110815-update-notes-8272014-feedback-thread

== Content ==
			Please use this thread for leaving feedback on the August 27th, 2014 patch notes.	
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			Nice, spellslinger fix!	
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			Can't wait to PVP tomorrow!	
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			and the people rejoice. gj carbine.	
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			PvP finally starting to go to the right direction. Thanks Carbine. Now waiting for itemization improvements (RNG), loot table improvements, etc.	
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			we need the bloody Claw this is unfair the dominions are the only one who can get it :(	
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No fix for people that are stuck on Adventure or Dungeon attument? Not good Carbine not good.
Also no fix on Kuralak Egg freeze?	
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			WTB Savage Warpig speed FIX. After 3 months....	
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All the Spellslinger fix does is not make us competitive in raid with Trueshot/Charged shot build. In case people didn't know, the TF bug increased our DPS by 500+ but I don't think many people seemed to realize it.
 
Now Spellslingers are legit dead in raids as far as competing for top DPS.	
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     Items will no longer have a chance of losing their stats and becoming a basic version of themselves; all formerly broken items should also be fixed.
 
 
Ermagad, will items FINALLY stop turning white?! Will this fix finally work?! We'll find out soon! :D
 
(Only been affected by it once myself and the item did fix itself after server reset... but yeah, this bug needed to go badly)
 
Edit: Well, considering the feedback on Genetic Failsafe, I'm not holding my breath for this one to work either. It's been around so long after all...  -_-
			
				
	Edited August 27, 2014 by Tenner	
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			Great to see a couple of the quests have been fixed so I can clear them from my log, but no fix for A Loyal Subject dominion quest in Whitevale?	
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No warrior tank changes?
ETA on this?	
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			Guess the amp changes will have to be waited on a little while longer if those notes are complete.	
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Guess the amp changes will have to be waited on a little while longer if those notes are complete.
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			Using white text makes the entire post invisible on the mobile version of the forums!	
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Players will now be able to sell the old version of the ‘Genetic Fail-Safe’ gadget item back to the Elder Gem vendor for a full refund, and purchase the new version with updated Rune Slot counts.
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Using white text makes the entire post invisible on the mobile version of the forums!
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			At least the spell surge for CS is fixed.	
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Great still no Warrior fix.
Any ETA on the Warrior changes that are on PTR right now?	
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Players will now be able to sell the old version of the ‘Genetic Fail-Safe’ gadget item back to the Elder Gem vendor for a full refund, and purchase the new version with updated Rune Slot counts.^
 
Transaction Denied - Item can not be sold @EG Vendor
 
So NOT working - im a sad panda now - but nice that u have guys which put the Update Notes together and cleary don´t know if a fix is in or not at all, not the first time something like this happens.
Guess we have to wait another 2-3Weeks for that fix to really happen even if its only for a small amount of ppl. :(	
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     Items will no longer have a chance of losing their stats and becoming a basic version of themselves; all formerly broken items should also be fixed.
 
 
Ermagad, will items FINALLY stop turning white?! Will this fix finally work?! We'll find out soon! :D
 
(Only been affected by it once myself and the item did fix itself after server reset... but yeah, this bug needed to go badly)
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not working
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			hmm why no change for the 300 pattern attunement step ? cant be that difficult to set it down to 100	
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			I assume the attunement nerf will happen in next drop ?	
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Just logged in to check if this fixed a chest piece that this had happened to, and nope, still statless (except armour) and white.  Relogging and buying back from vendor still not a fix, as had been suggested previously by CS.
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Just logged in to check if this fixed a chest piece that this had happened to, and nope, still statless (except armour) and white.  Relogging and buying back from vendor still not a fix, as had been suggested previously by CS.
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All our guild buff's got reset. (thats 600k...my guild trying to save up to buy the 2million buff atm...)
 
Current Influence does not display in the guild perks menu (but still does in guild bank)
 
it currently shows this. http://i.gyazo.com/e11f71795354462e88284e9da18f358a.png
 
 
Guild name is Sakurasou we're on Avatus.
I am the guild leader.
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Also on another note. if you group 4 guildie and a pug. and the pug happens to be the leader of the group. you are switched to another server or something and lose all the guild buffs till you rejoin your old server.
But this does not happen in an all 5 man guildie group.
 
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Update: Whomever just fix that thank you! I just saw the guild buffs pop back up (I have a gaint warning with aura master that tells me to reapply em' the fix came less then 5 min's...5:02EST)	
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			Great changes on paper! Hope there aren't too many new bugs introduced (though after reading the thread.. :P)	
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Oh, I just edited my post to predict this one wouldn't work either, after I saw the Failsafe complaints.
And here we go, huh?
 
*heavy sigh*
 
Carbine please. At this point I honestly don't even care about bugfixes themselves: Fix your process instead. There's nothing more disappointing, discouraging and trust/faith-destroying than these repeated "We fixed it...  ....oh wait we didn't, 2bad! ^_^ " screw-ups.
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			It's almost as of the entire patch wasn't implemented. Here and on this reddit post people are reporting that none of the changes work. Genetic Key can't be sold, white statless items aren't fixed, the gamescom dye is not working and the new spell effect option is no where to be seen... That's too much to be a new bug/coincidence.	
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			Just a quick question, why are there a lot of Datascape changes while kuralak in GA is still buggy for months now?	
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Players will now be able to sell the old version of the ‘Genetic Fail-Safe’ gadget item back to the Elder Gem vendor for a full refund, and purchase the new version with updated Rune Slot counts.
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It's almost as of the entire patch wasn't implemented. Here and on this reddit post people are reporting that none of the changes work. Genetic Key can't be sold, white statless items aren't fixed, the gamescom dye is not working and the new spell effect option is no where to be seen... That's too much to be a new bug/coincidence.
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			Particle supression is missing from the video options window, GA bugs still not being adressed and our guild influence has been set back from 1.8M to 1. Quality patchwork, 10/10 - would patch again.	
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			I'm a bit curious about the buffs to an admittedly over tuned entry raid boss. I knew about the bug fixes, but buffs? Damn. That's just evil.	
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We've flagged the following "not-fixed" issues and they are being investigated now;
gamescom dye
Items losing stats/becoming "white" items
Genetic Failsafe Gadget
Visual Spell suppression option
Soon as we have more information, we'll let you know!	
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We've flagged the following "not-fixed" issues and they are being investigated now;
gamescom dye
Items losing stats/becoming "white" items
Genetic Failsafe Gadget
Visual Spell suppression option
Soon as we have more information, we'll let you know!
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			Well played, carbine. 50% of the patch notes dont work and no major and minior bug fixes which existed even in beta. Like Kuralak boss fix and Savage Warpig speed.	
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			What about a fix for Detonator Duplicates in Auroria? Was it in the notes and I just missed it?	
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What about a fix for Detonator Duplicates in Auroria? Was it in the notes and I just missed it?
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 Its just shows that carbine cant fix alot of bugs which were even in beta.
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No one (except you obviously) cares about the fricking Warpig, enough already. There's really more important stuff to discuss here.  <_<
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Under Algorac in Content;
 
Fixed a targeting issue in the quest "Detonator Duplicates".
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The Guild Influence one still seems to be pretty unclear, seems to just be taking some time to update/display correctly but a lot of folk are saying it fixes itself after a bit.
 
Try the usual (/reloadui, relog etc) and let us know if it's still borked after a while and I'll get somebody to investigate.
 
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Oh thanks! I didn't think to look for Auroria content in Algorac ;)
 
I'm very glad it's fixed! Thanks!
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The Guild Influence one still seems to be pretty unclear, seems to just be taking some time to update/display correctly but a lot of folk are saying it fixes itself after a bit.
 
Try the usual (/reloadui, relog etc) and let us know if it's still borked after a while and I'll get somebody to investigate.
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All the Spellslinger fix does is not make us competitive in raid with Trueshot/Charged shot build. In case people didn't know, the TF bug increased our DPS by 500+ but I don't think many people seemed to realize it.
 
Now Spellslingers are legit dead in raids as far as competing for top DPS.
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			1/3 of the patch doesn't patch anything, doesn't fix anything (e.g. items turning white with no stats which can't be reverted since beta) and probably introduces bugs. This is not the first time. Emergent complex bugs, it's like Carbine's code is the Tower of Babel.	
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Just logged in to check if this fixed a chest piece that this had happened to, and nope, still statless (except armour) and white.  Relogging and buying back from vendor still not a fix, as had been suggested previously by CS.
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since this patch it is no longer possible for many people to use the mount "you can not run aptitude Now" when you want to invoke the frame
Try disable addon,relaunch,repair ect.. nothing	
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Kay, for everyone with the mount issue, it's related to: 
 
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Players can no longer summon their mount while crafting, and starting a craft while mounted will cause the Player to dismount. 
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Kay, for everyone with the mount issue, it's related to:
 
 
 
 
You likely have one crafting remaining. I personally run multicraft and had to run all over the place on foot cause I didn't realize it had logged me out in the middle of crafting something and I had a "finish now" option. Because of this line of code, it considers that "crafting" and won't let you ride your hoverboard until you finish it. Obviously this should be fixed soon. 
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Kay, for everyone with the mount issue, it's related to:
 
 
 
 
You likely have one crafting remaining. I personally run multicraft and had to run all over the place on foot cause I didn't realize it had logged me out in the middle of crafting something and I had a "finish now" option. Because of this line of code, it considers that "crafting" and won't let you ride your hoverboard until you finish it. Obviously this should be fixed soon. 
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			Thanks so much for the fix to TF. This was a huge issue and I'm glad to see it is finally resolved.	
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All the Spellslinger fix does is not make us competitive in raid with Trueshot/Charged shot build. In case people didn't know, the TF bug increased our DPS by 500+ but I don't think many people seemed to realize it.
 
Now Spellslingers are legit dead in raids as far as competing for top DPS.
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Am I the only one that found it ironic that the patch notes for a patch full of bug fixes, itself has bugs? See Outfitter. Sloppy.
 
And thanks for not including the fix to the awful dungeon stage of attunement.
 
moderator edit: language 
			
				
	Edited August 27, 2014 by Chillia	
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There still some path missons for scientist that aint working in Malgrave ,
 
 Here is a list of them :
 
-Biology: Buzz off
-Analysis: Eldan Remnants
-Analysis: Hyperlocal weather Systems
-Chemistry : Resonance
 
Getting invalid Parametre when I try to scan the mob....
 
And thx for the spellslinger fix :D	
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No fix for:
 
Helping Hands (Exile quest mission) can't heal soldiers. REBROKEN since Sabotage.
 
No fix for Dominion Soldier mission:
 
"A taste of their own medicine" (Dominion) Barrels still not actionable. Broken with Sabotage.	
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Players will now be able to sell the old version of the ‘Genetic Fail-Safe’ gadget item back to the Elder Gem vendor for a full refund, and purchase the new version with updated Rune Slot counts.^
 
Transaction Denied - Item can not be sold @EG Vendor
 
So NOT working - im a sad panda now - but nice that u have guys which put the Update Notes together and cleary don´t know if a fix is in or not at all, not the first time something like this happens.
Guess we have to wait another 2-3Weeks for that fix to really happen even if its only for a small amount of ppl. :(
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			no mention of fix to housing lots like shardspire air defense or ferris wheel	
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			Oh yea, I'm on a killing spree with the CS fixed.	
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At this point, you really begin to understand why the game took 9 years of development.
 
Would be more productive to just come out and admit there are bugs you guys just can't fix instead of proudly displaying them in every single Patch Notes thread.
 
Bear in mind, i'm being respectfully disappointed and not trying to start a flame war. A bug that persists for so long, can only bring disbelief.	
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@Sawakan
 
This is caused by having an unfinished crafting project, go to a crafting station and complete the unfinished project and you should be able to mount up again. :)	
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			Mybe this is just me, but it seems like the respawn time on mining node is A LOT slower, usually after 1 circle they are all spawned back, now there is just one node, and this is happening to every plot.	
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			This is a patch!!! I appreciate the efforts to correct these issues and it is nice to see an actual patch that fixes stuff instead of some 3 line fix on some use case that only a handful of people ever encountered. Keep up the good work, this is moving in the right direction.	
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Still no healing fix for PvP ?
 
Seriously, why has this been left broken as *cupcake* for so long?	
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			The level 50 blue assault pvp helmet, Salvager's ruthless gaze isn't available for purchase. It's on the ptr but not on the live servers...hope this gets added soon.	
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Still no healing fix for PvP ?
 
Seriously, why has this been left broken as *cupcake*for so long?
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I realize I'm probably going to get chastised for bringing this up when so much else is wrong, but here goes anyway...
 
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New players who do not configure a payment method for their WildStar account will receive a message directing them to go back to the website and complete the registration process.
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Anyway... congratulations on yet another stellar patch on what to me is looking like the most fragile codebase in the history of software development.
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PVP basic Blue gear was lowered to 6500 Prestige for the entire set.  Yet the Tailoring Patterns to make 6 slots of ECU gear (worse than the bought-set of gear) remains 1000 Prestige per pattern.
 
Someone should have considered making the patterns cheaper for this sub-standard gear.  Like down to 100 Prestige each.	
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Totally underwhelmed.   Two weeks for this?      Nothing about attunement.   Nothing about server populations.   By the time technologist research gets implemented -- it will be irrelevant.
 
As it stands now, 80% of the people I see in town are purple.    Even for adventures queue times are ridiculous (estimated wait time: 1:13, actual wait time = forget this I'm logging after 30 minutes)
 
I was around for Anarchy Online launch.  Vanguard launch.  Age of Conan launch.
 
Getting a deja vu feeling here, and a touch of buyers remorse for prepaying 3 months.	
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Detonator duplicates is fixed, at least for me. Does this mean the Light the Sky is too fixed back in its clunky glory?
 
Dunno about crafting (didn't try yet) but I can accidentally to engraving station in Illium while mounted and runecrafting does not dismount.	
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Totally underwhelmed.   Two weeks for this?      Nothing about attunement.   Nothing about server populations.   By the time technologist research gets implemented -- it will be irrelevant.
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I can assure you this is not the case. Not that I am whiteknighting here- just that I've seen some codebases that devs talk about to their children around campfires to keep them up at night.
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i see 1800 arena rated geared ppl wreck faces in below 1200 BG bracket.
 
when your team is full of questgreen geared ppl it is no fun to face 1800 geared guys in BGs.
 
so pls look into that. it is unfair, that someone who already got top pvp gear is allowed to wreck faces in absolute lowbie rating in another pvp segment. they can melt lowbies in practise BGs for the lolz all they want, but pls keep top pvp geared ppl out of rated low ranking BGs.	
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These are the changes they said they are working on for the next drop. That they pushed the drop back specially so they can put this stuff in. Development takes time.
 
This patch contained fixed that were ready and couldn't wait for the next drop.
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I can read devspeak I assure you.    It isn't enough.    People don't want excuses.
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Apparently people want new systems implemented faster than humanly possible.
 
Well, I want that stuff too. But I'm realistic enough to know that can't happen.
 
Come on- don't you think if it were possible they'd have pushed out these changes already?
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Here's another one for your list.
 
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Apparently people want new systems implemented faster than humanly possible.
 
Well, I want that stuff too. But I'm realistic enough to know that can't happen.
 
Come on- don't you think if it were possible they'd have pushed out these changes already?
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Is it just me, or are there no fixes to the ~5 world bosses who are bugged and completely screw people over who try to attune for them?
 
Honestly just remove this step Carbine, or bump everyone past it. Complete BS that our guild (and others) have gotten screwed out of Attunement for over a week because Hellrose Bowl completely glitches out and never advances past the Moodie stage, Honey Grave resets to full hp (not heals, resets), and a couple more. Please, please fix this Carbine.	
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We want changes!
 
When do you want them?
 
Now!
 
Can we have a month or 2 to create fixes and test to make sure we really fix things?
 
OMG NO! You CRAZY if you think we will let you actualy fix things! GIVE US FIXES NOW!
 
Well okay we can certainly do that..here ya go.
 
OMG HALF NOT FIXED MORE ISSUES AND YOU DIDNT FIX THE OTHER ISSUES!!
 
 
 
 
 
yup. mmos die because of the communities unreasonable actions and reactions. mmo is a journey that should be enjoyed with open minds that understand they pains it takes in the first year or 2 to iron out the wrinkles.
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Speaking for myself, I have patience enough for both fixes and content. But when you announce fixes that don't fix anything or bugs that remain unmodified while they appear as fixed in the patch notes, that's when I begin to question not just the Devs, but the QA department that greenlights these "fixes".
 
Quotes absolutely intended.
 
Devs, from the bottom of my heart, either your code methodology has a break somewhere in the chain of deployment, or your QA folks need a stern talking to, because they're making you look really bad.
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not working
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			Wish you would implement the Phagemaw bug fix sometime before drop 3. It really is a raid time consumer when he is unattackable if people die in air phase.	
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The Gamescon dye fix does work, but apparently only if you hadn't activated before the patch. If you activate it now it appears on the dye selection and works just as it should.
 
People who had activated it pre-patch are now stuck in limbo - can't activate it again (Dye already acquired) and it still won't show on their dye selection.	
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So, I guess my perspective is, what they are doing is VERY HARD. They are a new company with a new codebase that has been developed over the last 10 years. How branches and updates are managed is no easy thing to solve. It looks like they are actively considering this and changing their battle plan as they get new information. This is all good stuff.
 
The key to this is- the CORE of this game is solid. The fight mechanics are great and the instances are a blast. The methodology can be tweaked, but the core of the game cannot. And that gives me great hope.
 
The only frustration I've had is when their are critically broken items and they don't communicate with us about them. I'm not even saying they need to rush out fixes, but the spellslingers waited an awful long time for the TF fix with no communication from our Dev lead about it. TBH, I'm starting to worry that something bad happened to the guy :(
 
But even communication can be fixed. They've made a lot of effort to show they are trying, and that is the most important thing to me.
 
Core gameplay + dev team that is actively trying, even if they don't' get it right, means the result will be good in the end.
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I don't know what their methodology or practices are. I think it's likely that there are issues. That they are changing their intended process makes it seem like they are still trying to hit their stride. Which makes sense to me.
 
I mean, very few people have worked on a project of this scope under these conditions. Creating something as big and complex as an MMO has got to present unique challenges. Any of you coders think back to what you were doing 10 years ago. I can say that my software practices and tools look FAR different than what they do today. Agile wasn't even "a thing" 10 years ago (it existed, but it wasn't near as popular as it is now). And there are some agile tools/practices that I think probably don't translate as well into gaming development.
 
So, I guess my perspective is, what they are doing is VERY HARD. They are a new company with a new codebase that has been developed over the last 10 years. How branches and updates are managed is no easy thing to solve. It looks like they are actively considering this and changing their battle plan as they get new information. This is all good stuff.
 
The key to this is- the CORE of this game is solid. The fight mechanics are great and the instances are a blast. The methodology can be tweaked, but the core of the game cannot. And that gives me great hope.
 
The only frustration I've had is when their are critically broken items and they don't communicate with us about them. I'm not even saying they need to rush out fixes, but the spellslingers waited an awful long time for the TF fix with no communication from our Dev lead about it. TBH, I'm starting to worry that something bad happened to the guy :(
 
But even communication can be fixed. They've made a lot of effort to show they are trying, and that is the most important thing to me.
 
Core gameplay + dev team that is actively trying, even if they don't' get it right, means the result will be good in the end.
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 I'd much rather take an open post explaining that it's a bug that sadly they can't reproduce and/or fix and we should learn to live with it, instead of every week showing it as Resolved.
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Hopefully so.  Hey, grats on your TF fix, Sly! :D  Saw it made it into last night's patch
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I don't know what their methodology or practices are. I think it's likely that there are issues. That they are changing their intended process makes it seem like they are still trying to hit their stride. Which makes sense to me.
 
I mean, very few people have worked on a project of this scope under these conditions. Creating something as big and complex as an MMO has got to present unique challenges. Any of you coders think back to what you were doing 10 years ago. I can say that my software practices and tools look FAR different than what they do today. Agile wasn't even "a thing" 10 years ago (it existed, but it wasn't near as popular as it is now). And there are some agile tools/practices that I think probably don't translate as well into gaming development.
 
So, I guess my perspective is, what they are doing is VERY HARD. They are a new company with a new codebase that has been developed over the last 10 years. How branches and updates are managed is no easy thing to solve. It looks like they are actively considering this and changing their battle plan as they get new information. This is all good stuff.
 
The key to this is- the CORE of this game is solid. The fight mechanics are great and the instances are a blast. The methodology can be tweaked, but the core of the game cannot. And that gives me great hope.
 
The only frustration I've had is when their are critically broken items and they don't communicate with us about them. I'm not even saying they need to rush out fixes, but the spellslingers waited an awful long time for the TF fix with no communication from our Dev lead about it. TBH, I'm starting to worry that something bad happened to the guy :(
 
But even communication can be fixed. They've made a lot of effort to show they are trying, and that is the most important thing to me.
 
Core gameplay + dev team that is actively trying, even if they don't' get it right, means the result will be good in the end.
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Sly, I have no doubt what they do is hard, but it's an undertaking that they very well knew before jumping into it firsthand. Sure, there's a lot of "Unknown Territory" when you start a project of this magnitude, but these folks aren't newcomers or Indie developers counting on a Kickstarter campaign. 
 
I honestly can't justify the lack of consistency in their code, regardless of how solid the core is. I love food analogies, because they apply to anyone and everyone, and honestly, if I order a Filet Mignon and I get a half-cooked piece of meat, don't tell me I should be content because the beef comes from a real decent cow,
 
It's been 9 years in the making, and I agree, if the core weren't solid, would we be here passionately wanting for the game to do better? 
 
This is why it's so difficult to accept all the arguments I've heard before from people not as civil as you: the size of the Studio compared to other MMO publishers, the innovative combat, the impatience of people, the fact it's only been 3 months since launch. All these arguments, without questioning their validity, aren't enough to justify the mishandling of an otherwise great product. In fact, they even serve as a way to undermine the great work they did since they set out to create this game.
 
MMOs will have bugs, imbalances, issues with connectivity, DDoS attacks, you name it. But there's gotta be a line in the sand where you say, at least THIS should work consistently, and that should be their bugfix process.
 
It's not an exact science, but something is wrong if your code keeps introducing new issues while not solving the existing ones, and the people who mention it are either haters or they get suspended from the forums.
 
Young MMOs have enough problems as it is without introducing a lack of trust in their own code into the mix. Unacceptable.
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Agile has always been around, perhaps not with a fancy-shmancy name.
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Depends on how you define it. I'm referring to the codified principles that are identified with the name. But it certainly wasn't all the rage until very recently. Most people were not even trying to develop code in anything other than a waterfall methodology.
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			Any ETA for the fix on the incorrect decor limit numbers?  The bug where placing an item inside also added 1 to the outside placed items and increased the total decor owned limit by 2.  One of my houses has 342/300 outside items placed and 800/800 decor owned from placing items inside.  Where I should have room for 60 items outside and 99 items inside (including crate items).  So I can NOT place anymore items or add to my crate because of these fake numbers.	
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Same here.
As a non-programmer, I wouldn't presume to judge their competence regarding a particularly tricky fix.
But I do feel able to judge a process as inadequate that has promised things were fixed while not fixing them, time and again.
(In before people arguing yet again about multiple builds, complicated processes, etc. etc.... No. I won't hear it. I've never seen this many bugs repeatedly announced as fixed when they weren't.)
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So lemme get this straight.
 
You announce rating reset incoming, everyone rejoices.
 
You announce pvp gear gap closer incoming, everyone rejoices.
 
You patch and don't reset ratings, making it completely useless to gain rating you're just going to reset anyways.	
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Regardless of if they are the fixes you are looking for. 
 
And the monthly drops were insane, I'm glad they toned them back in order to make sure things are fixed.
 
I agree with your frustration but on the up side they are fixing things - like the pvp fix was greatly received and the TF amp and UI.
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Great changes..
 
One thing you should have done imo is have pvp items with baseline effects... then only slight stat increases should separate one piece from another. I'm speaking to gadgets... The blue items have terrible effects when compared to 1800 and 1500 ones. This simply should not be. The effect should be the SAME on a blue or purple.. and only stats should differentiate the difference.
 
The 1800 arena gadget gives a 50% chance on attack to snare foe for 35% for 6 seconds.. this is not small deal. This is a major deal for one guy to have while another does not. This is why you guys should ask for feedback. This is a simple change that would have made a big difference. The pvp weapons have the same effect and only stats separate them. It makes sense. Too bad it didnt seem to make sense when it came to gadgets. The blue ones are junk compared to the 1500 and 1800 and only because the effect is trash compared to what they offer.	
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Folks, I just want to say that it's okay if people are a bit frustrated/annoyed at us. No need to get into debates about that. Even if you disagree with the more negative opinions/concerns, and you're happy with our efforts (which is massively appreciated BTW), at the end of the day it's okay for folk to let us know they're unhappy and it's something we do need to hear (providing it's constructive and doesn't break our rules of course!).
 
I fully understand the frustrations, especially when we patch to fix something and it didn't work (curse you white items bug!). It's bad and we're flagging it as stuff that needs to be looked into ASAP.
 
Yes, it's hard. Things like the accursed white items bug has been a huge pain as it's very difficult to reproduce and that makes testing and fixing very troublesome as well. But that doesn't mean people aren't allowed to be annoyed at us, this is our job and we need to do the best we can.
 
Thank you for ALL your feedback (good and bad). We're going to keep working and trying to fix stuff. Our teams are investigating the issues from today's patch and hopefully we'll have more information ASAP.	
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{| class="blockquote"
Folks, I just want to say that it's okay if people are a bit frustrated/annoyed at us. No need to get into debates about that. Even if you disagree with the more negative opinions/concerns, and you're happy with our efforts (which is massively appreciated BTW), at the end of the day it's okay for folk to let us know they're unhappy and it's something we do need to hear (providing it's constructive and doesn't break our rules of course!).
 
I fully understand the frustrations, especially when we patch to fix something and it didn't work (curse you white items bug!). It's bad and we're flagging it as stuff that needs to be looked into ASAP.
 
Yes, it's hard. Things like the accursed white items bug has been a huge pain as it's very difficult to reproduce and that makes testing and fixing very troublesome as well. But that doesn't mean people aren't allowed to be annoyed at us, this is our job and we need to do the best we can.
 
Thank you for ALL your feedback (good and bad). We're going to keep working and trying to fix stuff. Our teams are investigating the issues from today's patch and hopefully we'll have more information ASAP.
----
			
{| class="blockquote"
Wish you would implement the Phagemaw bug fix sometime before drop 3. It really is a raid time consumer when he is unattackable if people die in air phase.
----
			Haven't had a chance to check but did PvP Ratings get reset and did the amount of Rating you lose for a loss get reduced with this patch?	
----
			
{| class="blockquote"
Haven't had a chance to check but did PvP Ratings get reset and did the amount of Rating you lose for a loss get reduced with this patch?
----
			
Paths
 
Scientist
An issue was preventing Scientists from using ‘Summon Group’ while inside a dungeon until they had died once. This has been fixed.Does the above mean that Settler fire buff and so on are also fixed?	
----
			
{| class="blockquote"
No fix for:
 
Helping Hands (Exile quest mission) can't heal soldiers. REBROKEN since Sabotage.
 
 
----
			
{| class="blockquote"
We're going to keep working and trying to fix stuff. Our teams are investigating the issues from today's patch and hopefully we'll have more information ASAP.
----
			
{| class="blockquote"
Ratings were reset because it was impossible to know who tanked and who raised with a ratings tanker, I do believe.  If you want, I can dig out the link, but you'll find it on page 1 or 2 of the Dev Tracker
----
			Well, I guess some bug fixes are better than none.  Still would like to see my Garden stop eating my seeds.	
----
			
{| class="blockquote"
You misunderstand.  I'm not asking WHY they are doing it, I'm asking IF they did it with today's patch.  I'm aware of the change and agree with it (particularly the reduction of Rating loss when you lose) - just trying to find out if today is the day they implemented it. 
----
			
{| class="blockquote"
This is the problem for me, you are trying to fix the fix now, looks like a dangerous spiral. Then I see your tweet about *mixed* feedback. Where is the self-criticism? This patch was bad. And some others have been like this. You need to fix your process. The state of your process is not of a AAA MMO. Gonna write something harsh, but this is honestly how I feel: I don't know if your engineers have the required skill to create and maintain this project.
----
			Still no fix for Thicket Butcher's Block. Yeah, some good stuff, but this is something that affects me many times each day, and the fixes don't.	
----
			
Some issues just don't occur until the build goes to the live environment. This includes bug fixes. Sometimes the fix works perfectly on dev, but once it's pushed to a live environment no longer works. This happens all the time in QA. I'm talking sometimes years of seeing "fixes" for an issue. Every. Single. Build. When you're running daily build revisions, this kinda stuff just doesn't bother me anymore lol.
 
Is it frustrating? Sure! Is it really that big of a deal? Probably not.
 
Believe me, I'd like Soothe to get fixed too. :P	
----
			
{| class="blockquote"
You misunderstand.  I'm not asking WHY they are doing it, I'm asking IF they did it with today's patch.  I'm aware of the change and agree with it (particularly the reduction of Rating loss when you lose) - just trying to find out if today is the day they implemented it. 
----
			
Was today considered a major patch? Because the last quote on the approximate release date of the rune change was: 
{| class="blockquote"
Currently on schedule for the next major patch. This is, of course, subject to change should we feel the system is not ready and needs more work or polish before going live.
----
			
{| class="blockquote"
PLEASE CLARIFY WHAT A MAJOR PATCH IS. Please clarify the timeline as to when we should be expecting this change.
----
			
{| class="blockquote"
Currently on schedule for the next major patch. This is, of course, subject to change should we feel the system is not ready and needs more work or polish before going live.
----
			
{| class="blockquote"
Some issues just don't occur until the build goes to the live environment. This includes bug fixes. Sometimes the fix works perfectly on dev, but once it's pushed to a live environment no longer works. This happens all the time in QA. I'm talking sometimes years of seeing "fixes" for an issue. Every. Single. Build. When you're running daily build revisions, this kinda stuff just doesn't bother me anymore lol.
 
Is it frustrating? Sure! Is it really that big of a deal? Probably not.
 
Believe me, I'd like Soothe to get fixed too. :P
----
			
{| class="blockquote"
A tad dramatic but, I'll take the bait.
 
MMOs also die when the Developers aren't quick enough to resolve issues that haven't been just ominpresent in the Live iteration of the game but were constantly reported, and talked about from months during Beta, Stress Test and Open Beta alike.
 
If you remember, Carbine took a huge leap of faith in the premise that "Content was practically ready for approximately 18 months down the line" (Source needed), which meant, in the eyes of a big chunk of the playerbase, more time to focus on bugfixes.
 
My main beef in this particular scenario is the fact that you can't really put a dent in the bugs, if every content patch, hotfix and/or weekly patch, fails to address existing issues and/or creates new ones, and, to boot, they actually believe they are fixed, as the Patch Notes repeatedly say, which, to me, represent a huge disconnect between the QA department, the Bugfixing team, and the person responsible for approving the Patch Notes.
 
Patience is one thing, a very different one is thinking we won't notice when the same bugs remain unfixed. I'd much rather take an open post explaining that it's a bug that sadly they can't reproduce and/or fix and we should learn to live with it, instead of every week showing it as Resolved.
----
			Do you even test your own fixes? Either you don't or some devs are trolling the patch notes guy.	
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{| class="blockquote"
 
just think its hard to hate on what has been done so far. see plenty of people reach 50 with current game state, see plenty of people working on attunements and pvping just fine in current state.
 
 
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			great just great... another none working patch with a twist of Medic dps nerfing, (which isn't even described) you're doing well! >.<	
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{| class="blockquote"
Logged out and waited two minutes before relogging didn't help. I also tried removing all my add-ons and reloading the UI a few times consequently but none of that worked either.
----
			
{| class="blockquote"
As a good example, a new bug that came out of the patch is that the fix that made sure we dismount when we get to the crafting table and can't mount during a craft.  If you were in a craft when the patch hit, you couldn't mount until you finished it.  Obviously, during testing, they never thought to check what would happen if someone had an existing craft in when the patch was implemented.  Just one of those things that doesn't occur to you.  Certainly wouldn't have occurred to me.  Finishing your current project "fixes" it.
----
			
{| class="blockquote"
This should have been caught though.
 
3 States:   Not crafting, unfinished crafting, crafting
2 States:   Mounted, unmounted.
 
There aren't that many permutations and/or state changes to test.
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Sometimes it works on the dev servers, then when they release it, it does not work for some reason. Not saying that this is the case with the white item issue but I have seen it happen many times. 
 
As far as the white item issue, I would think some outside the box thinking would be involved in order to reproduce it.
 
Take a known affected character of the white item bug, copy the data to the dev server. Debug the character to see how it is happening. Can't tell me that no one is able to copy characters from live server to dev server and debug it. Also i am sure logs are able to be seen as well. Find out when that character reported the issue and you have a time line. 	
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{| class="blockquote"
WTB Savage Warpig speed FIX. After 3 months....
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{| class="blockquote"
*snip*
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{| class="blockquote"
You're not considering that this may be a percentage chance occurrence. Or is related to the type of mount being used. Or the class. Or the faction. Or the crafting station. Or the race. Or the tradeskill. Or the particular crafting recipe. Or the time of day. Or the length of time disconnecting before/after the patch. Or the number of people in the area dancing naked in the area at the time of the patch.
 
There are so, so many variables in a title this large. There are WAY more states to test than you realize.
----
			
So when are devs going to fix the thayd tailor daily "Hot cup of tailor?" Sometimes it will require you to make gloves that we have no way of learning right now. The gloves are "TheUrge Smartfunction Silk Grips and they are nowhere in the Tech Tree for Apprentice.
 	
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{| class="blockquote"
Answers to some good questions. TY!
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			Where the cupcake did my 250k guild influence go? This is getting really old really fast , fix ONE thing break THREE others. The level of incompetence at this studio is astonishing. If people at my job worked like this and screwed the pooch as much as you people, heads would roll! I work for a company that produces software fyi.	
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			Any word on the bug with my LAS switching to the first on any zone change? This happened after purchasing the 3rd LAS slot. Not only is it an annoyance, it's stopping me and others in my guild from competing in arenas.	
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{| class="blockquote"
It's not necessarily how old certain bugs are -- we always try and fix bugs -- but more about triage: what is the value of X change or fix vs Y change or fix? What is the priority of each and the time required to reach those goals. Something that can be easy might be too low of a priority given other issues that should be solved with that time.
 
That being said, since we know this is a common request, it's been fixed and will show up very soon.
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{| class="blockquote"
 
 Same as above. A fix should be in one of the next patches.
 
 
 We're sorry about this issue. We've identified the breakdown, and will look to see about re-fixing it in either the next patch or a hotfix sometime this week before then.
 
 
 We'll be keeping an eye on this issue...
 
 
----
			Honestly, I'd like to see Power Cores get moved into the tradeskill inventory instead of taking up space in my normal bags, it makes no sense that power cores are the only tradeskill mat that doesn't go into the tradeskill inventory, i've seen a few bugged mats, but nothing with the consistency of power cores.	
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{| class="blockquote"
So when are devs going to fix the thayd tailor daily "Hot cup of tailor?" Sometimes it will require you to make gloves that we have no way of learning right now. The gloves are "TheUrge Smartfunction Silk Grips and they are nowhere in the Tech Tree for Apprentice.
 
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Great changes!  I had unsubscribed because I didn't enjoy unbalanced PvP, but now I feel I can make a difference in the match and outperform folks with better gear.  Since I refuse to do the boss portion of my attunement because it involves a substantial time investment w/no challenge, PvP was really the only thing left for me at endgame.  With the changes in last night's patch, I've decided to resubscribe - thanks for making PvP fun again!
 
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			cant use camp fire in raids now. :(	
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			Can no longer mount since todays patch. I get the error; "You cannot cast right now."	
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Oh good, lower SS DPS :D
I understand that this isn't a direct nerf, it's a fix, but the fix lowers our DPS.
SS DPS is clearly doing way too well compared to other classes:
http://www.wildstarlogs.com/statistics/1#sample=7	
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{| class="blockquote"
Can no longer mount since todays patch. I get the error; "You cannot cast right now."
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1-disapointed that this patch has nothing to offer for me...
2-disapointed that there is still population issues (merge or megaserver plz) even tho i have the plat for it the population is so low i cant buy my Boe world drop grim grim glove
3-disapointed the amp change isnt there yet
4-disapointed that there is still a huge wall of brick between players and raid ( not that i care really i just need silver ssm atm)
5- disapointed the itemization is still terrible
 
i love this game but those 5 thing are what is making me hate it at the same time
 
my advice is that you roll some of the important things out as the 3rd month is about to start you will loose even more subcribers and the servers will even feel more empty	
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Nice fixes and I am sure many thanks have been given. About the Path fixes, What about the many Scientist missions that have been giving us "Invalid Parameters" readings? :( 
 
There are so many incomplete missions (most at 90%-99% incomplete) and reported since June   :angry:  
 Reference Thread:https://forums.wildstar-online.com/forums/index.php?/topic/61607-getting-invalid-parameters-error-message-while-scanning-items-for-path-missions/  Any idea when this will be addressed?  :unsure: 	
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*giggles*
 
We always said that DDO was 6-7-8 year old spaghetti code and therefore nobody should be surprised that each patch breaks more than it fixes.
 
This is a brand new MMO though... it's just... shocking!  	
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			You guys really need to bold/color patch notes that address hot button issues. It would give players looking for fixes to core issues a better look at a glance of what changed. I didn't even notice the change to pre-1800 PvP gear until someone in my guild mentioned it since it's just another line tossed in there, but it's a line that has a substantial impact on a large segment of the player base. Give yourselves some credit and highlight the notes that are likely to be the most important to people.  :)	
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Until all crafting recipes that should have been put into the game, since launch, are implemented, so that we can have a base set of gear worth the research time.  I'm having a really hard time wanting to play at the moment.  So many missing recipes, that just don't drop.  Also, these recipes, that you have to get from mob drops, should be better then the standard level recipes you get for free....  PvP recipes for example, should be slightly better then the base blues you can buy, since you have to be able to find the recipe, craft the item, with items that cost you similar prestige.
 
*REFINED HYBRID CORES!* and other salvaged rare cores please!	
----
			Any sign of the esper soothe telegraph being fixed?It is an absolute joke that its still broken.	
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{| class="blockquote"
cant use camp fire in raids now. :(
----
			Not that I feel this is a huge priority with so many bugs and other things to be looked at, but I'm sad to see there aren't any optimization fixes (recently). I'm playing on a 2k rig and I see drops to low 30s at 1080. I don't have access to any other form of aa aside from FXAA which makes this game a blurry mess, and I love looking at the gpu utilization graphs in afterburner... 78%... 17%.... 12%... 90%....37%, and well you get my point. As it is an mmo such is its nature to run into cpu bottleneck issues but WoW, GW2, and others run infinitely better than wildstar. The game is playable in my opinion but I feel so, so, so bad for anyone running this game on a mid-range pc.	
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{| class="blockquote"
No fix for people that are stuck on Adventure or Dungeon attument? Not good Carbine not good.
Also no fix on Kuralak Egg freeze?
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			 The bug fixes are slow to none,empty zones,game is bleeding out. Seems like they were really trying to make a effort at the start but now feels it's being pushed to the back burner. I'm starting to agree with the previous poster about buyers remorse (	
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As of today ive had a couple stalkers stealth out on my tkstorm, after 1 or 2 ticks, and cleanse it.
Asked around during a few matches and another Esper confirmed this happened to him as well.
 
Bug ? exploit ?
im guessing bug
 
FYI ive played well over 150+ pvp matches on my esper, and have never seen this happen before.
 
** Stalker zealots will attack this comment, but im just wondering whats going on ***	
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{| class="blockquote"
The only frustration I've had is when their are critically broken items and they don't communicate with us about them. I'm not even saying they need to rush out fixes, but the spellslingers waited an awful long time for the TF fix with no communication from our Dev lead about it. TBH, I'm starting to worry that something bad happened to the guy :(
 
----
			
{| class="blockquote"
Oh good, lower SS DPS :D
I understand that this isn't a direct nerf, it's a fix, but the fix lowers our DPS.
SS DPS is clearly doing way too well compared to other classes:
http://www.wildstarlogs.com/statistics/1#sample=7
----
			Good to know the SS in my team will be able to help the espers more.	
----
			
{| class="blockquote"
I routinely see SS top charts in PVP, more so than any other class other than the ODD match where it's a stalker or engi. Don't worry you (and my alt) will still burn everyone else.
----
			
{| class="blockquote"
I routinely see SS top charts in PVP, more so than any other class other than the ODD match where it's a stalker or engi. Don't worry you (and my alt) will still burn everyone else.
----
			
so my warrior has been ran down too 135 rating, and I played with a 1450 rated medic tonite , im 1500 geared with the 1800 imbuement weap nice nice. we step into 2v2 and immediately face a 2400 rated warrior 2k+ rated esper 2x in a row I lose 20 and 15 points back to 100 rating and the 1450 medic lost 2 points per game..next match we face a 2k+ warrior and 2k+ spellslinger.
 
 
You haven't fixed match making or the scoring system either.	
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every patch i wonder, how is it possible to kill anything else in return for nothing????
 
raidinstances are still full of bugs and every patch appear more bugs then before! phagetech prototypes ---> players aint getting colors in colorroom, gg carbine! kuralak still harassing ppl with rnd dc/screenfreezes! phagemaw still bugs in airphase!
 
well carbine keep going this way and ignore the last ppl stand at ure side, holding the flag high -.-
 
u disappoint every raidguild in this game, soon this will be ure death!	
----
			
{| class="blockquote"
Where the cupcake did my 250k guild influence go? This is getting really old really fast , fix ONE thing break THREE others. The level of incompetence at this studio is astonishing. If people at my job worked like this and screwed the pooch as much as you people, heads would roll! I work for a company that produces software fyi.
 
----
			
{| class="blockquote"
every patch i wonder, how is it possible to kill anything else in return for nothing????
 
raidinstances are still full of bugs and every patch appear more bugs then before! phagetech prototypes ---> players aint getting colors in colorroom, gg carbine! kuralak still harassing ppl with rnd dc/screenfreezes! phagemaw still bugs in airphase!
 
well carbine keep going this way and ignore the last ppl stand at ure side, holding the flag high -.-
 
u disappoint every raidguild in this game, soon this will be ure death!
----
			
{| class="blockquote"
every patch i wonder, how is it possible to kill anything else in return for nothing????
 
raidinstances are still full of bugs and every patch appear more bugs then before! phagetech prototypes ---> players aint getting colors in colorroom, gg carbine! kuralak still harassing ppl with rnd dc/screenfreezes! phagemaw still bugs in airphase!
 
well carbine keep going this way and ignore the last ppl stand at ure side, holding the flag high -.-
 
u disappoint every raidguild in this game, soon this will be ure death!
----
			since every patch will still introduce new bugs, regardless of how much time it has to develop, you could go back to the 1 month content cycle, it will have bugs anway :P	
----
			
{| class="blockquote"
Just want to confirm this, having the same Guild Influence issue.
----
			
Two things that are currently bothering me:
1) Kuralak Egg Memory Crash *cupcake*ing up the whole raid
2) Stalker Tether Mine Memory Crash *cupcake*ing up every single PVP match.
 
Both bugs were reported over four weeks ago alredy. Carbine announced "Fixed multiple bugs that were causing client, and server crashes." first line with latest updata notes apparently they've done nothing about this but bullshitting.
 
From my point of view these two memory crashes ruin end content pve and pvp so there is nothing to do for me right now but wasting time. I'd love to see some refund / free creed as it's about time.	
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			Just in case the Dev(s) who are reading this didn't see my initial post. THE MEDIC LEVEL 50 BLUE PVP HELM ISNT IN ON THE LIVE SERVERS...I don't understand how it's been on the ptr with the current pvp gear change for awhile but didn't make it into the patch. Can I get a Dev to respond on the eta of when that will make it into the live build?	
----
			
FFS, i honestly want update to resolve bug BUT WTF each time you patch, you give us more bug?
 
For info, I already stopped my sub and maybe I buy creed when you dont mess your update	
----
			Since the patch I am having huge FPS drops whenever I leave my housing plot.  Moving around Illium is almost impossible.  Anyone else having this issue?  Haven't really had time to trouble shoot the issue myself, but was curious if anyone else was experiencing the same thing . . .	
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			The charge shot bug for spellslingers is back what the heck happen after the patch ????	
----
			
Haters gotta hate but playas gotta play!
 
And I'm a player, WOOT WOOT!
 
Great game and I'll keep shoveling my monthly fees at ya as long as you keep true to your vision's of PVP/PVE punishment :wub:
 
I got your back,
    Lawliette	
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{| class="blockquote"
Haters gotta hate but playas gotta play!
 
And I'm a player, WOOT WOOT!
 
Great game and I'll keep shoveling my monthly fees at ya as long as you keep true to your vision's of PVP/PVE punishment :wub:
 
I got your back,
    Lawliette
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{| class="blockquote"
cant use camp fire in raids now. :(
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{| class="blockquote"
That is a bug and will get fixed.
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{| class="blockquote"
Omg, I finally get it.
 
Bugs are hardcore!!!
----
			
{| class="blockquote"
Anyone can play a game that works as intended, but what if at any time, the game can crash by doing simple actions?
 
Could you still complete all your goals, knowing at any second they could be taken away from you?
 
Would you be able to overcome your fears of it happening when you least expect it?
 
Hardcore.
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{| class="blockquote"
Well to be fair, if there's one thing I can't hate on in Wildstar's coding, it's overall stability. At least for me.
I've been playing pretty much daily since beta, and I don't think I'd need two hands to count the crashes to desktop.
Just... silver linings and all. 
And maybe a little consolation for any dev connected to programming the game who reads the thread in all its angry glory. ;)
----
			
Yes to all of those things. BUT! No crashes! :P
 
...I don't play Stalker.
 
Edit: I guess some of these bugs are in effect even worse than crashes, but I have to say "crashy" games always especially annoy me because I get paranoid during tight moments. "Almost got this dungeon boss down but... will I crash? OR will I crash at loot distribution?! *nervous sweat*"
Terrible. So I appreciate basic stability in a game engine a lot. (Yes I've read about stuff like the Kuralak crash bug and other similar issues, but it seems limited to specific events rather than "you can crash any time the game decides it wants to").	
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			Thanks for the pvp changes renewing my sub now !!	
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{| class="blockquote"
Yes to all of those things. BUT! No crashes! :P
 
...I don't play Stalker.
 
Edit: I guess some of these bugs are in effect even worse than crashes, but I have to say "crashy" games always especially annoy me because I get paranoid during tight moments. "Almost got this dungeon boss down but... will I crash? OR will I crash at loot distribution?! *nervous sweat*"
Terrible. So I appreciate basic stability in a game engine a lot. (Yes I've read about stuff like the Kuralak crash bug and other similar issues, but it seems limited to specific events rather than "you can crash any time the game decides it wants to").
----
			
{| class="blockquote"
 I got my loot, tralalala...
----
			
{| class="blockquote"
That is a bug and will get fixed.
----
			
{| class="blockquote"
I don't play PvP at all.
 
I understand slingers are great in PvP, but there are plenty of us concerned about our PvE damage.
----
			
{| class="blockquote"
The link is about pve damage. Pvp has people take more util/support than assualt, for most classes. In pve it's the other way around.
The assault powers SSes take for pvp are just really efrective for ranged busrt on target with less than 30k health.
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