ZOS_JessicaFolsom wrote: »We're working on a fix for this one. It's currently in QA testing.
bugbearrwb17_ESO2 wrote: »Wow.
So much Butthurt.
Kids. get a grip.
It worked then it broke, how do you think that means its easy to find how to fix it?
ZOS know it's a problem, they acknowledge it and tell us that the bug is being worked on. Check in once a week and see if there is any news, but threats and posturing and abuse just make you look like kindergarteners.
First post. Surely a tutorial isn't bugged. I spent an hour. I convinced myself I was going something wrong, so i tried to hit every dummy with every weapon. Then i went out and attached every dummy thinking the right one would have a clue .
Still bugged.
The scary part for me is that the quest is not disabled, so new people are running into this bug right now.
It's scary for two reasons:
(1) ZoS does not care about people continuing to get this bug.
and/or
(2) They are not capable of disabling the quest until they fix it.
Please disable the quest until it is fixed, if you can. If not, just put an announcement up that it's broken. That's the only decent thing to do, if you want to save your customers some frustration and disappointment. Try to create some good will here, at least.
Seriously, from a professional point of view, this is not acceptable management practice.
I came here looking for this issue tonight, and am glad to hear it's been identified and we can hopefully see a fix in the next week or two. I'll do other stuff until then.
To those claiming that their bug fix turn-around times are "slow"... please. You obviously don't do software for a living. In other complex systems, bug fixes typically take at least "weeks", and sometimes "months". It's dangerous to roll out hotfixes endlessly, in an ad hoc manner. Why? Because 1) that virtually guarantees that the fixes haven't seen enough testing before they were released (and can therefore break other things, assuming the fixes actually work in the first place), and 2) rapid, ad hoc fixes are rarely done "right". 2) is the killer over time, because it will eventually leave the software hanging together by duct tape and spit. If that keeps up, the game will become more and more "brittle", and extensions to the existing software becomes more time-consuming and more prone to unintended consequences.
The fact that each new patch is already breaking a number of other things means that they need to slow things down and focus on doing it right, with a full set of testing for each patch. If they don't, we'll all pay for it down the road. But yes, that will mean most bugs will take weeks to resolve. Not days.
I'm actually curious as to why that is, as a layman who knows zero about programming. It seems that each patch breaks a few things, and it always appears to be related to quest objectives or quest NPCs.The fact that each new patch is already breaking a number of other things means that they need to slow things down and focus on doing it right, with a full set of testing for each patch. If they don't, we'll all pay for it down the road. But yes, that will mean most bugs will take weeks to resolve. Not days.
officer_dumpling wrote: »
2) There is a known work-around (i.e., skipping PVP training quest), which would have helped many players if it was known. Zenimax has done nothing to make players entering Cyrodill for the first time aware of this work-around option.
SOLUTION FOR NEW PLAYERS - as part of the Cyrodill in-game mail that we all receive upon hitting lvl 10, a warning message can be included, offering up the work-around option.
SOLUTION FOR EXISTING PLAYERS - if possible, maybe a GM could manually reset the quest if they want to skip the training quests.
ZOS_JessicaFolsom wrote: »We're working on a fix for this one. It's currently in QA testing.