Join us on Public Testing


#68

is it working on steam yet?


#69

Ok so fyi I discovered that predator bow is still the best bow, out damages void bow until liken 50 def


#70

So I havent seen anyone note it yet for seome reason, but the rings are completly unavailable for everyone who came on past 11 or something
I would like to try it out wtf


#71

yep, im on steam and it works.


#72

I’ve never made a comment here but the fact that there are no 8/8 apples (or maxing candies or free pots or literally anything to make 8/8 chars) is really stupid. If we’re expected to test out relatively “end-game” weapons, armors, abilities, and rings, then don’t you expect that we should have 8/8 characters to test them on? Let alone the fact that many people may use PT as a way to get risk-free practice on Oryx’s Sanctuary. Only letting people get at best 2/8 - 4/8 characters is plain stupid. Thanks.


#73

Just fyi, a weekend is never long enough to test a build of this magnitude - hence all the bugs we are still dealing with from the vault-update build.

Can we expect bug fixes from that build? The character stat bug, the random and annoying vault bugs, etc?

Do you guys have a list of “known bugs” that exist in the production version? I assume so, but can those be prioritized before launching the new build?


Character List Not Showing Correct Stats
#74

I honestly think they should focus on fixing all the bugs instead of realeasing new content and just forgetting about all the bugs.


#75

The worst part is, they’ll get tons of bugs reported during testing, completely ignore most of them that they don’t consider serious or whatever (I’m convinced they look at each bug fix as if it would increase or decrease revenue, and then either fix it or not), and then they’ll just push it to production anyhow. The bugs will just keep piling up.

Also I don’t understand the push for better aesthetics that they think the reconstruction is bringing to the game, but then the reconstruction builds added some vertical line dead-pixel bug when you walk into some obstacle from the side, looking very bad aesthetically, but it’s just left like that… but still claiming that sprite world needs reworked? Like no, the bugs need to be fixed…


#76

If all they focused on was fixing low priority or high effort bugs that linger from previous updates, then a very large portion of their development team would be laid off. The artists can’t fix vault bugs, the designers can’t just tell the UI to always display the correct values, and the few engineers that know enough about Realm’s ancient backend architecture to make a difference are probably thinking they can do so much more good with their time than to make Ninja not disconnect when you use its ability too fast.

I would love to see this list in any form. I stopped playing Realm for a very long time and I often wonder if things are worth reporting or if I’d just be echoing a hundred other posts before me.


#77

These rings are not in testing.


#78

I must disagree with you here. If there are only a “few engineers” that know the game’s architecture, they should spend the time to train, learn, debug and understand that architecture completely before continuing to push new content (which as I was arguing before, will introduce more bugs and “break” the game even further).

I think this could be one of the main downfalls of Kabam in rotmg. They continued releasing new content that continued to break the game, and they would half-fix the content and continue releasing it, until I believe they had so much trouble developing any new content (because the game was so badly bugged). Just a theory though there, I have no real idea on the history or downfall of Kabam’s rotmg run…

Yeah it would be great actually from that perspective, so we know what’s known lol…

Edit: Also I expect 2020 with the lockdowns has been a very profitable year for online mmo’s, and realm is probably no different. So I think they could afford it, I don’t think that resources should be considered an issue.

Edit 2: I’ll leave it at that and won’t be replying further in this thread, feel free to ping me on realmeye if you want a response later. I feel I am getting slightly off topic and don’t want to derail the thread further… My bad. (still would be dope for a developer to reply to my first question XD)


#79

In part yes but Kabam’s downfall was also through way too many micro transactions (which DECA seems to be increasingly going towards as well) and just not caring about the community and its feedback anymore only to focus more on breaking into mobile gaming industry. Plus they laid off a bunch of capable RotMG developers near their downfall.


#80

Additionally, current things that Ive noticed can disconnect you:

  • Shooting

  • Being shot

  • Entering a dungeron

  • Leaving a dungeon

  • Being in O3

  • Going to pet yard

  • Going to nexus

  • Changing servers

  • Eating apples

  • Equipping oryx abilities

  • doing HTT in general?


#81

Then you have to consider the business side of things very heavily. There is great cost in hiring for positions like that. One does not simply “read the code” and suddenly understand how it works, why it fails, and how to fix it without screwing up something else. It takes a lot of time/money, and it can end up being a huge waste if any new hires don’t work out.

Zooming back out on the big picture, there are no game breaking bugs in Realm. We’re still playing and spending and dying like always. The recent vault bugs were pretty bad, but they’re mostly fixed now. Consistent disconnect in o3 miniboss? That was fixed next update. What else is so bad that it should stop the designers/artists from redecorating an epic pcave? I’ve only been around Deca for a few months but I haven’t seen any egregious bugs ignored for more than a patch cycle. They ARE fixing bugs, even if they aren’t the bugs you or I care about most.


#82

If they don’t fix any of the bugs, it’ll just pile up until realm is unplayable because of all the bugs. They should have one or two programmers just work on fixing bugs as soon as they come out.

Why should the artists fix vault bugs? Artists should focus on making sprites and creating more content.

Obviously they can’t just tell the UI to fix themselves. That’s why there are people who can program who can fix these things.

But thats a huge bug which makes a class almost unplayable. But, thats why there are several programmers. Plus, if they think they’re too good to fix a huge bug, then what are they doing?


#83

is the testing up cause i try to log in and it says pasword incorrect?


#84

Are you trying to log in using your regular account? youve gotta make a seperate one for the testing servers


#85

They should be now! It was reported that the box wasn’t up properly, and it’s back properly now.


#86

The notion of a program free of bugs is one that is not realistically attainable for something like RotMG. It simply is not possible, and this becomes even more the case when you recognize that not only are multiple people working on interconnected parts of the game (and potentially connected in strange unforeseen ways depending on how spaghetti the backend is), but also that they have shareholders/executives to appease and internal deadlines to meet. This is what it’s like if you are working as a software developer, outside of perhaps self-employment.
To think that there is some idealistic fantasy where they “just aren’t working hard enough to fix all the bugs! they can make the code always so neat and tidy and no bugs! they should fix all the bugs in the game before adding anything new” is genuinely out of touch with reality and you will know this if you go into this field at all.
(I digress, but this is why I find passion projects/personal side projects that aren’t under the thumb of any company or higher-ups so enjoyable to use/play/etc. You can see what’s possible when unbounded by any restrictions and when people can design to their vision and not have it clash with the reality of lack of budget/lack of time/other logistical issues)

Subsequently, you prioritize major issues over minor ones. You may argue that the vault bugs are major ones, but I haven’t seen a recent report of such magnitude, and I and many others personally haven’t experienced any major issues with the vault (meaning that any major issues are rare and subsequently difficult to debug and fix). It’s not as simple as “make thing work please kthx”.

The thought that developers aren’t working on fixing bugs when they can is rather pessimistic too. Outside of perhaps a developer being dragged away to work on shiny new feature #37 (which is an issue caused higher-up), I’m sure they are hard at work trying to fix bugs and clean things up/refactor. There is no shiny “fix bug” wand you can wave around and suddenly bugs be gone. It can take a lot of work and debugging sometimes!
I think consequently, that’s the reason we still see minor bugs like the abilities rendering way too large. It’s just not the highest priority to fix.

There’s also the fact that designers != the people working on new front-end/back-end features, but I think we know this already.


#87

Some of my characters that ran some dungeons (I don’t even remember what they did, probably some libraries to get the SSeal or something) have some bugs counting dungeons (In the 2nd picture I didn’t run those dungeons)