Really? [Peki bug], Ankama is laughing and laughing |
Really? [Peki bug], Ankama is laughing and laughing |
Member
Arachnophobe![]() |
23 Oct 2009, 15:21
| #1
Really? [Peki bug]
Ok, many people complained about peki being bugged, peki doesnt end his turn, you gotta wait at least 15min for him to pass, and when i post something about that, what does ankama answer ? " The bug is known by the dev and is on their do-list " Are you freaking kidding?!??!
When you arrive to the end of your subsciption, ankama sends you an e-mail to remind you 15 days before the end, and there's this MAJOR bug on peki and they say NOTHING ! They wont even apologize and give anything for all those ppl who lost an enourmous amount of time waiting for peki to pass, all of those who left the fight 'cause after 2hours of waiting, you get really pissed off. That's BS, they are good when its about money, but as soon as it concerns bugs in the game, they take weeks, even months to fix it ! Fuck that really and fuck the devs |
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23 Oct 2009, 16:06
| #2
That's all there is to do, really. CCMs don't fix the bugs directly, they alert the coders to the bugs so they can be fixed. If you're interested, here's another response from the French forums:
QUOTE Good morning, I have just known this bug. However we cannot reproduce it on our computers. The péki plays its turns normally, no player is blocked. Thank you for describing us the bug (which server, from when the bug apparait, the number of player of the team). Thank you, LaeTux QUOTE Good morning, I just come to keep you posted. I saw well the bug on the server Sumens at about 17 h 30 (bravo to both teams which supported this). I try today to find indications in the logs of the server. Really grieved for big discomfort:/ LaeTux -Wish This post has been edited by [MOD]Wish: 23 Oct 2009, 16:07 -------------------- Important and Useful Links Support <<>> Terms of Service <<>> Forum Rules <<>> Community Site <<>> Game Guide |
Member
Thrower of Barbrossa![]() ![]() |
23 Oct 2009, 19:14
| #3
I always wonder how Ankama succeeds in implementing more and more bugs instead of removing some.
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23 Oct 2009, 22:48
| #4
Multiple updates.
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24 Oct 2009, 00:49
| #5
I always wonder how Ankama succeeds in implementing more and more bugs instead of removing some. What i wonder about is how stuff gets bugged without being changed. Per example, the level 4 bramble that suddenly does nothing without having being changed for years, and the similar issues with playful claw and devotion. |
Member
Moon Hammerer![]() ![]() ![]() ![]() |
24 Oct 2009, 09:43
| #6
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25 Oct 2009, 22:21
| #7
I always wonder how Ankama succeeds in implementing more and more bugs instead of removing some. Everyone else is wondering the same thing. I would be curious to see the professional/educational background from the developers at Ankama. Seems to me like very few of them, if any, have an official degree in programming. They just don't seem to know what they're doing. An organization desperately trying to go global, yet running on basement quality efficiency. Are any of the developmental team actual programmers? Or have they just learned on the job after lateral moves from various other areas such as customer support? |
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25 Oct 2009, 22:52
| #8
I believe Ankama started off as a web-design/developer company... i.e. they made websites for other companies.
Then they made Dofus, as an experiment in Flash. Expanded this into other mediums such as comics etc. Dofus Arena, Wakfu, Wakfu TCG, TV series later and we're here. I think they suffer what is a commonly recognised problem (though it's usually on a "person" level)... You're either an Artist or you're Coder (this is often divided even further into things like GUI designer and music). Trying to do both usually ends badly. Ankama are more Artist-driven than code-driven, which is why their stuff looks decent, but is full of bugs and design flaws. Frankly, their web-related abilities seem pretty bad too (poor interface design, colour-schemes, stability, etc). I think the bulk of their employees are artists, or to support their comic/magazine output. Probably everything dealing with the international community is understaffed and neglected. A central management deals with "new ideas" (like Wakfu, the TV series) and "project management" but are essentially made up of the founding members rather than anyone employed for their expertise in the area. This leads to a certain lack of focus based on personal tastes at any time (changing around mechanics, etc because "this month" that sounds like a good idea).. though they probably have enough self-control not to bankrupt the company. This post has been edited by GoldfishGod: 25 Oct 2009, 23:04 |
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25 Oct 2009, 23:51
| #9
The problem is that these guys got artists running the company. Usually, there's a management staff that's running the company and then the work is done by different sections of some kind (a coder section, a game development section, an artist/modeling section, etc.). But these guys here actually got artists running the company.
I mean, just look at 1.27. That's what happens if artists are in charge of game development. |
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26 Oct 2009, 00:28
| #10
Perhaps it's time for them to restructure? I've always thought the artistry is top notch. I have seen very few games as aesthetically pleasing as this one is. But other areas of the company are god awful and need attention. I even have serious doubts that 2.0 will be ready on Dec. 2nd as advertised. The beta server is an absolute nightmare of biblical proportion. It seems unlikely that the company will be able to pull it together and deliver as promised. For crying out loud, we are the ones testing the game for bugs for them. Shouldn't there be a department specifically for this purpose? Testing should have been an ongoing process by their own team since the new artwork was implemented. Mark my words, 2.0 will NOT be ready five weeks from now. That's very unfortunate. What will be even more unfortunate is if they decide to go ahead with the release before they should.
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26 Oct 2009, 10:30
| #11
That's exactly what i'm thinking. There's a lot of very good concepts in the game. Also, gotta love the graphics of this game, but:
It's a bit like "Hey, the game's going down the drain, most high level players are leaving, what do we do?" "I know! let's make some more low level content, screw up some more spells and draw some more comics!" Back on topic. It seems a bit like their maging system. You know... fix one stat and then something else goes down. It's the same here. Chance something and then something else breaks, like a spell that was working fine before. |
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28 Oct 2009, 23:55
| #12
Ankama's Idea of maintenance break something so we can try and fix it. So we going to start guessing what will get broken during next weeks maintenance and how long it will take to fix. I say spells and 4 hours to fix anyone else care to guess.
Just wish they would get some professional people working on maintenance. Here is a thought why not have a server just for trying out things before you implement them during maintenance to check for problems maybe call it a test server or something,that way you won't screw up the game for everyone. Never mind even when its screwed up on the test server they still implement it. |
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4 Nov 2009, 09:26
| #13
Ankama's Idea of maintenance break something so we can try and fix it. So we going to start guessing what will get broken during next weeks maintenance and how long it will take to fix. I say spells and 4 hours to fix anyone else care to guess. I admit it I was wrong it was armored dragoturkeys but they won't fix until next maintenance. |
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20 Nov 2009, 21:53
| #14
meh most things have glitches bugs ect we gotta deal and we tell them and they tell others ect but they work on it
its not like they can say fix and voila its done (wish though) also wen they change other stuff it might affect something else even though they didnt change one thing games r more complicated than they seem to b KAN ;p |
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Yesterday, 01:20
| #15
games r more complicated than they seem to b Which is why most people keep a lot of documentation of exactly how they've designed their game, so they know what happens when they change one part. People have developed whole notations as projects on their own, just to make sure everyone can understand how something was put together without having to re-read all the code. |
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Yesterday, 15:10
| #16
Yeah. That's something ankama don't get. Remember when they changed the spell blow like years ago? They still haven't figured out that ouginaks were using that spell too and that isn't not working for them anymore. Or when some dungeons bosses were unbeatable because they didn't lower their res cause of the new AIs... or when peki was unbeatable cause of the new pushback formula.
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| Lo-Fi Version | Time is now: 22 November 2009, 09:10 |