View Full Forums : SOE - Worst programmers ever

06-27-2004, 06:35 PM
It's been more than a year since PoP came out.

Today, I went with 16 other people to do the hedge maze in Plane of Nightmares. Two groups tell the NPC they are ready and are transported into the event. My group says we are ready and the NPC says he already sent in 18 people and can't send us.

Attention SOE programmers: 12 <> 18

If you can't program code that can count to 18, you suck. I know that EQ is really, really difficult to program. I try to cut the programmers slack every chance I can. It must be so hard to work on the code.

But if you can't count to 18 you don't deserve any sympathy after over a year to figure it out.

06-27-2004, 09:13 PM
Your 2 groups of people + the necro and bst duoing in the hedge 3 hours ago = 3 groups.

06-27-2004, 10:51 PM
Your 2 groups of people + the necro and bst duoing in the hedge 3 hours ago = 3 groups.
So one other group enters and what? They are either doing the event, in which case, either our two entered and joined them or it started another session without clearing up the old session.

It is too hard to require all groups be in the same raid? Or to reset the event after it is done?

In any case it is a bad job. He can't say, "I've transported in six people so far, you wish to join them?"? Then you would know that people are in already. And you should be able to request another instance then.

Fenmarel the Banisher
06-28-2004, 01:11 AM
Hedge event isn't an instance event. It's a seperate portion of the PoN map located further off. SOE's "worst programmers" didn't figure out how to do instancing properly until LDoN.

06-28-2004, 04:58 AM
Hedge is required for PoP progression and it is still a pos encounter because of this bug/feature. If they couldn't pull it off correctly they should have designed something else. At the very least, revisit and revise. If they didn't foresee people xping in the area then they have the foresight of a goldfish.
Part of the design process is figuring out how it can be broken and countering that, be it redesign, error trapping, what have you.

This seems more like an intern/new hire project than an integral piece of progression in the expansion. We had lots of problems with this when we were at this stage. We just wrote it off as another poorly designed, poorly executed piece of code in a game filled with same.

06-28-2004, 06:38 AM
It’s a matter of prioritisation. The hedge maze works most of the time and doesn’t affect many people. So it’s probably on a list somewhere of things to fix, just not very important.

Chubbexul Demonsbane
06-28-2004, 08:54 AM
Worked just fine for me, have done in 4 times in the last 2 months for myself and other guildies. SOE must not like you, QUIT!!!

06-28-2004, 09:08 AM
My guild has done this several times as of late. We had this problem once - but it was because we had too many without the preflag. We went and got everone caught up, camped off, reformed and went in without a problem.

06-28-2004, 09:42 AM
This happens because a single group will use the hedge for exp. There are 3 "Hedges" so when you bring your 3 groups the first two get teleported to the same hedge that the exp group used and the third group starts a new one.

The normal remedy for this is to enter one group at a time and if one or two groups get stranded, the FIRST groups that zoned in leave their instance (succor) while those in the second instanced Hedge stay there and then the group that succored out come back and join the later groups that started a new zone.

Usually we just have the raid leader trigger the hedge and have no problem.

This would not be a problem if people hadn't figured out that this is a good place to get exp in a group instead of completing the event.

06-28-2004, 10:06 AM
Aye, the hedge maze isn't fully instanced, and has a maximum of 3 groups / xx amount of time. There were probalby other groups in there recently that still had a lock on those areas. When flagging was in full force, we often had to wait for other groups' scripts to end to start.

06-28-2004, 03:22 PM
Note also, that if the RAID LEADER doesn't HAIl and say I AM READY first then the groups will go to different portions of the "instance". Solution is to camp everyone out and come back and make sure you let the Raid Leaders group say I AM READY first.

Have seen this 2 times now and fixed it with camping both times.

06-29-2004, 03:28 PM
Actually ... I'M the worst programmer ever. I have trouble with for loops =/

06-29-2004, 04:08 PM
They still haven't fixed that? They've said twice, before I quit, that they fixed the stupid hedge event. That used to infuriate me! We'd wait around to get people together, zone in and whammo... half of us are in one hedge, half in antoher. So everyone would zone out and then all the hedges were full and it wouldn't let us in.