PC Can we get a date on a fix for these crashes?

It always has. Which is why I stopped playing it on the PS4 and switched to the PC. I was sad to lose the progress I had made, but the difference was so amazing, that I only felt that sadness for a very short period of time.
Also, I'm going to merge these two threads, because they are basically the same thing, and there is no reason to have two of them.

https://7daystodie.com/forums/showthread.php?82842-Can-we-get-a-date-on-a-fix-for-these-crashes

https://7daystodie.com/forums/showthread.php?82994-Shouldn-t-take-this-long



Because the bug has thousands of triggers that cause it.

So they narrow down and remove a few hundred causes, but there are still several hundred left.

You reporting the bugs with as much detail as possible helps them to continue narrowing down and fixing the things that are triggering the bug.

If you don't report the issue with details, they'll only fix that trigger by coming across it randomly in their own testing.

Bug fixing isn't nearly as simple as a lot of you seem to think.

Lets play with some math, just to give you a small idea. Keep in mind, this is all theoretical, and solely done to show a process. These are not hard facts, but should give you a glimpse of what it takes to get a bug fixed.

I do not know exactly how many triggers there are, but it has been stated they are in the thousands.


I do not know exactly what IG's bug-testing process is, but this is a pretty common method I have seen over the past 25 years that I've been working with Alpha projects and game development.


  • Say the bug has 5,000 possible triggers.
  • A trigger can be something like this. The exact set of steps has to happen for the bug to trigger.
  • User reports bug in forum, bug report is sent to developer.
    Tester for the developers plays game for 3 hours
  • Start crafting 546 gunpowder
  • Open a locked container and sort it
  • Close container and open forge
  • Bug triggered, game crashed


[*]They get a report of a trigger and test it again to duplicate it and confirm.

[*]Read the code that's being run when the trigger happens.

[*]Submit a ticket to the team to look into the error in the code.

[*]Team modifies the code to fix the trigger.

[*]Tester now has to try to replicate the trigger and ensure it does not occur again.



Now, in this layout, the tester spends a minimum of 9 hours working on the game testing the trigger.

Figure the dev team spends another 6 hours working on the fix.

You have 5,000 bugs to resolve.

Now for the math. 5,000 bugs x 2 working days to fix = 10,000 days to fix all the bugs. (Assuming there is reported details for each possible trigger.)

Now assume you have a team of 10 people testing to replicate the bugs, and a developer for each member to fix the trigger they verify.

10,000 days / 10 groups to work on them = 1,000 days = 2.74 years

And that's making the assumption that every trigger is known and reported, and able to be fully replicated and documented.

Now, how well do you think that works when only 300 of the 5,000 triggers are reported and easily duplicated?

That's right. It doesn't work. Testers spend days trying to find a trigger, then more days trying to replicate it. Then the developers have to figure out how to fix the bug without killing 500 things in the game in the process.
As someone in software QA... I freaking love you!

 
Also here is a link to an old PC post about players not being able to connect to each other. That's still in there. That made the jump and if that's not a bug what is it? I've never played another game where people just can't connect to each other sice the game came out.
Your link didn't make it to the ticket, but most of the time it's general network/port/firewall/internet issues that have nothing to do with the client at all. Just like how a lot of ISP provided modems don't handle uPNP correctly for the Xbox. To be fair though, any game connecting across a network/internet is going to run into these multi-layered issues no matter what the platform is.

 
Lets play with some math, just to give you a small idea. Keep in mind, this is all theoretical, and solely done to show a process......
Excellent explanation SylenThunder. This should almost be a sticky of some sort or even a required read for every new person to the forums, at least for console posters anyway.

 
It always has. Which is why I stopped playing it on the PS4 and switched to the PC. I was sad to lose the progress I had made, but the difference was so amazing, that I only felt that sadness for a very short period of time.
Also, I'm going to merge these two threads, because they are basically the same thing, and there is no reason to have two of them.

https://7daystodie.com/forums/showthread.php?82842-Can-we-get-a-date-on-a-fix-for-these-crashes

https://7daystodie.com/forums/showthread.php?82994-Shouldn-t-take-this-long



Because the bug has thousands of triggers that cause it.

So they narrow down and remove a few hundred causes, but there are still several hundred left.

You reporting the bugs with as much detail as possible helps them to continue narrowing down and fixing the things that are triggering the bug.

If you don't report the issue with details, they'll only fix that trigger by coming across it randomly in their own testing.

Bug fixing isn't nearly as simple as a lot of you seem to think.

Lets play with some math, just to give you a small idea. Keep in mind, this is all theoretical, and solely done to show a process. These are not hard facts, but should give you a glimpse of what it takes to get a bug fixed.

I do not know exactly how many triggers there are, but it has been stated they are in the thousands.


I do not know exactly what IG's bug-testing process is, but this is a pretty common method I have seen over the past 25 years that I've been working with Alpha projects and game development.


  • Say the bug has 5,000 possible triggers.
  • A trigger can be something like this. The exact set of steps has to happen for the bug to trigger.
  • User reports bug in forum, bug report is sent to developer.
    Tester for the developers plays game for 3 hours
  • Start crafting 546 gunpowder
  • Open a locked container and sort it
  • Close container and open forge
  • Bug triggered, game crashed


[*]They get a report of a trigger and test it again to duplicate it and confirm.

[*]Read the code that's being run when the trigger happens.

[*]Submit a ticket to the team to look into the error in the code.

[*]Team modifies the code to fix the trigger.

[*]Tester now has to try to replicate the trigger and ensure it does not occur again.



Now, in this layout, the tester spends a minimum of 9 hours working on the game testing the trigger.

Figure the dev team spends another 6 hours working on the fix.

You have 5,000 bugs to resolve.

Now for the math. 5,000 bugs x 2 working days to fix = 10,000 days to fix all the bugs. (Assuming there is reported details for each possible trigger.)

Now assume you have a team of 10 people testing to replicate the bugs, and a developer for each member to fix the trigger they verify.

10,000 days / 10 groups to work on them = 1,000 days = 2.74 years

And that's making the assumption that every trigger is known and reported, and able to be fully replicated and documented.

Now, how well do you think that works when only 300 of the 5,000 triggers are reported and easily duplicated?

That's right. It doesn't work. Testers spend days trying to find a trigger, then more days trying to replicate it. Then the developers have to figure out how to fix the bug without killing 500 things in the game in the process.

to those of us that don't have programming knowledge, this just reads like devs & mods making excuses. only things we know are that we love the game, and that it should never been released in this state. we know that newly released games can be a bit buggy, but this is beyond that. this game was released nearly 3 years ago as a finished product, yet acts like it is still in pre-alpha stage of development. when we post legitimate gripes amout our frustration with the game, we get responses like the above from the mods, and nothing from the devs. sure, players can post crash reports, but as i have already stated, we are not programmers or software experts, and we are not in the employ of the companies that are responsible for the game. we don't know what to look for in a crash that may be a trigger, and 98% of the time, every report that we post would be the same, "i was in my mine chipping at rock". in fact, if i posted a crash report for the last 20 crashes, that is what all 20 reports would say (i have a very deep and long mine). i know enough about programming to know that unless the devs use the exact seed and have the exact set up of bases that i have, my 20 crash reports that read "i was in my mine chipping at rock" are completely useless to them, and would be just as useless even if they did have the exact everything i have. i am pretty sure the same could be said about nearly every other players experience as well.

as i have stated before, i love this game. it is actually my favorite XB1 game. but severe frustration is setting in. when a new is started, we get about 2.5 hours of play between crashes, but now that we are on day 138, crashes occut every 50 minutes. what is it going to be like at day 260? a crash every 15 minutes? this is why players are getting so upset.

 
to those of us that don't have programming knowledge, this just reads like devs & mods making excuses. only things we know are that we love the game, and that it should never been released in this state. we know that newly released games can be a bit buggy, but this is beyond that. this game was released nearly 3 years ago as a finished product

Game relesed on console June 2016, think that is 1 year 10 months so nearly 2 years not 3 just pointing that out for ya.

As for the rest nothing else to say that hasn't been explained already. If you don't want to do a bug report that is up to you. Nobody is making you but it does help if you believe it or not.

 
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We hear ya Thelek. This has to be super frustrating for you Xbox players.

And bug reports do help. That's what the guys & gals over at iron Galaxy do. They try to emulate what problems we have.

They input all the info you gave, seed name, what character you picked, mods/rule sets, what you were doing at what time, etc.

It does seem like a lot & is a hassle but I believe it does help, even if just to point them in a right direction as to what crashes the game.

Hopefully you don't give up, it does seem like they still care about the game. Good luck to you man & let's hope they can get this crap straightened out!!

#fumd5bug!!

 
I think people on here just get frustrated reading the same problems over & over again about the md5 crashes.
It does suck & I feel bad for you Xbox players. It's really not fair you all have to deal with this. Just try to do a bug report if you can with as much detail as possible. That's really the only way they can attempt to find these annoying bugs.

Good luck man & hope you don't give up on the game. However if you do, no one can blame you.
Yeah I pretty much gave up on this game after my last MD5 bug after day 150+. Don't remember the day anymore haven't played this in months. Figured we probably wont get anything cool from the pc version let alone a patch for the MD5 bug. So best to move on and wait for a sequel which hopefully is optimized better. Figure after you surpass day 100 on consoles not much left to do. Just create more outposts all over the map.

 
Online games I found are tricky to work with but have patience we'll probably have some sort of update soon regarding fixes, but until then I'd say just relax and sit back and let the devs perform their magic. I have Xbox too so I feel your pain but I make the best of what I got and I get a great experience out of it. There's always some builder Challenges you can try out on your own. Hope I helped you in a way, good luck,

-Bomb

 
Figure after you surpass day 100 on consoles not much left to do. Just create more outposts all over the map.

boy, ain't that the truth. my wife and i are on day 139. we have built 2 massive bases and explored the entire map. to keep busy between blood moons, we started digging a tunnel at bedrock between the bases which are about 2km apart as a crow flies, maybe 2.5km tunneled. we have been working on the tunnel since about day 71, at our current pace of progress (allowing for crashes) we might finnish sometime around day 600. barring a major MD5, of course. since we only play for about 2 hours a day and only make about 45 minutes of progress per hour of play, we might finnish the tunnel by Dec 31.

 
boy, ain't that the truth. my wife and i are on day 139. we have built 2 massive bases and explored the entire map. to keep busy between blood moons, we started digging a tunnel at bedrock between the bases which are about 2km apart as a crow flies, maybe 2.5km tunneled. we have been working on the tunnel since about day 71, at our current pace of progress (allowing for crashes) we might finnish sometime around day 600. barring a major MD5, of course. since we only play for about 2 hours a day and only make about 45 minutes of progress per hour of play, we might finnish the tunnel by Dec 31.
Get that auger. A whole new dimension of tunneling :)

 
Get that auger. A whole new dimension of tunneling :)
I prefer carrying about 10 double sided picks. Auger breaks fast and out of gas in like two seconds.

https://steamuserimages-a.akamaihd.net/ugc/251462956269572445/7B0D70BB51AC376F8B709544356D07EB724D8D3E/

North west desert that tiny pond or lake near the road I got a cement white house looking mansion that has a tunnel which leads to roof top base at general stores south in the green zone. Then that tunnel leads passed the crack a book to a base I built between crack a book and neighborhood. Then from there I got a maze of tunnels everywhere.

I got the tunnel going east to the stiff working tools still in the green area next to the rivers with the farm to the north to pick corn. Also from the base between the base and the crack a book I got a tunnel leading south pass the junk yard in the waste land to the settlement.

Somewhere in the middle of the tunnel from north in the green and between the settlement I got a tunnel headed west to the strip club. Also from the settlement I got a tunnel which leads to the gold mine in the south east desert. Also that green zone area which has my base between the book store and neighborhood I got a tunnel headed west as well to the strip club.

So two tunnels to the strip club. I got pretty much the map covered. Oh yeah and I got a tunnel going from light green area working stiff tools to the north into a mountain base in the winter biome. Also this dug with double sides picks mainly. Only time I used a auger was a little bit to widen the tunnels to drive a bike in. Didn't do much I broke the blade in less then a minute and gas doesn't last long at all.

Also all my tunnels have forges and work benches and chem tables and cement mixers and camp fires. Also plenty of boxes to store rocks and sand and extra food and water and weapons and ammo and spare mining helmets. Also I got tons of torches on the tunnel walls every couple feet in-case ya die and cant grab a helmet in time.

 
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Get that auger. A whole new dimension of tunneling :)
can't find all parts. but all my mining and tool skills are maxed and i use 600 quality tools. two hits for stone and iron and one hit for everything else.

 
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