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Hi Demonizer3,

As you may be aware at the end of last week we completed our triage pass and unfortunately, this ticket was deemed to be outside of our maintenance scope. To explain this is a visual issue that occurs rarely for the client when a unit is spawned. The unit would not actually be trapped and would, in fact, be present in the game at its intended position on the server's side, this data should be resynced automatically after a brief delay and you will see the unit again in the dungeon.

We appreciate that this is frustrating but at this point in WFTOs development and with the myriad of deep-rooted problems that culminate in what you're seeing here we won't be able to correct the issue without a significant overhaul of much of the foundational code of Multiplayer. Which sadly is out of scope for maintenance.

Sorry that we will not be addressing this issue further.

Kind Regards,

Lee

Hi Darkmatt,

As you may be aware at the end of last week we completed our triage pass and unfortunately, this ticket was deemed to be outside of our maintenance scope. To explain this is a visual issue that occurs rarely for the client when a unit is spawned. The unit would not actually be trapped and would, in fact, be present in the game at its intended position on the server's side, this data should be resynced automatically after a brief delay and you will see the unit again in the dungeon. 

We appreciate that this is frustrating but at this point in WFTOs development and with the myriad of deep-rooted problems that culminate in what you're seeing here we won't be able to correct the issue without a significant overhaul of much of the foundational code of Multiplayer. Which sadly is out of scope for maintenance.

Sorry that we will not be addressing this issue further.

Kind Regards,

Lee

Hi Rudolph,

As part of the triage pass we brought this up with the programmers. The behaviour you're seeing is sadly a trade-off of the approach taken with pathfinding. Under certain conditions, it can run very slow but in the vast majority, it runs very fast as needed to keep up with the sheer number of units and unique pathing requirements of WFTO.

Thanks for your report and sorry that we won't be addressing this further.

Cheers,

Lee

Hi Rudolph,

We did our Triage pass today and I can confirm that although this is not entirely working as designed (indeed they should pass) the reason they don't is because of limitations in the pathfinding system. Sadly the time and resources it would take to change this would far outweigh the benefits it would bring to the game.

Thanks for your report and sorry that we won't be addressing this further.

Cheers,

Lee

Hi Guys,

We have just completed our triage checks of all reported issues. Sadly this one has not passed into our queue as unfortunately, the issue is deeply rooted and at this stage, it's difficult to guarantee the resources to address the issue as it may have far-reaching consequences across the game. As the Artefacts can still be interacted with there are also ways to manage the problem, though we recognise that is not ideal.

Please don't let this discourage you for reporting issues in the future, many of the tickets in our triage queue have successfully passed triage and have been assigned a priority in our work queue.

Kind Regards,

Lee

Hi Zzombo,

We have just completed our triage checks of all reported issues. Sadly this one has not passed into our queue as unfortunately, it is too minor in its impact on the game versus its cost to address.

 Please don't let this discourage you for reporting issues in the future, many of the tickets in our triage queue have successfully passed triage and have been assigned a priority in our work queue.

Kind Regards,

Lee

Hi Colla,

We have just completed our triage checks of all reported issues. Sadly this one has not passed into our queue as unfortunately, we have been unable to reproduce the issue internally, the circumstances causing this issue appear to be incredibly rare and are not likely to impact the majority of users. 

I understand that this must be a frustrating issue and I'm sorry that we won't be addressing this issue further. Please don't let this discourage you for reporting issues in the future, many of the tickets in our triage queue have successfully passed triage and have been assigned a priority in our work queue.

Kind Regards,

Lee

Hi Journeywithin,

We have just completed our triage checks of all reported issues. Sadly this one has not passed into our queue as unfortunately, we have been unable to reproduce the issue internally, the circumstances causing this issue appear to be incredibly rare and are not likely to impact the majority of users. Further, the workaround for replacing the blocks as suggested by Kasrkin appears to be workable.

I understand that this must be a frustrating issue and I'm sorry that we won't be addressing this issue further. Please don't let this discourage you for reporting issues in the future, many of the tickets in our triage queue have successfully passed triage and have been assigned a priority in our work queue.

Kind Regards,

Lee

Hi Eclipse,

We have just completed our triage checks of all reported issues. Sadly this one has not passed into our queue as the issue is deeply rooted and costly to fix versus its relative impact on the game.

Sorry that we won't be addressing this issue further. Please don't let this discourage you for reporting issues in the future, many of the tickets in our triage queue have successfully passed triage and have been assigned a priority in our work queue.

Kind Regards,

Lee

Hi Vadim,


We have just completed our triage checks of all reported issues. Sadly this one has not passed into our queue as the issue is deeply rooted and costly to fix versus its relative impact on the game.

Sorry that we won't be addressing this issue further. Please don't let this discourage you for reporting issues in the future, many of the tickets in our triage queue have successfully passed triage and have been assigned a priority in our work queue.

Kind Regards,

Lee

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