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Thread: Disingenuous communications

  1. #1
    Jolly Advisor
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    Disingenuous communications

    Apology comes, thank you, but....

    we've witnessed many of you comment on issues that have appeared since its implementation into the live game
    Errm, they "appeared" since the first unity test and reported often, they didn't appear as a surprise in live.

    We've been working diligently since then in trying to test, troubleshoot and find solutions for these issues.
    So... working diligently since live implementation, not working diligently since initial reports in several test iterations over previous months?

    some of you have had a negative experience
    Some....??? Negative....??? It is BARELY PLAYABLE for EVERYONE.

    next deployment in August.
    Classic BB timeline - 10 days from now or 40 days from now? I guess we should be grateful it's not "shortly" or "in the coming weeks"

    Fed up being taken for a chump, will check in in August. Maybe.

  2. #2
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    Yeah, I read that ridiculous message.

    There has not been any noticeable change / improvement from the last update on Unity test server. All the issues we are experiencing was reported then, and discussed on the Unity test forums. Everything.

    If they have been working dilligently as they say then I wonder what they have been working on. Obviously not Settlers Online.

  3. #3
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    Quote Originally Posted by ClarenceDuPont View Post
    Apology comes, thank you, but....



    Errm, they "appeared" since the first unity test and reported often, they didn't appear as a surprise in live.



    So... working diligently since live implementation, not working diligently since initial reports in several test iterations over previous months?



    Some....??? Negative....??? It is BARELY PLAYABLE for EVERYONE.



    Classic BB timeline - 10 days from now or 40 days from now? I guess we should be grateful it's not "shortly" or "in the coming weeks"

    Fed up being taken for a chump, will check in in August. Maybe.
    Very well said - I find it insulting that you could go ahead with this - as soon as announced many of us said - Please don't do this.

    You then just told us some fake news about bugs been fixed - but just not implemented .well I don't believe in either Santa the tooth fairy or that BB can be sure bugs are fixed with no further testing.

    You must have known this - why go ahead - is the leader of this someone without a brain- and are the rest of you just witless dummies ? - This might seem rude but it looks like a bunch of idiots jumping from a plane with no parashot's and being surprised they fall and kill themselves. This is supposed to be a game where some people pay to play. I myself used to - stopped it as it started to steer out of control when there was no real reaction to the flash problems. I will start to use money again if this turns into a game again with some logic management.
    If for some reason support feels the need to edit what I wrote, please delete entire post instead, dont put words into my mouth that I never said.

  4. #4
    Nifty
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    The worst part for me from that communication was the link to fixing common bugs that is still talking about the browser flash client which hasn't existed for 6 months.

    It's like they are not even trying.

  5. #5
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    Quote Originally Posted by WildWizard View Post
    The worst part for me from that communication was the link to fixing common bugs that is still talking about the browser flash client which hasn't existed for 6 months.

    It's like they are not even trying.
    yes you are right on that, - it is like they try to blame it on us and our computers when the thing does not work. Why they can even think that it is the computers when no players have a smooth game experience . Why would they need the name on our internet provider to get the game to work.
    If for some reason support feels the need to edit what I wrote, please delete entire post instead, dont put words into my mouth that I never said.

  6. #6
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    Quote Originally Posted by Urd123 View Post
    Why would they need the name on our internet provider to get the game to work.
    Devils Advocate Mode : they may be using some ports that they shouldn't be, and need to see if there is a correlation between some errors on connections and the ports they used, and isp's blocking them.

    I am more worried that the fact that there are errors thrown up as soon as it launches, and haven't been caught by the devs probably means that no one in the dev team has an external network connection to the game to actually test what a real player sees.

    The first error that shows when the game launches is a 404 when it tries to load
    ubistatic-a.akamaihd.net/0018/live/GFX_HASHED/loadingscreen/default.assetbundle ..... a bit scary that a file that was deemed essential at load time isn't there

    it then fails to find b47c4480-9a2b-47af-ba69-06c8ccb87368 , another 404 error , and a couple of http-bind errors

    the game now appears to load and unload assets to save memory : as per : ' Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 146296.'

    They also get a message about cross-server cookie problems, beacuse two of their servers need access

    Because a cookie’s SameSite attribute was not set or is invalid, it defaults to SameSite=Lax, which prevents the cookie from being sent in a cross-site request. This behavior protects user data from accidentally leaking to third parties and cross-site request forgery.
    Resolve this issue by updating the attributes of the cookie:
    Specify SameSite=None and Secure if the cookie should be sent in cross-site requests. This enables third-party use.
    Specify SameSite=Strict or SameSite=Lax if the cookie should not be sent in cross-site requests.

  7. #7
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    Quote Originally Posted by Harlequin_1963 View Post
    Devils Advocate Mode : they may be using some ports that they shouldn't be, and need to see if there is a correlation between some errors on connections and the ports they used, and isp's blocking them.

    I am more worried that the fact that there are errors thrown up as soon as it launches, and haven't been caught by the devs probably means that no one in the dev team has an external network connection to the game to actually test what a real player sees.

    The first error that shows when the game launches is a 404 when it tries to load
    ubistatic-a.akamaihd.net/0018/live/GFX_HASHED/loadingscreen/default.assetbundle ..... a bit scary that a file that was deemed essential at load time isn't there

    it then fails to find b47c4480-9a2b-47af-ba69-06c8ccb87368 , another 404 error , and a couple of http-bind errors

    the game now appears to load and unload assets to save memory : as per : ' Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 146296.'

    They also get a message about cross-server cookie problems, beacuse two of their servers need access

    Because a cookie’s SameSite attribute was not set or is invalid, it defaults to SameSite=Lax, which prevents the cookie from being sent in a cross-site request. This behavior protects user data from accidentally leaking to third parties and cross-site request forgery.
    Resolve this issue by updating the attributes of the cookie:
    Specify SameSite=None and Secure if the cookie should be sent in cross-site requests. This enables third-party use.
    Specify SameSite=Strict or SameSite=Lax if the cookie should not be sent in cross-site requests.
    Well the errors must have been recorded - we all have them - we reported them - but they are still here - dont think they even care.
    If for some reason support feels the need to edit what I wrote, please delete entire post instead, dont put words into my mouth that I never said.

  8. #8
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    The Unity Test Server was very helpful to our development team and would not have been so helpful without you players. The hard work many of you have done has been very important to the Unity version, even though some of you may feel it was "useless".

    If you look at the changelogs, you will see a very large number of issues fixed. I don't want to throw away random numbers, but we had one single update that fixed over 35 bugs.

    Some issues, such as the memory problem, were fixed and we did not receive any further reports until the live version was released, which could be for various reasons.

    We still have bug reports from Unity Test Server waiting in the queue to be fixed. Most of them are related to graphic/UI.

    Our top priority right now is to fix the "Game Breaking" issues we have, and the next update is scheduled for August, once the update is ready. The dev team is working hard to provide it as soon as possible.

  9. #9
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    Quote Originally Posted by BB_Trafffer View Post
    The Unity Test Server was very helpful to our development team and would not have been so helpful without you players. The hard work many of you have done has been very important to the Unity version, even though some of you may feel it was "useless".

    If you look at the changelogs, you will see a very large number of issues fixed. I don't want to throw away random numbers, but we had one single update that fixed over 35 bugs.

    Some issues, such as the memory problem, were fixed and we did not receive any further reports until the live version was released, which could be for various reasons.

    We still have bug reports from Unity Test Server waiting in the queue to be fixed. Most of them are related to graphic/UI.

    Our top priority right now is to fix the "Game Breaking" issues we have, and the next update is scheduled for August, once the update is ready. The dev team is working hard to provide it as soon as possible.
    You missing the point. So many players telling you there were critical issues on Test making game unplayable, and these same issues are still in Live Version, which again is unplayable. Like slow responsiveness, bad refresh, constant lags and micro-freezes, messed up Star Menu which means sending explorers and geos is either impossible or a time consuming nightmare. As the Star Menu is central to many operations it messes up most of the game functions. These are not new issues. They were the reason I stopped going to test, cause with all your "fixing" these were not fixed at all. Even with that small initial Test server island, things were going slower with every new building built etc. Bottom line, what you released does not work for probably vast majority of players, not just for some. Even though we told you beforehand.

  10. #10
    Jolly Advisor
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    Exactly.

    (For me), this isn't about a bug list, or how many are ticked off, or pending, or awaiting treatment, this is about a product that is broken, was broken on test, and is broken on live. It's not about this or that action doesn't have the correct outcome, or this button doesn't work - it's about porting the base product to a new platform and rendering it unplayable. People (PLAYers, CUSTOMERS, potential customers) cannot log in easily, see their island easily, scroll their island easily, send their specialists on tasks easily, see how many troops they have easily, read their mail easily, collect loot easily, see where their friends are easily, check how their production chains are easily, buff themselves or their friends easily, chat to their friends and guildmates easily, view an accurate build queue in a special building easily, send long attacks on adventures easily, use blocks on adventures easily (yeah yeah, blocks are game construct, not official blah blah). IT IS BROKEN

    How many templated bug reports with superfluous technical info do you need that the fonts are difficult to read or the zoom out isn't going far enough to play effectively or the star menu clicks hit the base map? IT'S UNIVERSAL, IT'S BROKEN.

    Give your dev team the day off, send them home if they're not already at home, and tell them to try and PLAY THE DAMN GAME, these are not nuanced, specific actions to repeat, bugs, this is a BROKEN platform, they'll see that in 5 minutes.

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