The Release

Hey there guys.

I just want to say that despite how rude I seem with some of my posts I only wish the best for this game and its devs. I love the game and I honestly think in this current state with all the bugs it is the second best ARPG after Path of Exile.

I am waiting for the release of this game more than any others games that got released or will be released this year. All I really want from the release it is for a lot of bug fixes and I do mean a lot. Like about 90% of them to be fixed then the multiplayer fixed which I know these to are the two top priorities you guys got as far as I know but I do hope you guys succeed with this. The last thing I want is for the SSF thing to actually have a shared stash between characters. I love the idea of SSF in this game compared to PoE but to know whatever I loot I cannot use on another char just leaves a sour taste in my mouth that the option exists.

Either that or just make sure the description for it is correct. (If that was already changed sorry I did not check the game lately cause well…waiting for the release and do not wanna ruin all the excitement I got for that with even 1%)

That being said I am looking forward to the release and I sure hope you guys got your servers ready to get overwhelmed by players. Whatever the number you think you have in your mind as a statistic that you will have for the amount of players that you will have on release it is 100% not even close. I am sure of it. It will be a lot higher. People coming from PoE,Diablo,Grim Dawn, people who do not play games in early access, and a bunch of others who go under the radar.

What I really want from this game is to succeed and not fumble it like Wolcen did. That game was a disaster from beggining to the end. I do not want people to hate a game that has such good ideas and such creative devs that also interact so much with its playerbase. Biggest shame in todays gaming industry. A good game to actually mess it up.

Anyway I will see you all on the games release either fixed or not I will still have a blast and play the hell out of this game. Cannot wait for it and wish you all devs the best and all of you players to have a lot of fun with the game no matter what.

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1.0 will have Solo Account Found and Solo Character Found as options.

With the former one all your characters that have the SAF tag will share their Stash. (this is also how it works right now).
The description on character creation right now is wrong, because that is how it used to work prior to 0.9.0.

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That is amazing. Thank you for letting me know.

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Hmmm, nope, the description for offline “Solo” says the stash is shared. It is not and it was not before 0.9.
The description is wrong because… well, because it is not right.

I can’t speak for offline but right now in Online play we have Solo Account Found. (all Chars with that same SAF selection share a Stash)
I can’t remember how the mode selection during character selection is worded, but it does not reflect or at least is confusing how it is. (not at my PC right now)

Prior to 0.9.0 it was Solo Character Found. So every character with that mode selected had their own Stash, gold and Crafting mats. This was changed to Solo Account Found with 0.9.0

And with 1.0 both of these options will be available for selection.

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The description text in online mode is correct. It is mistakenly called “character found”, but described as shall be, as account found.

The text is wrong in offline mode (it describes account found but works as character found) and many, many players have been complaining about that, so I assumed that was what the OP was referring to.

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I knew it was wrong, but actually didn’t know that it’s function and description is reversed offline VS. online.

Anyway 1.0 will fix this and give us both options.

I know nothing about programming, so I assume writing a text involves incredibly complex issues I do not see. But I cannot begin to understand why a simple line of text, mentioned in offline chat almost daily by upset players, takes one year to be updated.

Oh well…

This got messed up in 0.9.2 and is probably related to the introduction of translatable strings.

Since wrong text from a technical standpoint is a very minor issue it’s probably a very low priority a.k.a. “we’ll circle back to this when we have time” a.k.a. “we’ll never get back to this ever and we all know it lol”.

In this case the last “a.k.a.” doesn’t apply indefinitely because it’s something that everyone will see but it makes more sense for this to be updated at 1.0, because actually finishing the 1.0 features is way higher priority.

It’s not like someone can’t just update the text in 20 seconds, it’s more like “we really don’t have the dev/QA time for this shit right now”.

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Interesting, thanks. I haven’t played between 0.8 and 0.9.2 so I assumed the wrong text was there since 0.9.0. My bad.

I agree with this analysis, but I believe it is a huge prioritising mistake.
Someone creating a character in a mode that explicitely tells them the stash will be shared, then discovering after 20 hours that the stash is in fact not shared, can rage quit and spread bad publicity.
Just like, for example, someone buying some cosmetics because there is no mention on the buying page that it works only online.

I appreciate some bugs take a lot of work and cannot be easily fixed.
But exposing yourself to flame to save 1 minute of work time… It is careless, I just don’t get it.

Not entirely, both online & offline tooltips are pulling the same descriptive text despite one of the being wrong.

It’s not that. Mistakes happen, people have priorities & this one is probably relatively low, especially since it should be “fixed” when they add both account found & solo account found (or whatever they are called) & have them both function the same in both online and offline.

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What @Llama8 said, plus the fact that programming requires concentration. Having to stop to fix small things will oftenly lead to delays in the main thing you were working on. So bugs have to be prioritized, even the small/simple ones.

In this case I do believe it’s because they already fixed it with the correct implementation of both modes, they just won’t make a patch to include those modes in the game, since we’re close to release.

Yep, both online and offline mistakenly share the same layout.
Amusingly, both modes end up being wrong: online has the wrong name with the correct description, offline the correct name but the wrong description (which is much more problematic).

I agree, and that’s why I called it a “huge prioritising mistake”, and I stand by it. If it takes a couple of minutes to fix, it should have been done a long time ago.

I hope you were being sarcastic?
If it was correct in 0.9 and only appeared in 0.9.2, the mistake has been there for 5 months… You fix this kind of simple things, pretty much just a typo, at the start of your working day, before diving into deeper projects that will require concentration. Nothing to do with programming, just basic time/project management.

That sounds true.
I still think the reasoning “we won’t bother changing just the text, we will ignore the problem until we can completely change the modes themselves” is bad prioritising.

I wasn’t. When you have long tasks that take multiple days to complete, you don’t interrupt them with smaller ones. Even at the start/end of the day. It has to do with getting in the mindset of the code you’re working on. Fixing even a small thing will require finding out where it is, how it’s coded, how to change it, making sure it doesn’t break anything. Then you have to go back to the mindset of the previous task.
Even when you go to sleep with an unfinished task, the next day you’re still in the same mindset, you pick up where you left off. Especially for longer tasks that take multiple days of analysis and work. Breaking off for distractions will make getting back to that mindset just slightly longer and can cause distractions as well (which will lead to bugs).
Which is why, when you have a long task, you usually never switch from that task until you finished it, except for urgent bugs, which this clearly isn’t. Once you’re done with the task, then you can tackle multiple bugs.

That’s not to say that this couldn’t have been fixed before. It’s not likely that they’re all on the same task these last few months. But that leads me to the 2nd point:
It’s possible that they only noticed the bug (or even was what caused the bug) after they started working on getting both modes working. At that point, considering it’s a low priority bug, it’s much easier to just finish the task and then release everything than to roll back to fix that, release and then make the changes again.

I don’t know if that’s what happened or not, since I don’t know EHG’s work archytecture or methodology, but as a programmer I can tell you that a simple bug can get pushed back for a long time because of these things. And because, especially when you’re working on launching a new product, priority tasks keep coming up that require you to drop everything and work on that instead.