I’m a fucking optimist

Now go read back my rant about one of the bugs introduced along the test. After that I had to write a follow-up to say that I was done and happy with that issue. It was acknowledged by the devs. They admitted it was a bug and so I was done.

HA! Sure! As if passing time to test the patch and report the issues is worth something:

How is this acceptable? What the fuck have we tested for a whole month?

If you leave the Battleground after having returned TWO flags you get 664 points. If you return all three you get 166. It makes sense. Blizzard quality level.

This has been reported over and over and over and OVER. And they did NOTHING to fix it. Is it a display bug of the UI? We cannot know.

After the hunter debacle the devs cannot be trusted anymore. They lost all their credibility. We cannot know whether it’s a display bug or if the battleground is really that broken. We cannot know because the Honor System is retarded and we have no concrete feedback about it. This time we cannot make in-game movies to demonstrate that there’s a bug. We cannot see how the system calculates the points. For sure there’s something broken that they didn’t even care to hide.

So who knows? We cannot say how these points are being counted.

The only truth is:
We tested the BGs for over a month FOR NOTHING.

Thankyouverymuch.

P.S.
Instead if you are more interesting to mock me for my poor performance (I’m the “kadath” at the bottom) just know that:
1- I wasn’t grouped
2- I stood by the flag for the whole session to defend it

If we won it’s because someone was doing the boring work.

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Origin

A quote from “Sormwaltz”, a forum refugee working at Bioware:

Old School: We Create Worlds
New School: We Create Games

If you ever wondered why I’m bitter and jaded about the state of MMG, merely observe the difference in wonder and ambition between those two statements…

My “MMORPGs will die. Soon” series was along the same line.

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Walk away

This is just a preemptive announce. In the next days, weeks or months the path I’ve traced by wandering aimlessly along these years could reach an end and I could walk away and vanish in a similar way as I arrived, without being noticed and without the need of drama. Maybe it will be another false alarm and I’ll be still around here writing about the same arguments in my odd style, maybe not. I’m the first to be unaware about what will happen and I don’t know which possibility scares me more. The reasons this time aren’t about a feeling of frustration that many times brought me near the decision to “give up”. About what? I don’t know. I still have an e-mail from Lum where he wrote: “I guess what you need to determine is what you want to accomplish with your writing”. I still have no clue.

But as I said this isn’t the usual pattern and this time the choice depends more on personal reasons and my concrete situation. I do not know if I can afford anymore the dedication I had for all this time. If something around me is going to change, a lot of what I do and I am will easily crumble. Everything you do has a cost somewhere and I guess I’m going to have to pay mine even if I don’t really want to.

When it’s time to conclude something, it is natural to look back and draw some general considerations, see what I was able to achieve, see what it could have been possible… Well, I don’t have much to say right now. I don’t think I’ve been of any use. Not only for the impact and interest that what I write causes, but useless also for myself in the first place. Some other times I feel satisified, instead. Like if I was able to write everything I needed to. I think I just enjoyed to play for some time with a position that doesn’t belong to me and that I cannot really afford. I’m a stranger or a ghost.

However, I do not regret or blame anything. It has just been an odd path leading nowhere. A quirk.

EDIT- I closed the comments because I don’t intend to be pathetic or suggest a discussion about these points. There isn’t really anything to say from my point of view, everyone just takes what he wants.

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Patch tomorrow?

There are good possibilities that World of Warcraft will patch live the Battlegrounds tomorrow (today actually).

Expect clusterfuck.

EDIT- Patch confirmed a few minutes ago. The servers are still down, though. I’m going to sleep, I guess I should get up in time to watch the fireworks with all of you.

EDIT2- If you need the patch you can find it here. I’m downloading and I’ll upload it in a few hours.

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Latest Blizzard Happenings – 2

This is something that Krones already commented. More than a week ago I reported in a note that Furor seems to have some control over the implementation of the battlegrounds. This because I spotted one of his posts on the FOH’s forums where he was commenting in detail some of the encounters in the Alterac battlegrounds. If you follow the link you’ll see that now the thread is gone. For reference there wasn’t anything amazing to read. He was interested to comment and receive feedback about the mechanics and the fine-tuning of the scripts. Nothing related to the overall ruleset that I criticized along these months.

All this makes sense. We know that Alex Afrasiabi (Furor) is in the “quest team” and in fact what he was commenting was the fine-tuning of the encounters and the practical details of the implementation of the battlegrounds. He said that he was on vacation for a few days and that he was spending all that time on the test server to understand and fix the problems. This is why he asked for feedback and why he tried to encourage a discussion.

At this point my remark was echoed by AFKGamer and a few hours later I noticed both him and myself quoted in a locked thread on a WoW’s forum screaming for scandal and drama. Now I do not know Foton’s opinion exactly and I probably don’t share it. But I simply hate when what I write is used against its purpose and this is indeed a case.

There’s NOTHING wrong if Furor, or any other developer, comes out to discuss something. There’s NOTHING wrong even if he chooses whatever forum he likes. If at this point Blizzard called him back they just did a big mistake coming from a clueless management that knows zero about this genre. This is one of those issues where the community MUST BE NOT seconded. This is a side effect of an already horrible process of communication that is not going to be solved this way. Furor posting on some ‘elected’ board doesn’t solve this problem either but it’s already a step. A positive step. Everyone should feel free to write and discuss about what he fucking wants and where he fucking chooses. And without the needs to hide under pseudonyms. It’s ridiculous. From my point of view the more open someone is, the better but this is not something you can *impose*. You cannot impose a developer to not discuss with anyone an important part of the game because that’s THE CORE process of what he should do. That’s what his fucking work is about. Without communication the design of a game DOESN’T EXIST. This is why these games are fucking broken, because there’s no communication between those who have some powers, so it’s everything fucked up because the games are run by idiots. Design is communication before anything else, it is the ability to listen, to understand, to observe and question what happens. Without a DIRECT communication with the community (with no fucking filters) a designer is impaired. He will NEVER go anywhere. He will have only the possibility to fail simply because he is missing a basic requirement. But since this is a personal level it’s also not possible to enforce the devs to have a specific types of communication. All this should come from a deliberate choice of the developer himself, not from an imposition. This is why it’s good if the developer is going to post on a board where he feels more comfortable or where he thinks he will find valuable feedback, or if he has a blog or whatever. It’s a fucking choice that cannot be enforced in either way.

You cannot force a developer to speak as you cannot force him to shut up. This must be a personal choice. The choice to open up the communication because the principle is felt positive. If this process doesn’t comes out naturally, it’s fucked up, okay?

This is why if I can put someone in trouble, I will. I will point out what the devs say, I will criticize it harshly, I’ll bring attacks, I’ll point the flaws and I’ll call them names. This just to demonstrate the opposite: there’s nothing to fear. But really. There’s nothing to fear. You can do this because the flames are the natural “meat” that is useful for the discussion and for the game. It’s exactly when there is nothing to fear that the communication is useful and open without being hindered. That’s my principle. Come out because it is useful and because the world isn’t falling. Instead it will be useful for everyone. I’ll punch you in the face over and over and over to demonstrate that I’m totally harmless. And that you can listen to me in the measure you consider it useful.

And this bring to the last point (because I don’t want to keep writing endlessly about every detail, I’m tired). The community managers in WoW are doing more damage than anything. Not because they do not do how to do their work but simply because they are put in the condition to not be helpful. A community manager, listen carefully, should never REPLACE the communication between devs and the community. They should INTEGRATE it. If a community manager is considered a “filter” we have already a fucked up model. With a filter the communication CANNOT exist (understood Mythic and Pendragon closed forums?). In WoW the community managers have no powers and do not know anything more than the average players. This doesn’t work. What happened recently is the direct demonstration of both problems. The first is that the communication between the developers and the community is fucked up, ther second is that even the communication within Blizzard is fucked up.

And the responsibility here is just about a clueless managment. Which is why I feel talking to a wall more than usual.

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Moving between companies is a great way to promote your career

In a post on Slashdot SirBruce explains another reason why the industry is fucked up.

Moving between companies is a great way to promote your career.

Consider that a huge team of people worked on WoW. Now, Blizzard is quite happy, and probably wants to keep the lead designer, producer, etc. to keep working on the live team, the next expansion, etc.

But what if you’re one of the assistant designer? Well, unless Blizard decides to start making another MMOG, you’re probably out of luck getting promoted to a lead design position. But other companies will have lots of MMOGs in development and need lots of lead designers. Same goes for producers, QA, writers… the list goes on and on.

Blizzard, meanwhile, will probably put a lot of the money it makes from WoW into more non-MMOG titles. Okay if that’s what you want to do, but some people want to work on MMOGs specifically.

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[WoW] Hunter Shot Cooldown Explained!

Hi all, this motive, the lead QA tester for WoW. I have some information regarding the Hunter spell cooldown bug that will hopefully set the record straight once and for all. I will basically provide information regarding how the spell worked in 1.4.2 (and previously), how it worked in 0.5.0 (in its broken state) and how it is going to work now.

As you all undoubtedly know, the special Hunter shots all have cooldowns associated with them that are displayed in their tooltips. I will refer to this value as C below.
As you also undoubtedly know, every ranged weapon has a unique weapon speed. I will refer to this value as S below.

How cooldown was calculated and displayed in 1.4.2
In 1.4.2, the client displayed a different cooldown than the server actually enforces. This is a bug, and the calculations were as follows:

The client pulls its displayed cooldown as exactly C, the cooldown of the spell as listed in its tooltip.
The server calculates the actual enforced cooldown with the formula: (C + S) – 500ms. (The extra 500ms is subtracted from C + S to account for latency and is done with all spells, not just Hunter spells)

For Example, Aimed Shot with an advertised cooldown of 6 seconds using a 2.0 attack speed weapon was calculated as follows:

Client Displayed Cooldown = 6.0 seconds
Server Enforced Cooldown = 6.0 + 2.0 – 0.5 = 7.5 seconds

This may explain why a lot of people noticed that hunter shots used to sometimes display a “Spell not ready yet” error if they were attempted to be used again before this “invisible” 1.5 seconds of extra cooldown time had not passed on the server.

How cooldown was calculated and displayed in 0.5.0 (broken)
In 0.5.0, the client was told to match its cooldown display to what the server was actually enforcing:

The client calculates its displayed cooldown with the formula: C + S.
The server still calculates the actual enforced cooldown with the formula: C + S – 500ms.

For Example, Aimed Shot with an advertised cooldown of 6 seconds using a 2.0 attack speed weapon was calculated as follows:

Client Displayed Cooldown = 6.0 + 2.0 = 8.0 seconds
Server Enforced Cooldown = 6.0 + 2.0 – 0.5 = 7.5 seconds

The problem here was that even though the server did not actually enforce any change to the cooldown time, adding the weapon speed to the cooldown time caused the client to not allow the user to cast the spell again, even though, if it had, the server would have let them do so. Not only did this change make the cooldown timers FEEL a lot worse because they were now visible on the client instead of just server-side, on top of this, the lack of the 500ms latency grace period made Hunters actually fire slower than they should, and decreased DPS. This was obviously a bug that will be fixed in the following manner.

How cooldown will be calculated and displayed in 1.5.0 Release
We are fixing both issues described above. In short, we are removing the weapon speed addition to the cooldown on both the server and the client.

The client pulls its displayed cooldown as exactly C, the cooldown of the spell as listed in its tooltip.
The server calculates the actual enforced cooldown with the formula: C – 500ms.

For Example, Aimed Shot with an advertised cooldown of 6 seconds using a 2.0 attack speed weapon will be calculated as follows:

Client Displayed Cooldown = 6.0 seconds
Server Enforced Cooldown = 6.0 = 5.5 seconds

In other words, Hunter DPS will increase slightly as a result of the cooldowns of all of their special shots actually decreasing by their attack speed. The fact that weapon speed was added to these cooldowns was never intended behavior. We designed the abilities around the cooldown being what the tooltips have always claimed. The only spell that will still display the weapon speed in its cooldown is Auto Shot.

The last calculation above looks incorrect, but it is important to note that the fact that the server enforced cooldown is less than the client displayed cooldown is irrelevant. The user is still not able to actually cast the spell until the client-side cooldown has elapsed.

As an additional note, none of the information above takes quiver/ammo pouch weapon speed adjustment into consideration, but for those of you who want to know, that information is subtracted in the following manner (using the same terminology as above and assuming we’re still adding S to C in the original bugged system):

(C + S) * (1 – RangedHaste%)

Assuming a 6 second Arcane Shot cooldown, a 3.5 speed weapon and a 15% ranged haste quiver the cooldown would be:

(6.0 + 3.5) * (1.0 – 0.15) = 8.075

I hope this clears up any confusion that the last few days have caused. Feel free to post any questions you might have about anything that I have outlined above.

Latest Blizzard Happenings – 1

The first well-known news is the result of a communication breakdown (within Blizzard). One of those that are becoming “the norm”. Caydiem announces on the official forums that the discovery of a nasty bug related to the Hunter class won’t lead to a fix in the next patch because they ran out of time and they need to rush the patch out as fast as possible considering that they are still way behind the schedule:

Here’s where it stands as of tonight, folks.

What is it?
There is a bug in 1.5 that adds ranged weapon speed to the cooldown of Multi-Shot, Arcane Shot and Aimed Shot.

This is a bug that will, unfortunately, go live with the 1.5 patch as it stands. It is currently slated to be fixed in 1.6.

Why can’t it be fixed before it hits live realms?
I completely sympathize with you on this subject and understand that you never want this bug to see the light of day. I agree with you. However, this patch has already been delayed quite a bit and we cannot delay it any further; there are several other bug fixes that need to go live as soon as possible, and there are international concerns as well. If we delayed patches every time a bug was found, they would never be released.

Can’t it be fixed before 1.6?
1.6 is probably not three months away like some of you seem to believe, but it is still a ways off. There is a possibility, however, that this might be fixed before that.

Which was further edited to add:

I have taken your feedback on the issue to the development staff tonight, pleading your case. I’ve explained that this is a PvP feature patch and this bug can potentially be devastating to Hunters in a PvP fight. I am, basically, pleading your case before the court. I will do everything in my power to see if I can get this fixed in either a hotfix, or failing that, an emergency patch like 1.5.1. I can make no promises, but I am using everything in my arsenal for you.

Is this… diplomacy? Why a community manager needs to go wake up the devs sleeping on their bed of money, dreaming of money hats and EXPLAIN TO THEM why a bug could break the game and why it’s not even possible to expect that the community is going to swallow it without a bad, very bad reaction?

The point here is that NOONE knows what the fuck is going on at the exception of the players. The developers know nothing, the QA teams know nothing and the community managers know nothing. Well, aside that “the community is angry”, which is, in fact, their duty. This reaction was obvious, you cannot break a class and openly say you just do not care (or do not see the problem) without getting a strong reaction. Within minutes the topic was already on all the forums I read as an explicit example of yet another magistral debacle. The protest started to rise till the menace of another Happy Gnome Tea Party that brough to a resentful reaction:

Gathering in protest will do nothing but get accounts banned. I will not tolerate the planning of such on these boards.

Which lead to an even funnier follow-up:

Here’s an honest question for you.

How is it that a gathering of people is a protest in this game? In real life, a gathering of people to protest an organization, such as a strike, normally disrupts the business of said organization to some extent simply by being outside the walls.

Now, clearly, trying to organize a gathering of people to protest the patch, you’re trying to get attention, right? But unlike the real world, the developers can’t really hear you no matter how “loud” you are in game… so then. How precisely does a gathering, a protest, get noticed?

By bringing so many people into an area that it disrupts others’ gameplay.

Your direct goal is to get the attention of Blizzard by holding a protest. Correct me if I’m wrong on this. However, indirectly, said protest is meant to cause an inconvenience on the realm, which disrupts the playtime of other paying customers and is an actionable offense.

Is that clear?

No, it’s not. It’s exactly because you cannot tolerate a protest and because it damages your service that it represents an efficent way to get the attention from devs. Which is exactly what happened (as we’ll see in a bit).

After few hours of angered reactions Caydiem posted a precisation that was going to transform the whole issue into a big laugh against the community itself:

This is false — the cool down for Aimed Shot, Arcane Shot, and Multi-Shot is not increasing in patch 1.5 –- it will remain the same. The bug that adds weapon speed to the cool down of these abilities has been in the game since launch. The reason this bug remained hidden for so long is that the tool tip and client side cool down timer were not showing the increased cool down. An unrelated addition to 1.5 corrected the visible cool down timer on the client, and that’s how this bug was discovered.

Please note: the current Hunter DPS will not decrease because of this bug! This bug has been active since day one, so Hunter DPS will remain the same. When this bug is fixed in an upcoming patch, Hunter DPS will actually increase.

“You goons, the world isn’t ending already. You were bugged since release and you didn’t even notice about it. So you are going to get angry now and plan in-game protests which would lead to your accounts banned? Hahahaha”

But, as I said, the devs, QA teams and community managers know nothing about their own game and the implicit sarcasm was going to backfire spectacularly again: the new percisations from Blizzard stating that “there is no spoon” were readily demonstrated as lies through compared videos taken on the test and live servers. Refute this, now. Who is right?

After those “proofs” Blizzard couldn’t defend anymore their point and the legitimacy of what they stated. It’s again one of those cases where the credibility goes down. It’s time to backtracking, admit the faults and …change the plans. Because they changed:

Due to all of the feedback we have received, and thanks to Caydiem, we will be working to resolve the hunter cooldown bug this patch. Unfortunately, that means bad news for us here, as it leads to some extra overtime (I didn’t have much planned anyways :P). Thanks for all of your patience in regards to this matter.

The fun part is that the message was edited, shortly after, into:

Due to all of the feedback we have received, and thanks to Caydiem, we are going be working to resolve the hunter cooldown bug. Unfortunately, that means bad news for us here, as it leads to some extra overtime (I didn’t have much planned anyways :P). Thanks for all of your patience in regards to this matter.

Magically removing the two important words: “this patch”. Which lead to another loud protest (with extra-flames) and more precisations:

The reason that was removed is because we don’t want to promise anything, and Hortus unfortunately overstepped his bounds a bit on that post. They’re still working overtime into the weekend and we’re still striving to get it fixed as soon as possible, which we certainly hope to be this patch. At the same time, if we promised it by this patch — which the original post still didn’t do, but most people were taking it that way — there would be further cries of “lies!” which we’re trying to avoid. Because everyone was taking it as a promise, that bit was removed.

We are committed to fixing it prior to the patch going live, but I’m not promising anything. Let’s go into why.

This should be a simple fix, but if for some reason the fix manages to break several other key systems, do you believe we should go live with the patch anyway? If it made people crash upon login, for example? We absolutely want to fix this for 1.5, make no mistake about that, but at the same time we’re not saying “Yes!” until the fix goes through QA thoroughly.

Is that understandable?

It’s fun how the stance moved from a pretext “if we delayed patches every time a bug was found, they would never be released” to “we absolutely want to fix this for 1.5”. What happened in between to justify this turnover? The community, clueless devs, horrible inside communication. Blizzard IS at loss. If we didn’t have the players themselves gathering *the facts* and *forcing* the community managers to deal with this, nothing would have been acknowledged and the patch would have been pushed live with the community itself mocked.

This just destroys the faith on the dev team. It’s not tolerable that the players need to demonstrate how the game works and where the problem are to the devs. The first precisation written by Caydiem where the whole issue seemed to vanish into just a misunderstanding wasn’t a mock toward the community filled with goons. It was a mock to the devs that had a bug since release without even knowing about it. It is a critical point, it’s about a trust. All these games are founded on trust since you cannot be aware of what is going on. You cannot suspect about a bug behind every corner and it’s not a duty of the players to demonstrate (over and over and over before an acknowledgment) that some feature is broken.

If this happens on some glaring mechanic like this example, what about the rest? How can a player have trust in the system? At the moment, on the live servers, one of the basic skills of my warrior is bugged. The “Battle Shout” is supposed to increase the attack power of my group of 191. I spent five talent points to get a 25% increase that shows in the tooltip (so it goes to 239) but whenever I use the shout the active icon just reads 191. The devs have stated that this is an UI error and that the bonus is properly considered by the system. How can I trust them on this now? How can I be sure that the points I spent to potentiate the skill are counted properly for all my attacks and the attacks of the players in my group?

What happened these days should not be underestimated. It underlined serious communication problems inside Blizzard, noone was able to figure out the precise behaviour of this bug in a matter of days. The community managers have zero powers, the QA teams have an insane amount of work and cannot think straight and the developers (or what is still left of the original team that wasn’t moved on another project or even a brand new company) cannot figure out how the system is supposed to behave. This shows a good amount of “burocracy” and horrible integration between the parts. It’s a loss of time and efficency. The structure is simply not appropriate for what their are doing in a similar way I commented on the FoH forums after the very first comment from Caydiem that originated all this:

Unfortunately this is something that you cannot rant about. They cannot do much about the pace of development and I’m sure they are doing their best to optimize the margin they have (after the fleeing devs and everything).

It’s also something I saw coming about a year ago.

The fact is that Blizzard is (was) a wonderful company to build up games and release “when done”. But ‘when done’ was a loose term. The quality of these games is set in a single point: when they are released. So the standard of quality is just something about a proper release. They could slowly build (and Blizzard has ALWAYS been awfully slow, to the point of releasing even obsolete technology) the game at their pace and finally release it when it was complete and matching their standards.

A mmorpg is a completely different thing. Not as a product, but as a development cycle. Throughout the whole development Blizzard didn’t change their process and kept developing WoW slowly, on the long term and without a defined release date.

This worked and in fact they were able to release a wonderful game under many aspects but the truth of a mmorpg is that the development *starts* at release. Here the quality depends on time and efficency. It’s about what you can do in a precise time span, how you fast you can parse and react to feedback and how you can shape the game at a radical level without spending again years to get to the point.

All these are “brand new” elements to Blizzard. Because a mmorpg is never finished when they were also releasing “closed” products, because now the time is the first variable when they always had the luxury to not consider it and because there’s a direct involvement with the community that they never had before at this level.

Now it all depends on the “commitment”. On how much Blizzard is disposed to sacrifice their old (and consolidated) model to completely focus on another business model and one game.

The same that they admitted (albeit in a “positive” way) in an old interview:

We’re used to these nice, finite, closed-ended games that we can power through, put on a shelf, go home and sleep for a month. This is just a completely different kind of monster

“Growing pains”.

They are still stuck with an inappropriate model of development that is just making the game heavier than what is necessary. It’s about the same problems deep-rooted in the bad communication between the devs and the community and that will be another topic to write about (if I have time – if not just go over to Krones, that’s what I’ll try to comment).

About the specific hunter issue the truth seems to be that the bug really existed since release. The different behaviour on the Test server introduces a further delay on the skills because the UI is now aware of the bug and is applying the new delay on top of the previous one. Basically they managed to stack and overlap the same problem twice.
(complete explanation here)

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