This bug has been brought to Ubisoft attention multiple times seveveral updates ago, why is it still happening? Whenever a rogue event spawns in the infermary, its mission over. I have lost count of how many times this has happenned to me. First there was an invisible wall at the exit from the infermary and now you can exit the room but the mission will not advance.
I have just recently returned to this game to take a look at Summit and if Seasons content came up with something different but am personally disapointed, but of course based on my opinions. However there is no excuse for ignoring bugs.
I've said for the longest time, and will say again, this is rooted in not having a modern, customer facing issue tracker. Without that, the only way which reports of issues which are in the forums will get put on the radar is if someone from Ubisoft sees the post, and funnels it to the right team for action. And I would bet money they either don't have an internal issue tracker or they don't let people outside the development team create issues.
Bug priority in software development is affected by a number of factors. First of all bugs have to be prioritized because no software company has enough resources to fix all bugs immediately. Once bugs are prioritized, they are worked on in priority order. Priority is determined by things like, how many players does the problem affect, how many times does it happen, is there a work around, what are the possible side effects of a fix, how long will the fix take and probably a few others. If something hasn't been fixed, I would assume its a low priority based on some of this criteria. Depending on the incoming bug rate and resources available, it's possible that a bug low on the priority list may never get worked on. So there is a reason why some bugs never get fixed.
I don't know what all the criteria is in this case, one would have to know how many players run tombs, how many times rogue agents appear in it and so on. I've had the problem twice, once with the wall and once without the wall but with no advancing. Both times the team killed themselves and was able to continue. So on one of the criteria points, I can say there is a work around which would lower the priority of fixing it.
Or.... it hasn't flowed from the forums to the developers, or if it did the developers didn't put it in their triage pipeline, etc.
Which gets to my point, once again, that a customer facing system would add a ton of value. There are few people that don't get how impossible it is to fix all bugs, and no one has an expectation that every thing mentioned in the forums gets assigned to someone to investigate, etc. Most would understand, if they could see, that this has been assigned low priority because it occurs only 8% of the time when playing the mission, etc.
Priorities. If a bug gives the players loot too fast, they will shut down the game and fix it immediately. If it's just a mission that doesn't work, oh well.Originally Posted by DadKev Go to original post
Pretty much this. Lets not find excuses for them because of how the QA should work. I get that it's a tough job, but Ubisoft has repeatedly shown that if a bug gives an advantage to the players the servers will get shutdown & fixed immediately. If something makes the player weak then it goes in the "we're looking into it" section.Originally Posted by mckrackin5324 Go to original post
The revive hive almost hit an year of not working. Invaded Zoo mortars are still broken (at least 6 months since the 1st report). Many more...
A problem that affects all players would be given higher priority. Regardless of what it is, extra loot or a bugged mission, it gets a higher priority. I recall when the fire tower was broken in stranded tanker, they fixed it quickly. It had a higher priority because the problem affected everyone on every run of the mission. The rogue agent problem in tombs would not be as high of a priority. A loot problem with the same percentage of affect would probably have the same priority. The difference is when a bug goes against the player, players avoid it. But when a bug goes for the players, players flock to it like flies on crap. That makes player beneficial bugs a higher priority to fix.