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Bugs that fix themselves, didn’t.

This happens more often than I’d like, and it happened today. A player was doing a repeatable crafting task on Primordiax. He had to make 5 copper plates and then turn them into to Garen – an armorcrafter in Chemer. He has done the task before and it worked fine. But today after taking 3 plates it broke. He then dropped the task, retook it, made 5 more plates, and it worked fine. In other words, the bug “fixed itself.”

Do I rejoice that the bug is fixed? Heck no. This just means a nasty bug is lurking, waiting to break again at some inopportune time that will frustrate the heck out of some player. :(

5 comments to Bugs that fix themselves, didn’t.

  • I think the phrase you’re looking for is, “Ticket closed. Could not reproduce.” :)

  • Hahahahahahaha. Yeah… unfortunately I’m the guy ultimately responsible. I can’t just blow it off like some faceless WoW CSR! :)

    But thanks for making me chuckle.

  • Talsek

    When bugs ‘fix themselves’, I’m reminded of the section of The Pragmatic Programmer that refers to programming by coincidence. I certainly don’t think you’re guilty of that, but it’s still a good related read:

    http://www.pragprog.com/the-pragmatic-programmer/extracts/coincidence

    Sneaky bugs suck :( .

  • Any time the game does something it isn’t supposed to, it bugs me. I’m an artist, but it still bugs me, because I share the suspicion that it will come back and break at the most inopportune time.

    There’s no way to get every single bug, but man, some are far sneakier than others.

  • These are the bane of my world. I am a commercial software QA Engineer. I hate nothing more then getting a production ticket on something that happens like once every six months and we can’t reproduce it.
    The business remembers they have had this problem and wonder why we can’t fix it, we can’t track down the problem, let alone reproduce it, so it goes in the low priority bucket to collect cob webs.

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