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Weekly Maintenance

The servers will shut down for maintenance on Tuesday, July 30th at

  • 09:30 AM CEST
  • 03:30 AM EDT
  • 12:30 AM PDT

» Worldtime

Estimated downtime is approximately 3 hours.

 

» Source


Patch Notes

  • Camp White Oak, Manning National Zoo missions and the Kenly College Expedition will become available to all players.
  • Re-introduced the leaderboard for number of raid completions. In order to update your leaderboard from displaying 0 completions, an addition completion of Washington National Airport is required. Note the number of completions does not apply to Discovery mode.
  • Fixed an issue causing the crafting bench not being upgradeable to Gear Score 500 for some players.
  • Fixed an exploit that would allow players to receive a large amount of items by shooting a Supply Drop.
  • Fixed incorrect scrolling in the project menu on PC.

 

=> Known Issues

 

» Source


External link →
over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by FullM3TaLJacK3T

Of course there isn't any fix for it. The bug isn't detrimental to Massive.

If raid bosses dropped 2 keys instead of 1, you can bet your lunch that it will be hot fixed the next day.

We don't have a fix for this ready. We do want to fix the bug though, there really is no reason for us to leave the raid like that.

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by ntgoten

Still no startup load time fix? Do we really have to wait weeks for a PC fix because of consoles?

We unfortunately haven't been able to get the fix for this ready. It's a high priority for the team, we understand how frustrating it is. As said before, we had a fix for the long loads on PTS but we encountered a new bug when TU5 was applied to the live servers.

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by Frost_King907

In the meantime an official statement about the workaround could help. Alot of us have figured out if you fast travel from the raid back to the BoO, and then fast travel back the keys will be there after reloading in.......its not optimal if you're trying for speed runs, but you can at least get the keys if it glitches out with a simple bit of fast travel trickery.

Hey. We'll add that to the known-issues list, thank you!

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by JediF999

Fix. It.

Yes.

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by badluckap

u/ChrisGansler Any update on leaderboards raid completions? since its still not fixed. So completed raid, no leaderboards, log off/on, completed raid again, still no leaderboard completions. I'm doing something wrong? i hope this is one of top priority to be fixed and if needs to deploy hotfix with 1hrs notice for server shutdown. We just would like to have an update please.

Yes. It seems like the fix didn't make it into the patch. We're inquiring what happened. Sorry for the confusion.

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by Simon-says-what

Will this be a permanent fix or should players expect this to come back with every patch now?

Bringing it back once is an honest mistake, twice is an embarrassment.

Hey. We know that it looks like it's the same bug causing the same issue. Unfortunately this has been several different issues which made these longer loading times appear. So while we have fixed the occurrences, we're looking into ways to ensure this does not happen again.

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by Simon-says-what

Unfortunately this has been several different issues which made these longer loading times appear.

That may very well be but these issues are not caused by a higher power like a natural disaster that's outside anyone's control.

This is your engine, your game, your code. All of these issues are inherently caused by noone but you guys, regardless of what the root cause eventually turns out to be.

The other day I was reading this heartfelt story about the reviver hive in your forums, which is a bug that's just about as embarrassing as the loading times bug, and just another issue you guys apparently can't get under control since the first game.

The whole thing was written like Ahab fighting Moby Dick but not once did you mention that this white whale was created by you folks.

If you can't get your engine or code under control, then maybe work on smaller scale projects that can be dealt with in a single team. At this point you guys don't even seem to know anymore what was fixed and what wasn't.

Oh, and while we're at it: What's the current status on the missing bullets / hit registration issue? You guys have gone a little silent on that one.

Cheers

If we're looking at software in two states "working" and "not working" it's pretty easy to say "It's not working so let's change it to working". While that's the ideal outcome it's not often that easy. Now, I'm no game developer and can't speak for all the intricacies in detail but I know that just because you create some part of software it doesn't mean that you can predict at all times how this software will behave when you change things around. And change is necessary.

We're not putting the blame on the software though, Yes, we are the people that produce it and in the end we have to fix it. It doesn't mean that it's easy or that we put faulty things into the game on purpose. The explanation on why some things require more time, like with the Reviver Hive, is meant to illustrate the process and that detailed feedback from players is much appreciated.

In terms of the hit registration issue: We made some improvements with today's maintenance, let us know if you're seeing any more of these extreme circumstances where none of your bullets are registering. We saw that in most videos players also had a poor connection to the host, so if you are seeing that message and the bullet behavior let us know!

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by Simon-says-what

Now, I'm no game developer and can't speak for all the intricacies in detail but I know that just because you create some part of software it doesn't mean that you can predict at all times how this software will behave when you change things around. And change is necessary.

Noone has implied that. But if you are making a game with several teams world wide, and for more than 3 years you can't get certain issues under control, I'd say maybe you are biting off more than you can chew.

But of course that perspective is not very Ubisoft and probably not even a consideration at Massive. Everything always needs to be bigger and bigger, even when that means that the engine slowly but surely falls apart like the Springfield Monorail.

Yes, we are the people that produce it and in the end we have to fix it. It doesn't mean that it's easy or that we put faulty things into the game on purpose.

Again, noone has said or implied that, so can we please stop these straw man arguments?

It essentially boils down to the same message as above, you've created a monster that you just can't control anymore. But instead of letting this be a lesson to you for the next game, I would already bet some money on The Division 3 having the exact same issues again.

The explanation on why some things require more time, like with the Reviver Hive, is meant to illustrate the process and that detailed feedback from players is much appreciated.

Let's be honest, it's PR. Him, you, your community managers, you all communicate with us (or not) because it's your job, and in a corporation like Ubisoft noone goes around and decides "Hey, I feel extra transparent today, and want the players to know a thing or two!" Communication is a part of your marketing strategy, and so was this piece on the reviver hive. By the way we are not only talking about the reviver hive, the support station has had the exact same issue since the launch of the first game.

But let me guess, that's a totally different issue that just looks identical to the uninformed player? Chris, we are talking about almost 3.5 years at this point, when can players of your game expect basic functions like a skill to work reliably? Any ETA on that? Or save it as a selling point for TD3?

In terms of the hit registration issue: We made some improvements with today's maintenance, let us know if you're seeing any more of these extreme circumstances where none of your bullets are registering. We saw that in most videos players also had a poor connection to the host, so if you are seeing that message and the bullet behavior let us know!

I don't play the game anymore, at least not until it's in a fully functional state with all of its flawed systems repaired (i.e. never). I was sticking with you guys for more than 2 years on the first game, offering more than 2k forum posts of feedback and suggestions. I just can't do this shit anymore because it's basically a wasted effort if nothing ever really improves, or if it does, just comes back as yet another regression with the next update.

I doubt that this issue will ever be really fixed or addressed, especially not when you are lowkey blaming it on the player connection.

We can have theoretical discussions around this topic forever. If you're currently not playing that's totally fair. I can't talk about anything 3.5 years ago because I wasn't here and I'm not arguing for people back then, as I don't know what happened.

If you think that the transparent approach to our communication is purely marketing I cannot change your opinion on that, so I won't try.

I understand that a broken game or broken parts of a game can be very frustrating and that disappointment definitely is justified. I'm not trying to claim that we're always able to deliver everything perfectly. But it's also unfair to state

Chris, we are talking about almost 3.5 years at this point, when can players of your game expect basic functions like a skill to work reliably?

when a lot of these systems work and when they don't work it's often times in rare occasions (after we made fixes). We're always going to try to improve and if that's not enough for anybody, that's fine. Take a break, try to come back at a later point.

I doubt that this issue will ever be really fixed or addressed, especially not when you are lowkey blaming it on the player connection.

We're not blaming it on the player connection. We're saying the videos we saw had the message of poor connection to the server, which doesn't necessarily mean the player's connection is bad. It's a way for us to identify common circumstances that allow us to identify possible ways to improve the situation.

We appreciate the feedback and as said are always trying to improve. That will not be enough for everyone and that's totally fair. In the end expectations are different for each individual and we will mess up from time to time which causes people to be unhappy. The only way we can avoid that is being better and that's what we try to do every day.

Thanks again for your feedback!