Historically, a lot of bug reports in B5 (or B6 if you're reading it then) have focused on a handful of issues that we either entirely can't reproduce or where there's a deeper reason why it hasn't been resolved. This post is a quick summary of some of them, and the circumstances in which we'd like to hear about them anyway.
Timed statuses sometimes disappear instead of renewing
Examples: 1, 2
What causes this: Nexus Clash runs a lot of bits of code at regular tick intervals, especially per-minute ticks and 10-second pet ticks. This is pretty fundamental to the architecture of the site, and sometimes player actions are using a database table at the same fraction of a second as a tick needs it in a way that creates interference.
Chances of a permanent fix: Not great, since devs have tested reports of this dozens of times and have never been able to reliably reproduce the issue under any circumstances - plus the likely cause is tied to something so fundamental to the site architecture. Things that work 99.9% of the time and occasionally fail for random users under seemingly random circumstances are the worst kind of bug to investigate. If you ever come across a consistent set of circumstances that reliably trigger this issue, we'd be very interested in that.
Timed statuses sometimes keep going instead of expiring on time
Examples: 1, 2
What causes this: Probably the same reason as "Timed statuses sometimes disappear instead of renewing".
Chances of a permanent fix: Probably the same reason as "Timed statuses sometimes disappear instead of renewing".
Multiple actions sometimes trigger simultaneously
Examples: 1
What causes this: Like the above, in split-second interactions it's sometimes possible for an action to ask for a set of database resources while something else is using it, especially if it's an action that has a lot of ramifications - like setting off an AOE that kills you or taking a flag.
Chances of a permanent fix: Not great due to the aforementioned system architecture. If there is a circumstance where someone is reliably able to reproduce this or the same user experiences it continuously (not randomly) we'd be very interested in that.
Pet reactions sometimes trigger multiple times or not at all
Examples: 1, 2
What causes this: Probably the interaction of ticks and actions again - this is something triggered on a tick, and may get stuck if it's interacting with resources something else is using.
Chances of a permanent fix: Again, this is tied to system architecture and no one's ever reliably reproduced it. If pet reactions seem to be failing consistently (not just occasionally) we're very interested in anything that seems to be shorting that out.
Some wonkiness with individual ammo
Examples: 1 Basically, sometimes someone somehow winds up with more than a full clip worth of individual ammo elements and as a result the items don't combine correctly.
What causes this: We're not sure since (by the time anyone reports it) they already have the extra ammo items and aren't sure how they got them.
Chances of a permanent fix: Some changes to this part of code were made to get something in B6 to work more recently than the most recent reports on this, and we're interested in the implications. In particular, if anyone can identify/reproduce how they got 13 arrows or 9 rifle ammo or whatnot, that's the starting point we really need to address this.