geekgirl101 View Post
    Each time you add new bits of code to include new features it opens a new world of possible errors and conflicts. Sometimes it can go pretty bad, like there may be an old line of code somewhere that's hardcoding certain values and if that needs changing it can completely screw things up on a major scale. If the development crew has been shrunk down and certain people responsible for certain lines of code have moved on then it can be very hard to track down any conflicts in the code and work out a solution for it. Writing code is not as easy as you think, not every developer writes code the same way as each other so a different person having to work with someone elses' code to make his work may look at it and go "huh?!!!!" And if the other guy is not available then expect setbacks which could take days, weeks, or even months to fix while having to use "quick" workarounds which are not nearly as efficient and could cause future bugs and even more problems as more code gets added at a later date.
    Pretty much this. There's a reason software engineers jest about adding two bugs for every bug they remove. That reason is *not* incompetence.
    (1)

  9. #109
    Player
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    45
    I think part of the reason for this error may have something to do with the PLD update to Divine Emblem, that might've been one of the reason since they did make changes to that. I'm glad I didn't get involved with the whole hey I can one-shot stuff with a Lv.1 Alt., Hopefully they'll fix it right, least we know the damage cap now lol xD
    (0)
    DNC99 ~ BST99 ~ NIN99 ~ SCH99 ~ BLM98 ~ BLU96 ~ SMN91 ~ RDM90
    FFXI Player (most of the time) since March 2006 [Fairy -> Sylph Server]
    Completed All Main Storyline Scenarios ~ Leathercraft 100+5 Main/Cooking 101+2 Mule

  10. #110
    Player Alistria's Avatar
    Join Date
    Jul 2011
    Posts
    5
    Character
    Alistria
    World
    Cerberus
    Main Class
    BLM Lv 90
    well I don't know what Code type SE uses, but generaly in this kind of situation it takes loads of "Debugging" just to find the bug. Alot of False to True statements, there's just alot that can affect something "Small" like this. For most people that think it's an easy fix, go try your hand at game programming, skim through hundreds of thousands of lines of code to find one out of place ; or something.

    A rollback would make sense, assuming it's not in the main code, or that it's not something that they aren't sure won't happen again later. They're best solution to this kind of thing, as has been said a thousand times now, is a test server so that the code can be tested first, then put in production environment later. . .

    Oh yeah and as far as the damage cap, I doubt we'll ever see that, as is fairly evident when you watch a DRK or DRG Brew a monster lol
    (0)
    Last edited by Alistria; 07-12-2011 at 01:04 PM. Reason: Addition

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