Wasn't my analogy. He said if his cable or internet was down 75% of the time he would complain. I'd say UO is playable for much more than 75% of the time.
That's the first analogy, but you made your own bad one. Now, my cable company has been threatened enough by competitors that if a channel has crapped out, they'll offer a pro-rated refund for the day. Their customer service has much, much improved in the 10 years I've been with them. Let me pre-empt here, since you're probably thinking that you'll accuse me of advocating EA giving pro-rated refunds, but I'm not saying that at all.
Let's make the analogy accurate. There's an old non-broadcast channel that initially sparked a large following, but the content wasn't interesting enough to keep much of a base. It fell to near the bottom out of dozens of total channels, but it was kept around since the marginal cost of its upkeep was zero. Now it's been revamped with, say, interactive features, and the changes from the time they were announced engendered much interest and excitement. However, the signal will occasionally blank out when you want to watch a particular show. Worse, not only did the technical staff know about their poor design, they went ahead with their plans in the hope no one would really notice. The solution: they're hoping more usage will weed things out, and players should wait 30 days for a modulation change that will rerun older shows but do NOTHING to fix newer ones. In the meantime people can...go watch something else. That isn't even what the developers are saying -- that what YOU are saying: "Well we can play some other part of the game."
We're talking about one new feature in a game with so many features and options it's hard to even make a list.
We're not talking about an insignificant addition of content. This was announced several months ago, and not only is it inexcusable for the developers to (as opposed to the tradition of having the player base do it), they KNEW about this and yet released the crap code.
Skill locks (let alone stat locks) weren't implemented until 1999, and they were a highly anticipated improvement. But what if those had a chance, no matter how small, of not working? Oops, there went your GM magery, because you used a certain skill that was locked below GM, and the lock didn't work that time. By your logic, we should just use other skills, because that particular one is one of just soooooo many in the game.
In my professional life, I'm dealing with idiots much like EA's developers, people who just don't care about the crap code they're putting out. In four years, not having touched a line of their code, I've had to come up with more workarounds than I can count. They're not bothering to THINK things through even from the conceptual stage. One actually said that they couldn't migrate certain information from the old database to the new, because it would take a whole TWO days for them to revamp and test their script.
Don't you think it would have been better had the published been delayed for no more than a day, so some junior programmer could write code to test for an inaccessible chest? Or are you willing to accept the excuses for bad programming?
The existing one for recalling wouldn't work in all cases, because someone could decode a map, leave it around, and then dig it up later after someone placed a house. But a basic test like the recall spell has would have been light years ahead of the fiascos we've seen.
What's going to happen, every map will become tattered again after 30 days? Is that the future of the "iteration" nonsense?
Give them a break? Really?? I have been playing for close to 10 years at 12.99 a month--that is a lot of money...times how many players (not to mention multiple accounts and $ for new releases and UO store purchases)--I can't believe that they can't afford to implement a product that works.
You wanted to focus on just the second part of what Willard wrote, but not what you couldn't refute: "a product that works."
Sure, it sucks that sometimes you get treasure sites in the middle of the ocean. Supreem said they would continue tweaking it. That's what you are going to get whether you like it or not.
You might be satisfied with absurdly low levels of service. Others are not.
If you don't like your service, change providers.
Then those people *should* quit. It's not their responsibility to stay subbed to this game just because "Mythic really needs the accounts". Honestly.
What "responsibility"? Who ever said or advocated staying 'because "Mythic really needs the accounts"'? What an absurd strawman.
You should carefully reconsider your position that these players "should" quit. Be careful what you advocate when it's these players with several accounts who are sustaining the revenues. These aren't the old days when one player might quit out of frustration with PKs, but his account was just one out of a hundred thousand, or a player around AoS' release might have two or three accounts out of 250,000. I have seven, myself, which isn't that unusual. I was just talking with a fellow who has a couple dozen with his daughter. Their small guild as a whole has 70. If they quit and went to WoW, that's a loss of fees that would have paid for a quarter of a mid-rage programmer's salary.
"If I leave town, town leaves with me."
EDIT: And please note that I have never once defended the fact that Mythic released a buggy feature. Sure, it's a problem. But like so many other problems around here, they tend to get blown all out of proportion.
You may not have "defended" it, but you're quite complacent and accepting of it, and derisive of anyone who demands competent programming.