Drespar said:
Hi everyone,
As mentioned previously, the purpose of this post is more to discuss the overarching concerns as opposed to each individual post. From the current and previous thread there are some common themes we would like to dive into:
- Feature parity
- Sunsetting
- Performance
- Bugs
Let’s start with the top of our list. Feature parity means we are at a stage where we are able to focus on improving the existing systems as opposed to bringing in additional/missing features.
...Then why in the first place did you claim Feature Parity when that was never your goal? Updated Dynamic Lighting is nowhere a replacement or improvement over the current system. Considering every single post and announcement made a huge thing with feature parity going to be front and center it can easily feel you've duped your customers. The existing system has all the features for a clear reason, that being a wide breadth of functionality such as Dim-Light that 5e, Pathfinder, and other similar vision systems that as a reminder, make up a major part of your customers personal games on your census. Sure, the Updated Dynamic Lighting is "prettier" but functionality wise it's far behind the legacy to the point it's rolling back it's usefulness.
Secondly, the other issue is the conversion tool as well, you have a market place with many many maps with dynamic lighting, along with many many users who use it in existing games. The fact we need a conversion tool speaks to an issue that is missing functionality and unequal systems. The tool converts fairly poorly if there's multiple tokens on maps, it changes how lines are calculated on the vision layer, and physically changes the layout of the map should somebody have used extra thick lines just for GM visibility. There was absolutely nobody asking for different line thicknesses to block light differently, if there was it sure was buried deep in Suggestions and Ideas to the point it's not past the initial voting.
As a large number of players have said, this is not the stage to be improving systems, it's akin to putting muscle on a skeleton missing a spine and rib cage. Sure you'll get a body, but it's functions are highly marred to the point it horrible to work with as a GM and worse to work with as a Player when each movement you worry if the lighting will crash, you'll see through walls, or if you'll have no vision at all.
Speaking of bugs! Why has crashing lighting become the norm? Should there not be a fail safe that turns the map completely black rather than expose it to Players? This was not as prominent a concern in LDL so is there a higher system requirement or not? This has been asked plainly several times without a proper answer and a fine answer would easily net you more people who can test on usable systems. Though... again there is nothing stopping the R20 team from deliberately limiting ram in say a virtual machine rather than using top of the line that may ignore the end-users typical hardware/software limitations.
I do appreciate that performance and bugs were formally addressed but, at the rate this is happening it feels there is no QA department nor bug testing team to be found. It's been several months since this was rolled out to the majority of users, and the major issues still lie present. (Vision cones messing up, users converting to the new system and breaking their games without full understanding, how awful tokens look when light areas are combined and sharpened, performance being abysmal on maps any bigger than 25x25 which is a tiny map) Has there been any proper talk of potentially pulling this off the market and testing internally rather than relying on user reports? We've given plenty of bug reports and given the persistence of these bugs many look to be built into how lighting itself is calculated and how it's handled on multiple tokens. Users can't deep dive into the code willy-nilly to point out where it occurs, we can only point out the issue so many times before it becomes exhausting.