Phantron wrote: Unreasonable demands and angry demands are not the same. You can make a reasonable demand that is angry. Sometimes I think devs in any game are too caught up in 'constructive criticism'. Let's say a dev just deleted your account and wiped out everything you have and you got a note saying 'haha I don't like your name you lose'. According to the posters you're probably supposed to make a post like: "Hello dear dev, I lost everything in my account and it seems like it's because a dev thought my name was dumb. I'm sure this is totally a misunderstanding so I'd like to politely request my account to be restored." Of course, in reality you're probably going to get something like "WHAT THE @!#%* DEVS I DEMAND MY MONEY BACK OR I'LL SUE YOU!" And the second response is just as valid as the first one.
Megdar wrote: Phantron wrote: I've never bought the 'unanticipated load' argument in any game since every game that ever got crushed due to insane popularity had no problem with upgrading their capacity in a matter of days. It's funny because it took 8 years for Blizzard, one of the biggest MMO provider, to figure out how to have smooth launch. Every time something major was coming, there was server lag, login crash, instance lock, weird bug etc... The first release without problem was Cataclysm. If the biggest online game can't be stable with the money they make, I'm able to give some slack to a small game from a small provider... No you can't go out and buy server, sometime it's not even the servers that are the problem. Sometime, you just discover your code is not meant to handle it, and you can't just change server code in 3-4 days... Maybe they should have delayed it... the movie is still not even out in the US for another week anyway.
Phantron wrote: I've never bought the 'unanticipated load' argument in any game since every game that ever got crushed due to insane popularity had no problem with upgrading their capacity in a matter of days.
Cryptobrancus wrote: Attitude still matters. Both responses are valid, but if you got singled out because of your attitude/tone/post history instead of a dumb name then you are reinforcing your image as a troublesome customer by issuing threats and demands. Posting the problem without the angry bits may in fact be more likely to get your issue resolved because the people fixing it aren't going, oh its that guy again, we hate that guy, if we served food we would surely spit in his...
Bigtaf wrote: As a leader of a software development team I would like to weigh in a little. Heres where I cut D3 some slack 1) Yes bugs do happen, its a given in software development. I don't care how large or small the development team is, it will happen to the best of us. 2) It was a new event so certainly the margin for error was a lot higher then normal. They tried something new thats a good thing. 3) Server load is difficult to predict, when you've provisioned for 100,000 users and see a peak of 1M users there exists a high probability issues will occur. This is something that can be planned for and implemented (relatively easily) early on in development, trying to patch this in later on can be difficult. So it could be they never expected their app to reach this level of popularity. Heres where I think D3 needs to improve 1) Learn from there mistakes. After Event 1 went so poorly there should have been either a delay or additional resources allocated to prevent a repeat of issues. Honestly if the reason for no delay is Marvel pushing for a quick release for promotion sake, then D3 has to have a difficult (re pride swallowing) conversation and own up to not being quite ready. It would be better to release a quality product a week later then a questionable product immediately. 2) Communication lacking at best. When these type of issues occur (and as I mentioned it happens to the best of us) its important to get infront of the issue and be proactive not reactive. Customers in my experience do understand issues occur and as long as they think your working your **** off for them they will be a lot more lenient. Generally my approach is outline how the issue affects them, outline a path to rectify the issue with as accurate a time frame as possible, assure the customer there will compensation ( if appropriate). D3 reps should be all over the forum when major issues occur, reassuring customers and maintaining that customer confidence (See below) 3) It's very important to prevent a repeat of similar issues. This causes customers to lose confidence. The most important thing is ensuring customers have confidence in your ability to recover from the issues.
Arondite wrote: For the record, I agree with most of what you said. The one thing I take issue with is the whole "do you know how hard it is to code?" Argument. That's a non argument. Sure, code isn't necessarily easy, but it's what programmers do. It's their whole job to be good at it, despite its difficulty. My job is hard too, but if I mess it up I lose said job. Difficulty doesn't matter when that's what you're trained for and its the path you've chosen, and usually your pay is adjusted to compensate the difficulty of the work depending on your field, so... Again. Coding is hard is a non issue.
Megdar wrote: Phantron wrote: I've never bought the 'unanticipated load' argument in any game since every game that ever got crushed due to insane popularity had no problem with upgrading their capacity in a matter of days. It's funny because it took 8 years for Blizzard, one of the biggest MMO provider, to figure out how to have smooth launch. Every time something major was coming, there was server lag, login crash, instance lock, weird bug etc... The first release without problem was Cataclysm. If the biggest online game can't be stable with the money they make, I'm able to give some slack to a small game from a small provider... No you can't go out and buy server, sometime it's not even the servers that are the problem. Sometime, you just discover your code is not meant to handle it, and you can't just change server code in 3-4 days...
fmftint wrote: Arondite wrote: For the record, I agree with most of what you said. The one thing I take issue with is the whole "do you know how hard it is to code?" Argument. That's a non argument. Sure, code isn't necessarily easy, but it's what programmers do. It's their whole job to be good at it, despite its difficulty. My job is hard too, but if I mess it up I lose said job. Difficulty doesn't matter when that's what you're trained for and its the path you've chosen, and usually your pay is adjusted to compensate the difficulty of the work depending on your field, so... Again. Coding is hard is a non issue. Thank you! Difficulty of a task isn't an excuse for failure. If you went to a restaurant and the cook had a bad night and made everyone sick would you say, cooking is hard, give the guy a break?
PhoenixDream wrote: No we can't. They're incompetent and proved it over and over and over again. Players have every right to be angry. Especially whales, because there's no excuse why they didn't design their servers to cater for the paying customers first. More so given this is a PVE event... But hey, they're human and humans make errors, right? Too bad Demiurge's producers, designers and coders (I do hope the plural is warranted) seem to make a lot of errors... and quite often.
Megdar wrote: It's funny because it took 8 years for Blizzard, one of the biggest MMO provider, to figure out how to have smooth launch. Every time something major was coming, there was server lag, login crash, instance lock, weird bug etc...
CybrGamr wrote: 2) find a good way to compensate the user base that missed out on required covers because of the downtime...
MarvelDestiny wrote: HOWever, our current situation could have been avoided with a little forethought, planning, and server upgrades/expansion. The devs have already stated that they have been planning and working on this for months. I find it hard to believe that not a single member of the team mentioned a need to invest in upgrades. So that leaves two possibilities: either this disasterous AvU implementation and the associated systemwide crashes are products of gross incompetence, or d3p didn't feel the expenditure was worth it to upgrade their equipment.
GothicKratos wrote: MarvelDestiny wrote: Neither one of us have any ideas what they did or didn't do. You're being presumptuous in the thought that they didn't do anything to try and curtail issues. Just because there was issues, doesn't mean nothing was done to try and prevent them
MarvelDestiny wrote: Neither one of us have any ideas what they did or didn't do. You're being presumptuous in the thought that they didn't do anything to try and curtail issues. Just because there was issues, doesn't mean nothing was done to try and prevent them
NighteyesGrisu wrote: Bigtaf wrote: As a leader of a software development team I would like to weigh in a little. Heres where I cut D3 some slack 1) Yes bugs do happen, its a given in software development. I don't care how large or small the development team is, it will happen to the best of us. 2) It was a new event so certainly the margin for error was a lot higher then normal. They tried something new thats a good thing. 3) Server load is difficult to predict, when you've provisioned for 100,000 users and see a peak of 1M users there exists a high probability issues will occur. This is something that can be planned for and implemented (relatively easily) early on in development, trying to patch this in later on can be difficult. So it could be they never expected their app to reach this level of popularity. Heres where I think D3 needs to improve 1) Learn from there mistakes. After Event 1 went so poorly there should have been either a delay or additional resources allocated to prevent a repeat of issues. Honestly if the reason for no delay is Marvel pushing for a quick release for promotion sake, then D3 has to have a difficult (re pride swallowing) conversation and own up to not being quite ready. It would be better to release a quality product a week later then a questionable product immediately. 2) Communication lacking at best. When these type of issues occur (and as I mentioned it happens to the best of us) its important to get infront of the issue and be proactive not reactive. Customers in my experience do understand issues occur and as long as they think your working your **** off for them they will be a lot more lenient. Generally my approach is outline how the issue affects them, outline a path to rectify the issue with as accurate a time frame as possible, assure the customer there will compensation ( if appropriate). D3 reps should be all over the forum when major issues occur, reassuring customers and maintaining that customer confidence (See below) 3) It's very important to prevent a repeat of similar issues. This causes customers to lose confidence. The most important thing is ensuring customers have confidence in your ability to recover from the issues. I agree with most of what you said. About 'learing from your mistakes' though I guess the decision to go ahead with event 2 was probably made from a political point rathen than a technical. I'm sure it has happened in your team as well that you needed to push something out because the higher-ups/management whatever decided it needed to go live, even though the devs told them there's still some issues..certainly happened in my team before.