I have been watching this thread rather impatiently waiting for ZOS to finally come out and try to explain this situation. @ZOS_GinaBruno @ZOS_KaiSchober @ZOS_Finn Alas, that's still not the case.
To re-iterate, I -for one- would like to hear, why we have never seen ZOS rollback a faulty patch.
I think everyone understands that you have included many small combat and in-game fixes in the last few patches, but none of them were VITAL to PVE gameplay as a whole as this enemy position desync bug. If you don't see why that is, you don't play your own game. Because this bug has ****ed with every single mob/boss/elite animation in the game. If that doesn't sound important to you, I don't know what is an important bug anymore. It affects every aspect of the game, except purely PVP environments.
Getting back to my original question, if ZOS don't do rollbacks, is this because they wouldn't or they couldn't do a rollback? This is a serious issue. If you don't use a version control system in this day and age, that is unheard of! If you do, then it must be cleared to you that this version of the game is ****ed.
If ZOS is able to do rollbacks but they wouldn't do it because it somehow messes with your "crown store calendar", us consumers require you to get your priorities right. No one experiencing these problems should pay you for your terrible support and lack of professionalism.
I hope we can get some explanation on how and why this bug is let rampant after a whole month of release.
edit: Forgot to add, a rollback would also save the increasing amount of people reporting illegible text/UI scaling issues since this week's incremental patch.
It absolutely affects PvP. We've been getting desyncs and misfires like this for years now. The PvE community just didn't notice it or care until now and actually told us to shut up because we were being "whiny and dramatic" when we dared to complain about it. Welcome to our world. It's funny too, because I actually came over to PvE to escape these kinds of bugs, and now it's spread to there too. Even though it's a little late in the game, I'm glad the entire community is (mostly) finally on the same page in terms of demanding appropriate fixes.
I have been watching this thread rather impatiently waiting for ZOS to finally come out and try to explain this situation. @ZOS_GinaBruno @ZOS_KaiSchober @ZOS_Finn Alas, that's still not the case.
To re-iterate, I -for one- would like to hear, why we have never seen ZOS rollback a faulty patch.
I think everyone understands that you have included many small combat and in-game fixes in the last few patches, but none of them were VITAL to PVE gameplay as a whole as this enemy position desync bug. If you don't see why that is, you don't play your own game. Because this bug has ****ed with every single mob/boss/elite animation in the game. If that doesn't sound important to you, I don't know what is an important bug anymore. It affects every aspect of the game, except purely PVP environments.
Getting back to my original question, if ZOS don't do rollbacks, is this because they wouldn't or they couldn't do a rollback? This is a serious issue. If you don't use a version control system in this day and age, that is unheard of! If you do, then it must be cleared to you that this version of the game is ****ed.
If ZOS is able to do rollbacks but they wouldn't do it because it somehow messes with your "crown store calendar", us consumers require you to get your priorities right. No one experiencing these problems should pay you for your terrible support and lack of professionalism.
I hope we can get some explanation on how and why this bug is let rampant after a whole month of release.
edit: Forgot to add, a rollback would also save the increasing amount of people reporting illegible text/UI scaling issues since this week's incremental patch.
It absolutely affects PvP. We've been getting desyncs and misfires like this for years now. The PvE community just didn't notice it or care until now and actually told us to shut up because we were being "whiny and dramatic" when we dared to complain about it. Welcome to our world. It's funny too, because I actually came over to PvE to escape these kinds of bugs, and now it's spread to there too. Even though it's a little late in the game, I'm glad the entire community is (mostly) finally on the same page in terms of demanding appropriate fixes.
I have also experienced PVP bugs with people being desynced from where they are standing, it's not exactly the same problem. In PVP if you're or your enemy is experiencing a lag spike, the server gets unsynced information from both sides, so even if it looks like the animation fired on your screen, the server also has the information that your enemy has moved since you have fired it. So sometimes it will resolve the desync by not counting some of the input, and completely ignoring one of the contradicting input. So it's not exactly a miss in the game sense, but you miss hitting abilities that seemed to connect.
The PVE issue is caused by the game code allowing mobs to move mid-mechanic, where they shouldn't be allowed to move. So on your monitor the enemy is moving, but in reality the enemy is standing where it should have been. So ALL of the damage indicators when this happens are NOT where they seem to be, but elsewhere. Open world you will experience this and have a bad time, but endgame raiding doing trials or arenas, this is entirely game-breaking.
That is not to say, the PVP lag spike desync is not game-breaking, it really is. However there's much less the servers can do to accomodate that. The PVE issue is completely fabricated by the coders, introduced to the game by error trying to fix other visual indicator bugs, and probably other issues.
ZOS_GinaBruno wrote: »Thanks for the reports on this, everyone. We have a fix for this issue going into Update 23.
ZOS_GinaBruno wrote: »Thanks for the reports on this, everyone. We have a fix for this issue going into Update 23.
https://forums.elderscrollsonline.com/en/discussion/478583/enemies-teleport-when-killed-making-them-unlootable/p3
Apparently as it is not a game breaking bug there is no rush to get the fix in place.
But not to worry they are working on content for the Witches Festival so Yay
ZoS modus operandii .. take their own sweet time to deal with bugs that HURT players A LOT while calling "all hands to the pumps" to deal with any minor and insignificant bug that helps players.Instead of fixing a glaring pain point that has been around for a month, you go and fix an issue that nobody is complaining about. An issue that serves to ameliorate the effects of the common stuck-in-combat bugs in this game. What a splendid display of priorities.
A little bit of history...
- 2019-06-03: The 5.0.7 incremental patch introduces a bug that causes enemy positions to become desynced and AoE telegraphs to appear in the wrong location. One of the fixes/changes in 5.0.7 had some sort of unintended side effect.
- 2019-06-10: The 5.0.8 incremental patch makes an attempt to fix this bug. The patch notes read, "Fixed an issue where some monsters that were supposed to be locked in place would instead turn to face your character. This fixes many gameplay issues, particularly with cone and Area of Effect based attacks, most evident in Trials but found throughout the world." Either this fix was not actually included, or it just didn't work, as none of the problems were fixed or improved.
- 2019-06-17: No mention of a fix in the 5.0.9 patch.
- 2019-06-24: No maintenance, no incremental patch.
- 2019-07-01: No mention of a fix in the 5.0.10 patch.
A revert is not easy. There are likely many changes that go out with each release. Identifying a culprit is not straightforward. One line in patch notes could correspond to several changes across several components. A change may also affect database schema, creating a really problematic situation where rolling back would make things worse. At best, players can't properly interact with items they got after the patch (assuming graceful forward/backward compatibility between releases). At worst, you get catastrophic crashes and undefined behavior. That explains their 'roll forwards' approach.What is infuriating about this process is why the change that caused this bug wasn't simply backed out and reverted in 5.0.9. After the initial attempt at a fix in 5.0.8 didn't work, indicating that the problem was complicated, then you should have immediately reverted the fix from 5.0.7 that caused this bug.
(snip) Reverting the the 5.0.7 change while going back to the drawing board is the standard--and common-sense--way to address this. (snip)
Yeah, we have the luxury of working in places with very well enforced engineering best practices, release pipelines with tons of testing/monitoring that catch bugs before they get close to production, and aren't pushed to release pretty substantial DLCs every quarter or so. And I bet our respective companies have ironed this stuff out over many years of experience.Frankly, from my perspective as a software developer, the way that ZOS has handled this bug is appallingly, disgracefully amateurish.
With a team, you have a list of bugs/features, and different people work on different bugs/features. A bug that's easy to tackle will likely be fixed much faster than a difficult bug, even if the difficult bug is causing more user pain.And to salt the wound, today's patch notes contains this precious gem: "Fixed an issue where you were able to swap out abilities during combat."
Instead of fixing a glaring pain point that has been around for a month, you go and fix an issue that nobody is complaining about. An issue that serves to ameliorate the effects of the common stuck-in-combat bugs in this game. What a splendid display of priorities.
Somber97866 wrote: »I believe that the Op is correct in the assessment and I feel that performance should be top priority of games like this.
Let's see if they do the right thing........oh wait, they decided to nerf everything instead it seems! Lol