Keenan

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Keenan last won the day on September 24

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About Keenan

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  • Birthday 07/02/1981

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    Keenan
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  1. Let me start by saying this is my opinion and not a "Yes" or "No" to the idea. I want to be open and honest about this. First, the transfer back in 2017 was terrible. The math was good, but the implementation was horrible, and I'm still getting tickets passed to me to fix people who had issues with it. To this day, I have a docker container with the databases loaded from before the transfer to verify what people were supposed to have. We did a terrible job, and I'm not afraid to say that. (Edit: On further reflection, we didn't do a terrible job. We did what we could with what we had at the time, and there was no indication of anything going wrong based on the data we had. I'm being too hard on us here, but I'm also leaving that part in because transparency is good.) It was so awful because it was a one-time database modification based on a sample set of data that proved inaccurate and did not represent the whole set. And it was an extensive sampling, but the problem came from other bugs that caused incorrect data that we were relying on to complete the proper calculations. So, I do not personally want to go down that road again. Now that leaves us with an in-code solution. Here's the rub, though: It would have to be some conversion based on the epic curve during transfers, and transfers are delicate as is. We did something similar to this for Jackal, and it resulted in us having to do the first (and so far only (knocking on wood)) rollback in my tenure as a developer. That's nearly six years. We eventually got it mostly correct, but it wasn't perfect, and the code wouldn't translate well here because it went off of skill ticks. What we did was record your skill ticks, not the amount of skill you gained. We then applied those ticks at the Freedom skill rate, giving you skill on Freedom for your work on Jackal. The problem with this approach is that anyone who has skilled up on Epic since 2017 will be out of luck as we have no way of tracking those individual ticks. Now we need to write new code into server transfers to allow for skill transfer back to Freedom. Again, I'm not saying "No." Nor can I say "Yes" as that's not my call individually. But if we tried to do it, it would take a significant amount of time and still leave us with the central issue: Epic doesn't seem to attract people. Yes, people wouldn't be "wasting" time on Epic with skill transfers, but since the gains would have to be on par with Freedom gains, that also means there's still no incentive to play there. So we need to figure out that bit first, in my opinion, before we address skills at all. The TL;DR for those who hate my books is that skill transfer is very hard and still doesn't provide an incentive to play on Epic. In my opinion, we should focus on that incentive first, and then we can look into skill transfers. As for shutting down Epic, there's no reason to do this. If we were still on Hetzner, there would be a financial reason to consider it, but since we now load balance game servers across several hosts, the server costs aren't as much of an issue.
  2. This is a fair assessment, however I feel we need to approach the VI as a team going forward. Being a small team, there will be times during the year where development slows considerably as people take vacations. During these times, we'll likely share less about development and more about what the team is up to. Even if it's just saying "Hey! It's vacation time here, what are your plans?" or something of that nature. The point being that you won't be left wondering whether or not we're still here, as has been the case during the last few months. I also know that we're tight-lipped about what we're working on usually until it's ready for release. This is a learned behavior from things having been promised in the past, only to not be delivered in a reasonable time frame or sometimes changed completely. I think we need to get better at this, even if we disclose that whatever it is we're teasing is subject to change during development. It's something we're discussing internally and I hope the results of that discussion show in future editions of the VI.
  3. Hello! I’d like to address some of the concerns we’ve seen from you. Communication I’ve talked with Demona, who will be staying on board, and we’ve agreed that a Valrei International on at least a monthly basis is a must. Releasing one on this cadence will ensure active communication from the team every month. Animal Husbandry I won’t go into all the details here, but I will say that we have a patch we plan on releasing tomorrow that has some long-awaited fixes for breeding and animal husbandry. I’ve asked Demona to cover the details in a Valrei International, which should be going up later. As with anything, development is an ongoing process, and we will await more feedback from you before we decide on future tweaks to this system. Patches & Future Content While tomorrow’s patch will be a bug fix patch, we’re still actively working on a few significant projects and sourcing suggestions for quality of life improvements. We plan to make another post in a week or so regarding the previously detailed plans and where things currently stand. With all of that said, I’d like to thank you all for your patience and feedback. Happy Wurming!
  4. I'm locking this thread. There will be another post later today detailing the upcoming bug fix patch. I will not have much to say beyond that at this time, however. We understand that you want more out of us, and we're working on that internally. Thanks for your feedback.
  5. This is Keenan. Keenan doesn't understand this is a joke. Keenan likes the idea. Keenan implements it for next patch. Don't be Keenan.
  6. It feels like your replies are all rather obvious given the question, but I love the feedback and find it interesting all the same. The benefit of asking a question like this is that we're not discussing a specific feature except in using as an example. Instead, we're discussing a philosophy, and the feedback can help guide us with design and implementation in the future. It is especially helpful with the examples being made, as it helps teach us where we went wrong versus where we went right. Thank you all!
  7. This is indeed the gold standard. I just feel that sometimes we are forced to err on one side or the other. I'm curious what side is more forgiving to the community.
  8. Depth and ease of use are often at odds with each other. While the best case scenario would be to accomplish both, that has not always happened here. There are areas of Wurm where the depth makes the feature hard to approach, but I don't know if that creates a more enjoyable experience for those who brave the complexities of the feature. I'm looking at you, fishing! A balance is always best, obviously. I feel archaeology balances depth with ease of use pretty well, for example. We might be able to do better on educating people in how to start using archaeology, but the actual system itself is pretty easy to use and learn. So which do you prefer?
  9. Hello all. First, let me apologize for the lack of communication from all of us here. The fact of the matter is that we’ve all been quite busy dealing with life issues, which isn’t an excuse for not communicating. Second, I want you all to know that we hear you. It’s frustrating for all of us, customers and developers alike. Life can hit you hard, and with how small of a team we are, we simply do not have the resources to cover things like medical emergencies and deaths of friends. Things that require time off, often times suddenly and without warning. We continue to keep a keen eye on the forums for your feedback, and regardless, we are very grateful for it. We have developers, volunteers and contractors alike, who have been working diligently on new and exciting projects behind the scenes. I can’t share them yet, but I do want you all to know that work has not stopped. Slowed, yes. Stopped? Not at all. The last thing I want to say is just a reminder to everyone that we’re all people here. I’ve seen a lot of hate and vitriol thrown at staff, some of whom have nothing to do with the frustrations at hand. I’m not saying you can’t express your feelings, but I am asking for some civility in doing so. That’s all from me, Please stay safe.
  10. Mega Mod

    Wow! That is a very old post that hasn't aged well given that I more than touch Unity these days. One moment, I have to go back in time to smack myself. That said, the engine at the time was the graphics engine, which was rewritten and is actually still in use in both WU and WO. Not sure what promises? I also wasn't a developer at the time that post was made. I joined the development team later on in November of 2015. I was staff - but my job was the Wurmpedia.
  11. Around 3:30pm server time on Friday, May 28th we began noticing sinkholes and spikes appearing due to tickets submitted by players. These holes and spikes were not always visible to players until after relogging into the game. After investigating, we decided to perform an emergency shutdown to prevent further damage to the terrain. Upon closer investigation, we discovered a bug in a change to the animal grazing code, which we believe to be the cause of the terrain damage. When updating a tile to reflect the change in grazing, the height must be specified. Unfortunately the wrong height was being passed in, leading to unintended changes to the terrain. Players affected by this issue should use the in-game ticket system to request help in rectifying the terrain damage. Edit: After bringing the servers online, a crash bug was discovered requiring us to bring all servers offline for a hot fix. We apologize for the inconvenience.
  12. We had an outage today that affected the following game servers: Xanadu Affliction Elevation Harmony Celebration The outage lasted approximately 45 minutes. The cause of the outage was a configuration issue. Our new hosts are configured with tools to match our needs, which means that we can more quickly recover should hardware issues crop up. A bug in the configuration tool lead to some hosts being improperly configured outside of a maintenance window. The resolution was to roll back the configuration on the hosts and restart the game servers. Our provider has assured me that while most changes undergo testing, this was somehow missed and they are working on updating their procedures to ensure such an outage does not happen again. Thank you for your patience.
  13. The fact that your screenshot has a white background tells me that the security settings are set to not load resources on other sites. Which means it's probably not loading the javascript needed either. That'll lead to a lot of unhappy pages on the Internet as well. It could be an overzealous anti-tracking plugin or setting.
  14. It's a script-heavy page, ensure you allow javascript.
  15. When: Monday, March 22 2021 @ 12:30p CET (/servertime) Duration: 1 to 3 hours of downtime expected, depending on the success of the migration. What will be offline? All servers and the shop will be offline during this migration. The time has come to migrate the login server, Golden Valley, from our old ISP to our new provider. This should resolve the stability issues we have seen as of late as well as improve some of the lag we've seen. All servers as well as the shop will be offline for this migration. Updates will be posted on the forums and relayed in the Discord server. MIGRATION COMPLETE! It's worth noting that if you've changed your "hosts file" to fix a previous DNS issue, you will have to remove that change. The IP address for Golden Valley has changed.