Thanks Camate, but that still doesn't answer the question as to why it was removed in the first place, since it worked just fine in beta.
That was originally addressed when people noticed that the 'feature' disappeared. It turns out it was not a planned 'feature' but a bug that was introduced upon fixing the bug the duty list returned the behavior to what you have today.
It was not an intended 'feature' and the bug that was fixed just happened to have the side effect of giving us what appeared to be this feature. As this was not part of the original design or feature set they could not just leave it alone as other systems in the game were not written to handle or deal with this, they could have risked data lose problems as data was not setup to be persisted when hiding items.
A button labeled for the tracker and checkboxes to toggle (iirc what the 'feature' included) don't just happen as a result of a bug. iirc it was given to us on purpose as a dev tool to bug test quests but they didn't realize we'd want to keep the feature. The code is there, it has (had) working functionality within the journal ui.That was originally addressed when people noticed that the 'feature' disappeared. It turns out it was not a planned 'feature' but a bug that was introduced upon fixing the bug the duty list returned the behavior to what you have today.
It was not an intended 'feature' and the bug that was fixed just happened to have the side effect of giving us what appeared to be this feature.
It turns out it was not a planned 'feature' but a bug that was introduced upon fixing the bug the duty list returned the behavior to what you have today. It was not an intended 'feature' and the bug that was fixed just happened to have the side effect of giving us what appeared to be this feature. .
So... What you're saying is that it bugged and put check boxes by each quest, that when checked or unchecked would add or remove quests from the duty list?
And that this was only a unintended bug that was completely coincedental?
That is the most absurd thing i've heard today. That was an intended feature, as you can see by the development teams previous posts discussing "when this feature will return". Not "this bug that we fixed that did something cool". So before you speak out of your rear, for some reason trying to make an excuse for them, please get your facts straight.
It wasn't a bug. It was a feature that they pulled because it introduced bugs, but it wasn't a feature that was introduced with bugs. I have to admit, the feature was nice, but it was still quirky and at times didn't work at all. I must imagine that they couldn't actually get it to work bug-free, and pulled this, as well as many other features, since the game itself was released with all sorts of holes, security exploits and driver issues.
Also makes me wonder why it is so hard to implement a feature that was clearly in the game once already. Should be easy enough to go into your source control and grab the code for the feature and reimplement it the exact same way.
When coding something the smallest changes can mess everything else up... It's not as simple as adding the code again because it works like a highway... Cars come on and move off if everything isn't running properly then no one goes anywhere...
In beta it was probably just a test with out full system functionality... It was only designed to handle so much content as a test... They dropped it thinking no one liked the idea and now they are working toward implementing it back... They don't explain things like this because they don't need explaining, just like you don't need to know how your car works you just need to know that it does and is reliable...
Last edited by Ed_N_Ants; 01-21-2014 at 08:28 AM.
I beg to differ. I am a software developer so I am very familiar with how source control, and the way that code changes can mess things up. In this instance you have two main sets of functionality. 1 is the quest log we see when we out questing, and the other is the journal where we select quests. In one you simply have a toggle that flips a variable to show or not show the quest. With a small amount of logic limiting the selection to 5 quests. Then on the quest log you simply display only the ones where the "show" variable is set to true. These are two very small pieces of code that interact with almost no other parts of the system. It should have been as easy as going to their source code, selecting the functioning code, and repaste into the new code. Then make any required small changes for anything new that has been added. In this case I am unaware of any functional changes made to either the Journal or the quest list. So I say again. It should have just been as simple as going to their source control and re-implementing the feature. It isn't like we are modifying the graphics engine, or the animation system. It is two simple UI windows that display a list of data. That's it. Very simple.
I can only imagine the reason they removed it was for the ps3 somehow. That reasoning feels very weak though. I have no idea why this feature was removed at all.
Last edited by Tiggy; 01-22-2014 at 01:45 AM. Reason: Limit Break
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