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#1 |
Loremaster
Join Date: Aug 2009
Posts: 47
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![]() Was the 48 hour grace period on looting removed? Just ran an instance and none of the items had it, and couldn't trade items after looting. I'm hoping I'm just bugged. |
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#2 |
Loremaster
Join Date: May 2006
Location: Vancouver
Posts: 2,840
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![]() This is what happens when SoE tries to fix one simple bug that doesnt even matter. |
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#3 |
Seer
Join Date: May 2011
Posts: 13
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![]() Had this problem on x4 raid loot last night with guild, all got back to GH to bid dkp/share it out amongst raid members and were snafoo'd!! We just assumed patch messed it up and there would be a re-patch today. |
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#4 |
Loremaster
Join Date: Jan 2005
Posts: 1,421
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![]() gimme wrote:
Wait. So something changed on a build and made it live? I wonder if it was in the test build? Can't be; you know that build was thoroughly ran through the gamut on test. (lol) Just petition and get a GM to divvie it up for you all. It is a shame that the Devs create more work for the CS team by not thoroughly testing a build prior to pushing it live. |
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#5 |
Loremaster
Join Date: Apr 2008
Posts: 281
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![]() I can't believe the sad state that this game is becomming. There is zero quality assurance and testing. Giving the dev's the ability to set game changes directly to Live is a terrible idea. Why even have a test server if patches are pushed directly to Live without hitting test server? Actually, I guess the reason is because feedback from the Test server (when they actually tested patches) is ignored. |
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#6 |
Loremaster
Join Date: Nov 2004
Location: Longshadow Alley
Posts: 217
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![]() It appears only the text on the item description is missing. We were able to trade X4 loot amoung team members last night.
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#7 |
Loremaster
Join Date: Feb 2009
Location: Houston, TX.
Posts: 1,308
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![]() CheezeBurgerAnimal wrote:
I tried to trade a neck item that dropped in Ascent last night to the troub and kept getting an error saying that it was not tradeable. So, while I can't say anything about raid gear, Heroic gear (or at the very least that one particular heroic gear drop) is not able to be traded anymore. |
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#8 |
Loremaster
Join Date: May 2006
Location: Vancouver
Posts: 2,840
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![]() SoE tried to fix Contested Kael quest pieces from being traded between group members and thought it was so important and such a huge issue that breaking the entire ability to trade any type of dropped loot would be an acceptable loss, or they just another half job as per usual |
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#9 |
Server: Blackburrow
Guild: Mithril Web
Rank: Officer
Loremaster
Join Date: Jan 2006
Location: Northern Kentucky
Posts: 335
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![]() I want loot trading back now. This feature really took the drama out of loot drops for us by letting people really think about what they wanted once the afterglow and loot hypnosis had worn off. So many times I've seen stuff swap around during and after we run zones... and with smiles all around. Taking it away unannounced was very rude indeed - naturally we only discovered it once we discovered something important enough to trade and we couldn't do it. If we'd known beforehand, at least we would have been more cautious about it! |
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#10 |
Loremaster
Join Date: Feb 2009
Location: Houston, TX.
Posts: 1,308
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![]() Gilli@Blackburrow wrote:
While I agree that loot trading should be re-instituted, I was able to petition to have the neck item I mentioned in my previous post given to the troub. It's a bit of a hassle but obviously it is an error since a GM made the trade for me. So, at least there is a workaround, albeit one we shouldn't have to deal with. |
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#11 |
Lord
Join Date: Nov 2010
Posts: 1,338
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![]() Is it possible that the Tradable Loot feature is going to replace the 25% XP bonus in the Dungeon Finder to help it hit critical mass w/o making the DF use internal gear scores to balance groups or making it cross-server? Too bad raid zones or build-your-own-group templates aren't part of the DF tool yet. Or is this "Feature" going to become part of the AoD "Feature" package? |
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#12 |
Lord
Join Date: Nov 2010
Posts: 1,338
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![]() urgthock wrote:
I haven't seen, heard or read anything on the Official forums or anywhere else saying it is not working as SOE intended now or that it is being "fixed" or even scheduled to be "fixed". I'm sure GM's will get a bit tire of distributing 100's of loot items a night. |
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#13 |
Loremaster
Join Date: Jan 2005
Posts: 1,421
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![]() Nrgy wrote:
Agreed. They responded to the adornment slot on wand issue and said it was a bug, but have been silent on this. They either don't know it exists, know it exists but don't care to tell us, or know it exists and is not a bug and wont tell us that either. Any way though, that they have been silent on thsi issue now for two days is a little unsettling. |
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#14 |
Loremaster
Join Date: Feb 2009
Location: Houston, TX.
Posts: 1,308
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![]() Raknid wrote:
Well, the only reason I stated it was obviously an error is simply because the GM made the trade for me manually. I would guess that if SOE had changed their stance on this matter, they would have instructed their GMs not to make these trades manually. Of course, I may be giving SOE management too much credit? |
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#15 |
Lord
Join Date: Nov 2010
Posts: 1,338
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![]() WOW .. just WOW .. I saw one red response on this topic so far in another thread and all it said was "there is already a thread on this topic" and pointed here. As if THIS is the official SOE thread on broken loot mechanics. This thread without an form of official (red) announcement. How did THIS thread become SOE's official statement when there isn't any SOE official statement included within. Since its been ~24hours (a Day) since this "Feature" has been removed without notice or acknowledgement I feel that SOE is saying with its absents that the Trade Window is now closed and I will further assume that it will be reintroduced and contained within the "Feature" X-pack formally named A0D later this month or whenever and will only have a nominal fee associated with it when made available again. |
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#16 |
Loremaster
Join Date: Nov 2004
Posts: 613
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![]() Still happening and extremely frustrating. Can we get a response to this? i dont even see it fixed in the stuff that just went to test ... not that it mattes, QA being what it is Come on guys step up to the plate |
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#17 |
Tester
Join Date: Nov 2004
Posts: 7,842
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![]() Nrgy wrote:
No, it just means that there isn't a need for several threads on the same subject. If there are a dozen threads on the same thing, which one should a red name remark in if they're going to post on the topic? Would the other 11 threads feel slighted by the dev posting in the first one he/she saw even if it wasn't the first posted? yes and that has occured before, too. But.. jsut because a red name hasn't posted on something specifically doesn't mean they haven't read it or don't know about it. It doesn't even mean there isn't a fix or change coming. |
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#18 |
Lord
Join Date: Nov 2010
Posts: 1,338
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![]() Rijacki wrote:
I don't disagree with that at all ... what I disagree with is 48+ hours and without even so much as an acknowledgement or a "We Know, shut-the-heck-up we're looking into it!" |
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#19 |
Loremaster
Join Date: Jan 2005
Posts: 1,421
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![]() Nrgy wrote:
It's not like this is a trivial issue or change. Something of this magnitude SHOULD be commented on as soon at is seen, like the Dev did in the wand adornment slot thread. Instructions should be given as to whether you need to file a petition or hang tight and the items will be backflagged (dont see how though), they should tell us they have notified the GM/CS staff and that they should be able to help us, etc... A simple: "Sorry. This is an unintended bug that we are working on correcting. We have notified our CS staff about this and they will be happy to help you if you file a petition with the subject "Yada Yada Yada" and the details "Yada Yada Yada" included." Dang that was really hard to do. |
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#20 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() We are looking into it. |
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#21 |
Loremaster
Join Date: Jan 2005
Posts: 1,421
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![]() thank you very much! |
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 3,159
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![]() Nrgy wrote:
Not to mention "red" doesn't mean dev only. Mods don't have any power to fix the game.
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Anything you can achieve through hard work, you can also just buy. -Stephen Colbert CoD3 double XP Rank Up promotion lesson for kids |
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#23 |
Loremaster
Join Date: Nov 2004
Posts: 613
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![]() Gninja wrote:
And yay for communication, thanks G! much appreciated |
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#24 |
Loremaster
Join Date: Jun 2008
Posts: 545
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![]() Oh, glad I looked under general gameplay. I just posted on a different thread on this issue that it's still happening. edit - nvm about "still" happening... just saw the reply from Gninja was dated today :p |
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#25 |
Loremaster
Join Date: Aug 2010
Posts: 2,179
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![]() You could bet your bottom dollar that if items that were not supposed to be tradeable had become tradeable with this that it would have been fixed by now or all trading would be disabled until it was resolved. SOE this stuff is really disheartening, it has a pretty large impact on gameplay, we were affected by it last night, it is also increasing the workload of GM's and should have really been fixed with a patch this week. It isn't like the quests in KD were repeatable (iirc), nor were the rewards really super awesome. Now we are stuck with it until Tuesday at the earliest, and if it is being given the same priority as the AA mirror and some of the other stuff that has been broken recently we might have to live with it until AoD is released. Yes GNinja thanks for the update in here, but the consequences from what the change did are greater than what was the cause of the change to be done in the first place so why not just roll it back, fix it right, put it on test and confirm it is fixed right then roll it out.
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All actions have consequences and repercussions. Somewhere in Norrath a guild is about to dissolve. |
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#26 |
Loremaster
Join Date: Dec 2004
Posts: 49
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![]() This is posted on the "Top known customer service issues." The recent update may have broke the ability to trade with those present at the kill for 48 hours. Customer Service is happy to move the item to the intended recipient providing it's petitioned within those 48 hours, is not attuned and both were present for the kill. This will be addressed in an upcoming hotfix. |
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#27 |
Loremaster
Join Date: Sep 2010
Posts: 518
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![]() Nrgy wrote:
I have two seperate emails from CS clearly stating that this is an unintended bug and will be fixed. They were kind enough to move the three pieces that I had issues with to the proper toons. |
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#28 |
Tester
Join Date: Nov 2004
Posts: 2,560
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![]() Once again, how about we get rid of no-trade, heirloom and lore and pretend we have adults playing this game. |
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#29 |
Loremaster
Join Date: Mar 2005
Posts: 217
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![]() two words: quality assurance I am always surprised how SOE is able to break more stuff than fix with their fixes. This stuff should be caught by QA or at least properly tested on the test server. [yes, old news, but I continue to be surprised coupled with being frustrated and angry] |
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#30 |
Tester
Join Date: Nov 2004
Posts: 7,842
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![]() Marvis@Runnyeye wrote:
QA is most likely tasked with testing the changes in the patch to be applied as well as anything they think might be affected by those changes. To do a -complete- testing of all the game features, every zone, every possible nuance of gameplay, ever interaction of any item with every other item, etc, would take months or even years. The hot fixes (which this occured from) are usually only a few changes and are most likely those changes which it is estimated have the least risk. Look at the patch notes for the last hot fix (the one which broke the 48-hour trading): POPULATION / ZONE PROGRESSION Strategist’s Stronghold Severed Windpipe is now curable. Tallon’s Stronghold [Non-Challenge mode] During the Tallon Zek fight Decorin Deahbringer will cast Deathbringer’s Touch and Impending doom less frequently. Tallon’s Stronghold [Challenge mode] During the Lieutenant Klaatuus fight the aviak trooper adds have less health, no longer memwipe, and will always spawn at the bosses feet. Vallon’s Tower [Challenge Mode] During the Gindan Commander Angler fight the Diaku Deceptors will wait a while before casting their stunning strike spell. Kael Drakkel All dropped quest items that were previously flagged no-trade now consume the dropped quest item once the quest has been taken. ITEMS Fixed an issue that cause some bows, thrown, and wand weapon damage to be reduced. Without the benefit of hindsight, if you had this come across your desk as the changes, do you think any of them would have caused an issue with ranges wands losing their red slots or 48-hour trades of heirloom items to be 'broken'? With the benefit of hidnsight, sure, it might have been either the Kael change of the Items change.. maybe.. or could be some other odd combination of things. |
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