In all likelihood it is that simple.
No, not in all likelihood. Potentially, I'll agree, it may be that easy to fix. However, while the potential does exist, given the numerous posts from developers in the past on items that people have thought were "simple" fixes that we've learned were
not simple fixes, I'm unwilling to simply label everything as "simple fixes."
The reason it takes them awhile to fix things is because the bug must first be recognised, assigned to a coder, fixed, go through QA... etc. The patch roll-out process is likely more complex than the fix itself. You can't just go around tweaking code on live servers without going through the proper release cycle policy and this bug isn't high enough priority to demand an "emergency patch" outside of schedule, I'm guessing, in their eyes.
I agree that it should go through the channels... and certainly I think that if this issues
is a simple fix, it
should be addressed not only in a timely manner, but as quickly as an emergency publish, because while it only affects two shards, if it is a quick, simple fix, it's also a bug that is causing issue on those two shards.
My point is
not that the bugs shouldn't be fixed if it's a quick and easy fix. My point is that if it is
not a quick and easy fix that there is a plethora of things involving the remainder of the live shards as well as the Enhanced Client that should be attracting the attention of the developers.
That's why things take time; not necessarily due to the complexity of the fix itself.
Perhaps, perhaps not. You can't simply whiddle this all down to "they're mostly all easy fixes, it's just taking time because of the rest of the programming process."
Yeah, conditionals are so overrated. No professional programmer uses those any more, right?
Is there some particular reason everything has to be so absolute with you. Obviously selections are used in everyday programming, I mean, really, you've got your choice of loops, selections, and assignments, and *whirls finger* voila, you're a programmer. If everything were as "simple" as if/then/else, we'd all be programmers, yes?
I have no idea why you chose to express your opinion in this topic, since this thread exists merely to bring up a legitimate concern Siege players have with a new item on the realm which, because of a minor coding oversight, is unusable by some.
Well then pay attention, because I haven't exactly been hiding the reason for expressing my opinion:
1) I don't think that what you're defining as an "easy fix" is, in fact, an "easy fix."
2) If it IS an easy fix, as I've said before in the thread, they SHOULD go ahead and fix it, but:
3) If it is NOT an easy fix, there are issues plaguing a lot more players, not to mention the incomplete Enhanced Client that should ALL be receiving developer attention LONG before anything that is affecting the Siege Perilous ruleset.
I get and understand that there's a handful of subscribers that enjoy the Siege ruleset, and while that's great and all, IF these fixes are not quick and easy, it is my opinion that development time is better spent on issues that affect the vast majority of the playerbase than putting development time into the Siege ruleset. Sorry... As I've said before, if they have a developer set aside for Siege, that's great, but they don't (clearly), and if that's the case, then they need to remain focussed on production and the EC (UNLESS it's a quick, easy fix as asserted by you and others).
Quite honestly I find it concerning someone would devote as much effort as you have in voicing opinions which were evidently solely designed from the outset to generate a negative response from those playing on the realm you're talking about, while adding nothing of any merit to the topic at hand.
And I find it concerning that publishes like the last one happened at all... it was replete with bugs that the QA process should have stomped out before they ever hit a live server. They clearly have enough on their plates at Mythic without having to worry about setting special conditions for two shards.
If you don't like my opinion, that's fine. If it concerns you that I'm expressing it, that's fine too. But there are valid reasons for expressing it, and while you think I'm doing it to "generate a negative response from those playing on the realm," you're wrong. I'm expressing the opinion because frankly, I want to see UO return to being more successful than it is. I'm expressing the opinion because I want to see the EC succeed. I'm expressing the opinion because while I love what has come from SA, it's still got a great many issues plaguing it that need to be addressed. And presently, I don't believe they can do justice to all of this if they continue to be distracted by the Siege ruleset.
If you can't see that my concerns aren't being expressed to be negative to Siege specifically, but rather, that I want the remainder of the UO community to get prime focus (unless the fixes ARE quick and easy), then fine, choose not to see it that way. You will frame your opinion of my opinion any way you like it.
Why did I express it here? Because this thread is a prime example of the issue with "Siegeifying" things for your particular ruleset. Lots of people on Siege seem to think the DevTeam are either purposely forgetting them, or that things that you have deemed "easy" are simply not being done. My contention is that the DevTeam is NOT purposely forgetting you guys, and that these "simple" fixes or "simple" implementations are NOT as simple as you folks would like to think. And if my contentions are correct, then my belief is that the focus needs to remain on stabilizing UO and the EC for the majority populous of UO, not in tweaking things for a secondary environment.
Where would you like me to express that opinion? In a thread in UHall entitled, "Please Developers, Don't Spend Any Time on Siege Perilous!" Would that be better than actually discussing the situations here in the thread? Personally, I think that would be far more negative than anything I've said in here.
They can't fix it if they don't know there is a bug. Many Devs don't know the Siege code to well so we have to help them.
I agree with you there. All I'm saying is that if it's not a quick and simple fix -- and frankly, Developer infamiliarity with Siege code is going to play into that as well -- then it really should be left until after more pressing issues affecting a much larger portion of the playerbase are addressed first.
I made this post to get a problem solved, not to here alot of trash from players who of some reason dislike Siege
I don't dislike Siege, and if you feel my opinion is trash, that's fine. I responded to your post simply because I believe the developers should be focussing on larger issues than things affecting two low population shards with an alternate ruleset, IF those fixes would take more than a modicum of development time to implement.
Frankly, this "you hate Siege because you don't want them to fix it for us" mentality that Siegers adopt whenever anyone has an opinion at all about the Siege Perilous ruleset is getting tired.
And to be equally frank, they should never have set up the Siege Perilous ruleset the way that they did. Things like this should have been set up so that ruleset exceptions are all handled by the same checking code. They shouldn't have to tweak individual items to work properly, it should be a base function of the code.
And you know what, Freja? You might want to sit down for this one... IF they can get UO back on track by fixing the large issues with the game at the moment, by finishing up SA (you know, there's still areas we don't even have access to, right?), and by bringing the EC up to speed, then I FULLY support them AT THAT POINT sitting down and re-exploring the Siege Perilous ruleset, modifying the code so that implementing things is easier, and perhaps even adding in some new stuff that is unique to the ruleset.
But let's be equally honest... Given the amount of development time that Siege has gotten since implementation now through this very day, do you honestly -- your opinion about the Siege ruleset aside -- feel that you've gotten a fair shake in development time? And do you see that improving in the near future, much less the long-term future? Personally, I don't, which is why I think if they're not going to be devoting development time to you (and shouldn't unless mainstream play is stable), then perhaps it's time they consider ending the ruleset. It's NOT because I think Siege was a bad idea, it's simply and truly because I don't think they have the staff to support it anymore, and rather than keep it limping along on bandages, someone might actually want to make a tough decision. Yes, I understand that would suck for the Siegers, but understand that distracting the developers with exceptions to the mainstream rules is not good for the core of UO development and that sucks for a lot more people.
It's nothing I haven't already said, Kelmo, it was simply reduced to a concise statement.
Do you really believe it's better to keep Siege limping along with limited development attention? Aren't there still a great many issues plaguing the ruleset that have been there so long you guys have simply become "used to them?" Is that truly what you believe should be done to handle Siege?
And while I understand that you'd love to see more development time for Siege, looking at the state of things with the core game, do you really think their time is best spent making sure that the Siege ruleset is running properly?
I mean, sure, if EA wants to foot the bill for a Siege-only developer who goes in and fixes it and such, that's great... but are there enough Siege players to warrant this?