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Re: Testing VGO! What you need to know.

Posted: Thu Feb 22, 2018 7:31 pm
by Jakkal
Use /bug

Re: Testing VGO! What you need to know.

Posted: Sun Feb 25, 2018 8:22 am
by Jakkal
Added this as more people are testing in groups now. Grouping is in a very early state. Please don't bug report the following issues:

Under Quest Testing - what you shouldn't be testing:

12. Group drops - Currently for quest related loot drops from mob kills, it only drops one no matter how many people are in a group. Some older scripts will only determine if the loot should drop if the person with the killshot still needs it. If you play a DPS class, you might want to wait to get your quest item so that the others in the group can get it (Especially if you're making all the killshots). We are currently updating loot drops so that if anyone in the group needs the quest drop, it will still drop one regardless of kill shot. HOWEVER, it will still only drop one and anyone in the group can take it. So make sure you don't grab it if you already have it or have finished that objective.

Under Item Testing - What you don't need to report:

7. A lot of gear is missing stats. You can feel free to bug report gear with missing stats (Even more helpful if you know what the stats should be). But items are not a priority right now and will probably not be worked on for some time.

Re: Testing VGO! What you need to know.

Posted: Mon Apr 09, 2018 7:58 am
by Jakkal
Hey guys, we occasionally get bug reports of people not getting their quest rewards. Just for the record, you cannot complete a quest without clicking on the reward. Chances are if you can't find a quest reward, it's in your AMMO CASE if you have one equipped. Please check there first before bug reporting.

This is a known issue and a low priority currently. The ammo case is being treated like bag #2 if your main inventory gets filled up, it starts going in there.

Re: Testing VGO! What you need to know.

Posted: Tue Apr 17, 2018 7:34 am
by Jakkal
Please don't bug reporting crafting at this time. We have recently set up all the quests for crafting on IOD. Some of them do not have any prerequisites, so they will allow you to pick them up. But you will not be able to do them until you declare a crafting class. And those quests are not available yet.

I would rather not edit all of the crafting quests without prereqs to have them if I can avoid it. Just be patient, we have some issues to work out with crafting before we can release it.

Re: Testing VGO! What you need to know.

Posted: Mon Jun 25, 2018 6:44 pm
by Jakkal
Hey guys, when you do the bug reports on quests, try to avoid saying "This is not how I remember it", or "According to NameofWikiHere you're supposed to do something else" in the reports.

A lot of wiki sites are old information, or too new. SOE did *A lot* of changes over the years. We are going by information that was collected from the data collectors in the live VG along with logs that we have from our time on VG. For example, mmodb's information is *extremely old* on the order of 2007 and 2008. A lot of it is out of date. It's *great* for when we have *no other information*, but when we do have the information on hand, it's usually out of date.

Also keep in mind that SOE did MAJOR changes to the starter areas (Especially Khal, IOD, Tursh, and Tanvu for F2P.) We have been actively trying to undo some of those changes because when they did this, they removed the starter areas for the other cities. We need for this to work like pre-F2P. For example, In the original version of IOD, two of the Shotaru were INSIDE the temple. One of them was beyond the barrier. You had to do the temple run in order to get all the gear. A lot of people seem to remember the F2P version where they moved the Shotaru outside of the temple, making it super easy. We are not doing that version here. So instead, when you bug report, don't tell us "The Shotaru are inside the mountain", or "I don't recall the Shotaru being in the temple, they should be on the hills." No, check the quest as it is. Can you accept the quest without issue? Check the POIs as they are. Do the POIs point to the shotaru? Do the Shotaru drop their poems when you kill them? Are you able to turn in?" If the answer to this is yes, despite what you might recall or what the wiki of the week says, it's not bugged.

We are getting a lot of bug reports that state things like "I don't remember it working this way". Well memories are fallible. Unless you can get us some concrete evidence, we're not changing it. We scour the wikis. We have lots of log files. I myself have a ton of logs that I constantly go through to make sure the quests are set up right. The content designers have often set things up based on what was available to us at the time. The Devs are still setting up the basic framework.

If you can't get a quest to work, please READ THE QUEST TEXT before you bug report. We're getting a lot of reports for things that aren't bugs. Please when you are testing VGO, Assume that you must do something else before you assume something is bugged.

And finally, when you are bug reporting stuff, try to follow what I wrote in the original post here. Can you do the thing? Does the thing work? When you need to click an item, does it do what it's supposed to, where it's supposed to? Are the POIs in the proper location? That's what we're looking for right now.

Re: Testing VGO! What you need to know.

Posted: Mon Jun 25, 2018 8:01 pm
by dhew
This clears up a lot, actually. There were several different versions of the same thing throughout the life of vanguard with lots of talk about which "parts" of vanguard to keep and which to re-create. So, now we know if its in the game, and it works, it stays as is. Makes sense. Also, have you created an SOP for bug report formats? Or are you not that OCD?

Re: Testing VGO! What you need to know.

Posted: Mon Jun 25, 2018 8:09 pm
by Jakkal
We are slowly building up into a standing operation procedure. We've been working really hard on trying to make things consistent. If there's one thing VG was absolutely horrible at, it was consistency.

Of course as the devs give us more tools and more options to work with, we can set the quests up better. But for now we just really need people to test the quests that are available and that as they are, they work.

I've spent the last couple of years just updating old quests, like my work in Khal, as they were so old, they were no longer working right. I suspect this will go on for some time.

Re: Testing VGO! What you need to know.

Posted: Mon Jun 25, 2018 8:13 pm
by dhew
Ok, id venture to guess most of the comments you made were directed at my slew of recent bug reports. :hides:

Re: Testing VGO! What you need to know.

Posted: Mon Jun 25, 2018 8:21 pm
by Jakkal
Well, some of yours might have been "not bugs", but this has been an ongoing problem for the past few months. It just picked up a lot recently.

Like we just got a bug report for a missing URT quest. The quest is in Kaon's Rush. We have not worked on that chunk yet. Thus, this is not an actual bug report. And it just kinda wastes our time because we have to stop everything and look up the deal with the quest.

This is why we really, really need people to focus on what's up and not what they think should be up. There are some quests that are not available because we don't have the means to set them up right now.

Re: Testing VGO! What you need to know.

Posted: Mon Jun 25, 2018 8:29 pm
by dhew
It was s good idea to put in the messages to not bug report for chunks when in them.