English post went up a minute after yours. I'm guessing it took some paper pushing to get it translated.
https://forum.square-enix.com/ffxiv/...4-%28Jun.-6%29
Lodestone, for good measure: https://na.finalfantasyxiv.com/lodes...795431fe815efe



English post went up a minute after yours. I'm guessing it took some paper pushing to get it translated.I dunno. Might have to give them a knock for not mentioning this anywhere but JP so far. I don't see anything on NA Lodestone yet. I can absolutely empathize with them if a bug may take some time to fix. Sometimes they can require some digging and testing to replicate.
https://forum.square-enix.com/ffxiv/...4-%28Jun.-6%29
Lodestone, for good measure: https://na.finalfantasyxiv.com/lodes...795431fe815efe
Last edited by AmiableApkallu; 06-07-2023 at 02:14 AM. Reason: Added Lodestone link





Glad they acknowledged it. Still going to give them the knock for not making sure to release these simultaneously. They needed to hold the JP announcement until everything was ready. IIRC they did this with the NA DC issues recently, too. They told JP before the DCs that were actually affected.English post went up a minute after yours. I'm guessing it took some paper pushing to get it translated.
https://forum.square-enix.com/ffxiv/...4-%28Jun.-6%29
Lodestone, for good measure: https://na.finalfantasyxiv.com/lodes...795431fe815efe
I'm pretty forgiving on most of these since I work in software development but I'm a stickler for notifying users appropriately and I give them an F here. They need to do better on this.



I work in software development, too, so I'll bite: What's the point in insisting on synchronized announcements here? No one's put at any sort of real advantage or disadvantage based on hearing the news a couple hours sooner or later (we're past the world-first clears). There's nothing for the players to do but wait for the fix to rollout. If it weren't for the modern Internet reducing everyone's patience to zero, we wouldn't even be talking about this.Glad they acknowledged it. Still going to give them the knock for not making sure to release these simultaneously. They needed to hold the JP announcement until everything was ready. IIRC they did this with the NA DC issues recently, too. They told JP before the DCs that were actually affected.
I'm pretty forgiving on most of these since I work in software development but I'm a stickler for notifying users appropriately and I give them an F here. They need to do better on this.
Give them a knock for not acknowledging the bug earlier than they did. :P





It gives the side that hears about it later the impression that they don't matter as much. I work for a laboratory with both NA and international locations and when our customer-facing application is down we make sure the announcement is created, translated by our team into our available languages, and then posted for all our customers to see at once. It's just a courtesy thing but courtesy is still important if you want to look good to your customers. If you're just on the development side then it may not be something you touch but I'm both development and customer interaction so it's definitely something on my radar.I work in software development, too, so I'll bite: What's the point in insisting on synchronized announcements here? No one's put at any sort of real advantage or disadvantage based on hearing the news a couple hours sooner or later (we're past the world-first clears). There's nothing for the players to do but wait for the fix to rollout. If it weren't for the modern Internet reducing everyone's patience to zero, we wouldn't even be talking about this.
Give them a knock for not acknowledging the bug earlier than they did. :P
I don't give them as much of a knock for not acknowledging the bug sooner because they were probably still in the investigation and replicate phase. I've certainly run into bugs that took longer than others to identify as a bug.



They never release lodestone stuff simultaneously. Jp is almost always posted way in advance than the other languages. I'm not sure you'd call this bug game breaking as it's not an exploit, doesn't crash one's game or like the Sir Lakshmi trial waiting room bug doesn't allow people to move their character due to them sitting or sleeping on parts of the room that changed after you finished the trial. Does it suck that a fight mechanic is currently not applying itself properly? Sure, but the fight has been proven to be beatable despite the bug being active. Heck it's probably less severe than the winning number is Zero or the other 1st housing lottery bug.Glad they acknowledged it. Still going to give them the knock for not making sure to release these simultaneously. They needed to hold the JP announcement until everything was ready. IIRC they did this with the NA DC issues recently, too. They told JP before the DCs that were actually affected.
I'm pretty forgiving on most of these since I work in software development but I'm a stickler for notifying users appropriately and I give them an F here. They need to do better on this.




Am I the only one who feels like this is another issue in the line of they test under perfect conditions and are never accounting for latency or heavy traffic?
It works for JP so it must not be an issue! /s
I’m constantly reminded of Yoshi P having the audacity to say “we tested mch on high ping (110ms) and could not recreate the issues”
In that regard, the developers are wildly out of touch.




They've always had issues with this. They think 100ms is "high latency" because Japan is basically a giant LAN, so they never get lag to their own servers. Accounting for netcode issues and latency is something that occurs to them last, if at all. It's why Twintania was impossible on release, why Titan EX was such a crucible for so long, why our oGCDs are still sticky. Latency is always a problem in MMOs, but Square makes some real rookie mistakes with their netcode because Japan doesn't notice packets dropping when they live 100 feet from the servers.





I'll be curious what the findings they give us are on that. It can be difficult to replicate those conditions since you're testing in an environment that is often very no-touchie in regards to the live systems so you don't break something. So that means those connections aren't on, jobs aren't running, data isn't always passing between endpoint to endpoint, etc.
Kinda tinfoil-y here but i have my serious doubts they clear fights internally LEGITMATELY. No way their playtesters are better than world first racers with [redacted]s and then dont even encounter bugs like buffs not applying cause of buff/debuff limits. Chances are they test it like every mmo devs tests: increase the character stats to compensate for lack of skill / time saving measure. I dont buy it that fights keep having bugs that happen under normal circumstances and they never catch a single one in playtest IF they playtested legitimately.
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