Summon Night 5 |OT| Swordcraft Strategy

I've broken fishing wide open. The Flying Fish is king. Nothing but Tuna on tap, some worth 2K points.

The rods are worth it, though. The 20k(Saint) rod makes Tuna captured after one prompt.
 
Is it petty that I want my UMD now? It's been over six months and shit has been delayed way too much, I'm tired of waiting for it.
 
I'm kind of stoked to be getting a PSP UMD copy in 2015-2016 tbh so I shan't complain even if it doesn't get here until Christmas. It's a cool collector's item and a nice farewell to a great console.

I do understand people who can't redeem the download or want to sell it being impatient though. Delays never bother me personally because I always have things to play. I'm one of those people who still hasn't cancelled Mighty No.9.

Ideally, all Gaijinworks and Working Design releases could have been handled better though.
 
Considering that he's trying to release a perfect product rather than a buggy one, a little.

That's the thing, these things are supposed to be fixed during QA, not six months after launch, holding up the physical release by more than six months, when people have already paid for it.
 
That's the thing, these things are supposed to be fixed during QA, not six months after launch, holding up the physical release by more than six months, when people have already paid for it.
QA is costly and can be really time-consuming for a tiny publisher like Gaijinworks. One of the reasons to release digitally first was to make sure that there are no bigger issues with the game before they go ahead with the physical copies that can't be patched later on and would be stuck with all the bugs & glitches forevermore. And they specifically gave codes for the digital version so that people wouldn't have to wait for the physical version to play the game. They could've released this six months later and still not have found all the bugs & glitches that they have now, since even a few thousand gamers can do in a few days what even sizable QA teams can't do in weeks or months (or years), let alone smaller ones that have even more limited number of people working on the QA.

And it's hardly been 2 months since release. Dunno why you're throwing around the six months figure.
 
I just hope everything gets fixed soon so we can get the last last last physical PSP game: Class of Heroes 3. Hopefully QA will go smooth with that one.
 
I just hope everything gets fixed soon so we can get the last last last physical PSP game: Class of Heroes 3. Hopefully QA will go smooth with that one.
Yep, this is just the warm up for me. SN5 was a huge project though, hopefully CoH3 goes smoother.
 
Is it petty that I want my UMD now? It's been over six months and shit has been delayed way too much, I'm tired of waiting for it.

I never even got my digital code since GaijinWorks refuses to resolve my issue with email addresses. They won't even respond to any of my emails now and it's frustrating.
 
QA is costly and can be really time-consuming for a tiny publisher like Gaijinworks. One of the reasons to release digitally first was to make sure that there are no bigger issues with the game before they go ahead with the physical copies that can't be patched later on and would be stuck with all the bugs & glitches forevermore. And they specifically gave codes for the digital version so that people wouldn't have to wait for the physical version to play the game. They could've released this six months later and still not have found all the bugs & glitches that they have now, since even a few thousand gamers can do in a few days what even sizable QA teams can't do in weeks or months (or years), let alone smaller ones that have even more limited number of people working on the QA.

And it's hardly been 2 months since release. Dunno why you're throwing around the six months figure.

So it's a gamble to release the game with no notable bugs you find, and then wait for gamers to report the ones you didn't and fix them? Oh, okay.

Also, the six months figure comes from "manufacturing will start as soon as the presale period is over".

I never even got my digital code since GaijinWorks refuses to resolve my issue with email addresses. They won't even respond to any of my emails now and it's frustrating.

I've had that issue with Class of Heroes 2. My package went missing and I contacted Gaijinworks and Victor through every means of communication available. Three months later, the day that my package resurfaced, he appeared and closed my thread on his forums.
 
So it's a gamble to release the game with no notable bugs you find, and then wait for gamers to report the ones you didn't and fix them? Oh, okay.

I think this is the most effective way of doing things, and at the end of the day, the game is already out. The physical edition is just semantics.
 
I think this is the most effective way of doing things, and at the end of the day, the game is already out. The physical edition is just semantics.

I'd agree if it's just semantics if I only bought the digital version. Let's say the game only had a digital release, I doubt I'd have gotten it at launch. Yet, I bought the game, specifically for the physical copy. If you try to wrap around your mind on why other people bought the game, you'll see it's not just semantics.
 
More like the physical edition I can be patient with. But it wasn't de facto free, so it'd definitely be nice to have some updates.
 
Releasing games with bugs isn't a big deal these days, but when people find and report them you need to actually fix them quickly. That's not happening here

We know the UMDs are basically release TBA at this point, but just TALK to us. How do you expect to build a dedicated fanbase like this? This is my first Gaijinworks experience and I'm not sure why I should do it again. I find it hard to trust companies with my money when they disappear for months without updates
 
So it's a gamble to release the game with no notable bugs you find, and then wait for gamers to report the ones you didn't and fix them? Oh, okay.
Well, basically, yes. I imagine that they did as much work on QA as they could alone, got to a point where they could play the game without any major and very few minor problems, decided it was good enough to push out the digital version and then people playing the game have just found stuff that they missed. Of course there is also a possibility they may have even confronted some bugs that gamers are now complaining about but with limited workforce they perhaps didn't manage to replicate those bugs (it's hard to fix something they can't "find") and thus thought they'd be so rare that it wouldn't cause too much harm if they didn't go above & beyond trying to fix something. Or they fixed something that broke something else that they then missed. Software development is a bijatch.

This process can also be made more complex depending on how they handle programming & all that stuff (or don't handle). For example, XSeed has had to rely on Falcom quite a lot when they localize games. They don't have any or many programmers of their own (or didn't have, I think they might have someone nowadays) so Falcom has to do some of the work related to programming. That's why they sometimes see delays & games take longer to come out even when they are close to the finish line. If Falcom is super busy crunching out a game of their own, they might not have time to help XSeed out and sometimes XSeed just has to wait until they DO have time to help XSeed out. Or at least I remember reading some scenarios like that.

If Gaijinworks does things in the same way, maybe they are just having some trouble getting help from the original devs/publisher. Or fixing bugs just takes time. Some bugs are harder to fix than others.


Also, the six months figure comes from "manufacturing will start as soon as the presale period is over".
Well, as far as we know, they did just that. They did start manufacturing all the pieces of a physical copy that they could (box, manual, whatever extras it'll have etc.) right after or soon after the pre-sale period ended. They've said that everything else is done and they are now just waiting for the UMDs. They are just now either still fixing bugs until they have a final release candidate ready & can go gold or they've already fixed everything and are maybe just figuring out the logistics of manufacturing the UMD copies.


Releasing games with bugs isn't a big deal these days, but when people find and report them you need to actually fix them quickly. That's not happening here
Bugs are somewhat of a big deal when it's a physical PSP game we are talking about.

And Vic did give an update in January. So it hasn't quite been "months" of silence at this point.
 
Gaijinworks does all the programming themselves.

The last communication on the twitter channel is from Dec 19th. I'm not on the GW forums.
 
This process can also be made more complex depending on how they handle programming & all that stuff (or don't handle). For example, XSeed has had to rely on Falcom quite a lot when they localize games. They don't have any or many programmers of their own (or didn't have, I think they might have someone nowadays) so Falcom has to do some of the work related to programming. That's why they sometimes see delays & games take longer to come out even when they are close to the finish line. If Falcom is super busy crunching out a game of their own, they might not have time to help XSeed out and sometimes XSeed just has to wait until they DO have time to help XSeed out. Or at least I remember reading some scenarios like that.

If Gaijinworks does things in the same way, maybe they are just having some trouble getting help from the original devs/publisher. Or fixing bugs just takes time. Some bugs are harder to fix than others.

Gaijinworks has an in-house programmer and gets no help from the original developers. They pride themselves on this point.

But here, using a programmer with no familiarity with the codebase would seem to be what has introduced all these unforeseeable game-breaking bugs (which they have reported they were not all able to fix in time for the physical release master). It's a double-edged sword.
 
Gaijinworks does all the programming themselves.
That's good to hear, I guess. I still assume they don't have dozens of programmers. If the bugs they have confronted are of the more persistent, harder-to-fix kind, a month or two really isn't all that long of a time to take fixing bugs for a small team or a single person, especially if they are having trouble nailing down what, exactly, is causing the issues or they just need to do some more thorough work to have it all fixed than fixing a few bits & pieces. I mean, look at Mighty No. 9. Seems like the game is content complete (in that all the assets & levels have been developed to completion, gameplay is polished to its final state etc.), but they have some huge issues with the online code that have already taken many, many months to fix. Sometimes shit just is harder to fix than just some single day's/week's work. It sucks for us who have paid for the thing months ago, it sucks for the people who have to bang their head against the wall that is software development & fixing bugs/glitches/broken shit at times.


The last communication on the twitter channel is from Dec 19th. I'm not on the GW forums.
Vic posted in this very thread in January.

We had to cancel the UMD production master discs that we received before Christmas because it had the same code as the PSN release with the Acquire Skill bug that was found a few days after release. There's only one factory left in the world making UMDs now and the master to FQA to manufacture process takes way longer than it used to as a result.

So we're resubmitting with the Acquire Skill bug fixed and a bunch of miscellaneous typo and clarity fixes noted here and elsewhere so the UMD in the final box will have no known issues.

Yeah, it's a drag, but that's why we chose to release the digital in advance of the physical - so everyone who supported the physical+digital set can actually be playing the game while they wait, and believe me, it's killed me not to share the surprises we haven't shared yet for the physical release. I've kept them a secret so the fans have more to discover and discuss when it shows up.

That said, why don't you have your digital download code? They were all sent out about 3 weeks ago.

Maybe manufacturing UMDs is just taking longer than expected. Maybe there have been issues with that one factory making the UMDs or getting them to do their part in a timely manner.
 
I've had that issue with Class of Heroes 2. My package went missing and I contacted Gaijinworks and Victor through every means of communication available. Three months later, the day that my package resurfaced, he appeared and closed my thread on his forums.

Wow, so this no communication thing is nothing new then. I can't say it makes me feel much better knowing this but it's making me more inclined to not do business with GaijinWorks again.
 
Wow, so this no communication thing is nothing new then. I can't say it makes me feel much better knowing this but it's making me more inclined to not do business with GaijinWorks again.

In my case, I might just go to VGP+ or wait for a sale. I don't think I'm going directly to Gaijinworks, regardless of any shiny mysterious bonus they try to tease that'll end up being nothing worthwhile.
 
Wow, so this no communication thing is nothing new then. I can't say it makes me feel much better knowing this but it's making me more inclined to not do business with GaijinWorks again.

As small as a company as they may be, there should ALWAYS be time made for communication, a little more often than once a month or whatever. Even if it's a quick "sorry, nothing to report".
 
Not responding to customer inquiries isn't acceptable, no way around it. I wouldn't deal with a company if it happened to me, provided I had tried a couple of times with no success.

The rest of what's going on with the physical print could have been communicated a whole lot better but the information is still out there and the delay is for a good reason. If the PSP had been alive and well then the delay wouldn't have been like this either. I'm buying an ultra-niche product so I can accept this for 2016 PSP games. I just recently got my Dreamcast copy of Pier Solar after a two year delay and I felt OK with that.

I bought three copies and I think I've only given one code away and used one. If you want the last one, The12thGripper, PM me and I'll see if I can dig it up. Not 100% sure I didn't give it away though. If it works then I would appreciate you giving me your code eventually if GaijinWorks ever does reply. It's a good game so you should want to play it regardless of how you feel the western publisher handled it.
 
As small as a company as they may be, there should ALWAYS be time made for communication, a little more often than once a month or whatever. Even if it's a quick "sorry, nothing to report".
Yeah, "Ironing out bugs still" is fine, or even "hard at work but can't disclose details." I'd hope their hands aren't tied for full radio silence anyway.
 
I believe Gaijinworks has around three staff members. Including Vic. So yeah, you can imagine these things take time.

Yeah but we are saying that one of these people could at least shoot out a 2 second tweet or something, at least a bit more often.
 
I would assume they haven't figured it out yet, so they have nothing to say.

A periodic update is still better than no update. Not answering emails to help people with CS for codes is something else, too. We just need more communication in general.
 
I would assume they haven't figured it out yet, so they have nothing to say.
You ALWAYS have something to say, even if it is just "still working on it, will keep you guys updated!" "sorry it's taking so long, we ran into *problem x and y*"

Basic PR/community management that even a small team can do in 10 minutes

Silence is the absolute worst approach
 
I bought three copies and I think I've only given one code away and used one. If you want the last one, The12thGripper, PM me and I'll see if I can dig it up. Not 100% sure I didn't give it away though. If it works then I would appreciate you giving me your code eventually if GaijinWorks ever does reply. It's a good game so you should want to play it regardless of how you feel the western publisher handled it.
I appreciate the offer but I'm gonna pass.

I usually forget to play the digital games I own so I was going to give away my digital code to a friend or someone on here and play the physical copy whenever it arrived.
 
At the final chapter.

So far, I really think this is just a perfectly average game. It's fun, I like the characters, it has good mechanics(and some I really love, like the party abilities), but it's just not great. I honestly think CoH2 was more enjoyable. I'm glad we got it, but for all the work and time this cost Vic, I feel like it would've been better spent on something truly magnificent like Tengai Makyou or Growlanser(damn you to hell, Atlus, LET HIM HAVE IT).
 
I'm around Chapter Nine in the Nagimiya City Ruins and it says "Leader defeats Ghift with Life Res Awakening" but I'm not quite getting what that is or how to do it. I go to Life Resonance mode but I'm not seeing any special skills.
 
I'm around Chapter Nine in the Nagimiya City Ruins and it says "Leader defeats Ghift with Life Res Awakening" but I'm not quite getting what that is or how to do it. I go to Life Resonance mode but I'm not seeing any special skills.

You just have to be in that mode, then a normal attack or any skill is fine.
 
I'm around Chapter Nine in the Nagimiya City Ruins and it says "Leader defeats Ghift with Life Res Awakening" but I'm not quite getting what that is or how to do it. I go to Life Resonance mode but I'm not seeing any special skills.
Just being in Life Resonance mode isn't enough, you have to actually use your character's Awakening skill.
Have you been doing all the side missions? I think it was 7 that unlocked the MC's ability to use it.

Any hints for the final battle? Their resist rates are through the roof.
I went the "slow and steady wins the race" route for the final battle.
I'm assuming you're in P2 -
each one has a different elemental weakness, so double check that and target it. That will be easier if your summoners can use multiple-types of summons. And obviously the ones with the anti-magic skill are best targetted with physical attackers where possible.
I aimed to take them out one at a time. It helped with damage mitigation and the faster you take them out the less irritating their regen is
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Just received an email with an update on the situation of the physical release:

It's been a long road, but the master UMD manufacturing samples for the physical version of Summon Night 5 have finally come in from overseas, meaning we're just a few weeks away from finally shipping the physical version. We want to thank you all for your patience in this process. We destroyed the original UMD masters that contained the Acquire Skill bug and created a new build that fixed not only that, but another minor bug and some text errors, so we could release the most error-free physical version possible.

Now that the physical release is close, we want to make sure that any of you that have changed addresses since the presale have a chance to update your shipping information. So, if your address has changed, please send an email to addresschange@gaijinworks.com and include your order number (or numbers), your old address, and the new address so we can update them in our database.

Also, Summon Night 5 on PSN has been updated with the same fixes we made for the new UMD, and the new version will be posted to the North American PSN today - YES, TODAY - sometime in the late afternoon. To get the new version 2.0 from PSN, simply delete the game from your device and re-download it. Be sure to check the version number in the store before you re-download, though, to make sure 2.0 is posted and you don't waste time getting the same version you already have.

Note that, due to quirks in the version numbering system between PSN and physical releases, the updated PSN version of Summon Night 5 is 2.0, which is exactly the same, content-wise, as the updated physical UMD that will ship, which is version 1.01. So once you get your physical copy, don't worry, you have the latest version, despite what the version numbering may seem to indicate.

Thanks again for your patience while we worked to get an error-free physical release to you. We think you'll be happy with the result once you have the awesome physical version and soundtrack in your hands, at long last!
 
Vireland just sent out email to everyone who order the presale that the physical version has finally arrived from overseas and ready to be ship in a few weeks time.

Also last chance for folks who need to change their shipping address which the email has the complete information.

Fake edit: foobarry81 just posted about the same thing lol.
 
Yup, no email either.

edit: there was a dumb comment here, there's no longer a dumb comment here. Received my email, too.
 
But... I'm an EU scoundrel too...

Yup, no email either. It is sort of hilarious that even to receive a short email that just says "hang in there, we are going to be shipping them soon" Vic Ireland decided he had to do a two tier system, so Europeans get the same / similar email at a later date or don't get one at all. It's just an email... and we are already aware the game isn't on the EU PSN.

Seriously, dude? I'm in Europe, there is no such thing as a system where Europeans are in a 2nd tier.
 
Since foobarry is EU too, I guess it's just a question of email servers taking their time to do their job (as hilariously lame as it sounds, I see it happening a lot with my main email vs my gmail email).
 
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