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[UO Herald] Reminder: Purchasing Codes Prior to Live Date

Discussion in 'UHall' started by UO News, Jun 6, 2011.

  1. UO News

    UO News RSS Feed
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    When purchasing codes for the latest virtual items from UOGamecodes, instructions and patch notes have stated that the codes would not be active for all servers until 7 June. However, some players have attempted to activate their codes prior to the live date.
    In an effort to insure all players will be able to use codes already entered, and future codes are active, we will need to disable the promotion system until 8 June (Wednesday) 14:00 GMT (10 am EDT).

    For all who currently have codes, you will be able to re-enter them in game to receive your in-game item after the live date.

    It is fine to pre-purchase codes, please do not attempt to redeem them until 8 June. We will make a post to the Herald when players are able to enter codes.



    More...
     
  2. jbfortune

    jbfortune Slightly Crazed
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    Haha,

    What a screw up. I'm assuming people thought it would be fine to enter the codes and nothing would happen till the day it was released. You know, like most things work.

    You have to laugh and every day I find it more and more surprising the game I love is still actually going!
     
  3. sablestorm

    sablestorm Certifiable
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    I applied the codes to my account and then hopped on a character on Origin to tinker with the content. I don't see an issue with that. If, however, they mean using the in-game promotion system to try and claim items before the publish has gone live to their own servers, that's a different story.
     
  4. Katrena

    Katrena Sage
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    Does this posting mean the code to get the ingame items should not be entered until the 8th, or do they mean do not enter the upgrade code at the UO website until the 8th?

    Thanks, Katrena
     
  5. Cirno

    Cirno Purple Pony Princess
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    I think it means that the codes can be used for upgrading your accounts (although the new stuff won't be on non-Origin shards until next maintenance), however the "promotion system" is offline until nearly 39 hours after this post.
    To my understanding, "promotion system" means the thing in game where you input codes for items, and get the items.
     
  6. Aroma

    Aroma Journeyman
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    So anything you just purchased you wont get till then. Gunna be alot of PO'd people good move devs.:loser:
     
  7. Hiru

    Hiru Adventurer
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    I purchased this and was under the understanding not to use the code in-game... I however entered it online. When you purchase the item... it would make sense to add in this warning on the email that contains the codes. Personally, I don't think I will support pre-updates anymore... I kinda feel cheated atm.

    Best.
     
  8. Gunga_Din

    Gunga_Din Guest

    Phew !! Thought this was something that would impact me.
     
  9. Ken of Napa

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    LoL !
     
  10. AesSedai

    AesSedai Guest

    - And what made you think that some players would not try this?
    Community and Developers both need to understand UO better... Now. Now, I'm not the best better; but I hope UO gets better. This I know.
    ...---...
     
  11. startle

    startle Siege... Where the fun begins.
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    What part of the coding to avoid all of this is NOT trivial?
     
  12. Kiminality

    Kiminality Guest

    That would be... most of it
     
  13. Hunters' Moon

    Hunters' Moon Grand Inquisitor
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    Does this mean that none of the new content will be availble to me until the 8th?
     
  14. RaDian FlGith

    RaDian FlGith Babbling Loonie
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    The problem, as usual, is that Mythic made the strange determination that ALL of their customers read Stratics and that ALL of them would have checked in here prior to buying anything on UOGameCodes.

    Now, admittedly, anyone who's here posting about any issue they had should have already known that the codes weren't going to work until later, but then, that presumes that everyone here reads everything on a daily basis, yada yada yada.

    Understanding that Origin is supposed to be the live test for things like this, there's got to be some way that if someone on a production shard enters a code for an item that doesn't yet exist in the game that rather than check the server to say, "Hey, does this code work, sure, here's nothing!" it should instead say, "Okay, look, I've got this code, does it exist? Yes? That's great... now, is this server I'm calling from on the live list? No? Oh, well, fine, I'll come back later."
     
  15. startle

    startle Siege... Where the fun begins.
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    Like I said, avoiding the problem in the first place involves TRIVIAL coding - Kiminality
     
  16. Kiminality

    Kiminality Guest

    And we all see how "trivial" coding turns out, don't we.
    Do I really need to make a list of things that have been broken as a result of little changes? The short version is "any time something ends up broken, when it was working before".
    So, yeah, the theory behind it might be trivial. But with the spaghetti code UO's based on, do you honestly think it's as easy as "if %isOrigin = yes ( give item ) else (don't give item)"?
    Aside from the potential complications, they would have to implement some manner of UI to specify which items are available where, so it can be changed without having to completely take down the system to change it.
    And let's not forget they'd be messing around with a system that handles the end point of RMT. Kind of important that it not break.

    So, yeah, not trivial in practice.
     
  17. RaDian FlGith

    RaDian FlGith Babbling Loonie
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    Look, I'm going to be frank about this:

    I'm about bloody tired of hearing about UO's "spaghetti code." That was an excuse a decade ago. By now, they have had MORE than ample opportunity to investigate, recode, clean, document, and so forth a great deal of the existing server code, and had, at opportunities long before now, the chance to fix a great deal of the things that are supposedly plaguing the game.

    If the game is STILL suffering from "spaghetti code" fourteen years into live and nearly sixteen years into development, there is ABSOLUTELY no one to blame but the Development Teams who have had the opportunities to make changes.

    Kind of an important feature that should be functional, and consumer friendly.
     
  18. JC the Builder

    JC the Builder Crazed Zealot
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    How about they don't sell codes until you can use them?
     
  19. Kiminality

    Kiminality Guest

    Of course it's still having the same problems with "spaghetti code" it's always had, and yeah, it's all the developers' faults for not dropping all other development on the game and undertaking a near-impossible task.
    Or maybe, EA were unwilling to green light stopping all other development on the game to accomplish something that would show minimal short/mid-term benefits (in fact, may incur relative losses).
    But by all means, don't let any of the realities of the situation get in the way of your rage, that would just be inconvenient.

    Look, I'm going to start this explanation in the same self-superior way you just did, because it's clearly awesome.
    Cleaning up the code is not a simple find/replace operation, you can't sic an intern on it and have it done in a few months.
    You're talking as many variations in coding style as there have been coders, like little dialects, that require a little bit more thought just to make sure you're understanding the flow just right.
    Across probably more lines of code than the Complete Works of William Shakespere, only jumping around like a Fighting Fantasy book.
    There'll be undocumented tweaks and changes, functions that don't work like they're supposed to, redundant code, duplicate code and so much more.
    If all other development hasn't been stopped, then all ongoing changes will have to be developed for both codebases.

    Now, if any of you thought "The shard emulators did that" then you need to stand in the corner.
    The Shard emulators didn't need to be outwardly a carbon copy of the existing game, down to its very last detail. They just had to be close enough to pass muster, not continue on an existing game.

    Which has practically nothing to do with the point I was making, about it being non-trivial.
     
  20. RaDian FlGith

    RaDian FlGith Babbling Loonie
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    Long story short, I worked for a decade as a programmer. I understand the issues with legacy code. I also understand that in a proper development environment -- which, by the way, Origin and its subsequent UO-bearing children has never been -- old code is frequently and often revisited in order to update it to new coding techniques, to make it compatible with new systems, and so forth.

    While certainly there would not have been a complete overhaul of every line of code, quite frequently, old code will be revisited for certain functionality in other areas, and during those revisits, at very least it gets redocumented.

    The problem is that over the past decade and a half, if we're still dealing with spaghetti-code legacy issues, it's just simply not been done.

    You might think it would take a whole development team to unravel spaghetti code, and you might think it's something that an intern couldn't go in and handle documenting. I say simply that the unraveling of spaghetti code should be a natural part of the progress. Then again, if Origin hadn't been such a cutesy little place to work with nothing by way of standards being implemented anywhere, the spaghetti code wouldn't have existed in the first place.

    I return to the original point I made: By now it SHOULD BE a non-issue.

    Your point about the game being developed by a multitude of developers would also be a non-issue with proper internal documentation. Sure, you're going to have to take the time to completely understand a code-chain, but if it's well documented, it'll provide more than an adequate guide to figure out its internal workings.

    Which, again, by now, should have been done in spades.

    As an example, while I was working as a programmer, I often would sit down with my supervisor, a non-programmer, and explain how a system would work. We often spent a short time discussing code implementations, and he would look at the base code I was implementing. Again, as a non-programmer, he was able to determine what it was that I was accomplishing with my code simply because it was properly commented and documented, leaving an internal structure for what it was that I was trying to accomplish. It's not difficult, and when it's done during the moments of programming, it doesn't take that much additional time. The additional time that it does cost is time that is saved in huge amounts later on down the line because there's little to no question how a system is intended to function and how it's accomplishing it.

    There should NEVER be ANY undocumented tweak or change. In fact, from the base "spaghetti code," each and every change and addition should be commented with the date and programmer who changed it, and the nature of that change (at very least referenced in an external reference sheet if necessary to keep code-size down). Undocumented changes only occur in sloppy, half-assed development houses.

    Good try to deflect to shard emulators... especially given that shard emulators don't charge for their services.

    And regardless, I'm going to go out on a ledge and say that most of the emulators are probably better documented than the source they are emulating.

    It has EVERYTHING to do with the point you were making. It should be a non-trivial matter. It could very easily be coded with or without spaghetti code (and yes, I say this with certitude, having never seen a line of UO's actual code... it doesn't take an expert in UO to understand coding logic and systems implementations). And given that it's at the core of RMT that is part of the life-blood of UO, I don't care if it's the most non-trivial system to implement, whether it takes 5,000 or 500,000 or 500,000,000,000 lines of code to implement, it should be implemented properly.

    Stop making excuses for EA. God knows they make enough for themselves.
     
  21. Kiminality

    Kiminality Guest

    You do realise that the essence of your argument is that I "should be" wrong.
    I agree completely.
    New coding practices and technologies should have been embraced as they proved to be better options than what was currently in use.
    The code should be well documented and easily maintainable.

    Your point is that it should be, which is true.
    My point is that it isn't, which is also true (suspect as it may sound, I can't share the best supporting evidence for that, although looking at the bat**** consequences that follow an alarming number of changes (like stealing form EMs), the case stands pretty well by itself).
     
  22. Spiritless

    Spiritless Seasoned Veteran
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    You're all debating something none of you know anything about, which is pointless. You've not seen the code, so why make random assumptions about it to create debating points? For all you know the redemption system could be brand new code re-written a week ago, or not touched in a decade. Frankly, it doesn't matter.

    Before going live, scenarios such as what occurred should have been tested during the testing phase prior to roll out. The issue should have been noted and planned for in one way or another, then re-tested if necessary until it worked as intended. That's the bottom line. Their testing, once again, appears lacking and that's squarely their issue. It seems no-one tests these days, they just throw things up live and fire-fight each issue as it arises. Such is the state of UO's development process.