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View Full Version : [BUG] GMs unable to activate player-owned modules they themselves do not own



TimeLord5
November 15th, 2020, 13:43
As the title states, I've purchased multiple modules (Ravinca, SCAG, ERFTW) and the GM running FGU Ultimate does not own these modules. He is unable to make them available to me each session, which makes leveling and spell selection a PITA. This has been a long-standing BUG even with Classic (at least the GM CAN load them every session, but still has to re-load them EVERY time the server goes up). When can we expect this necessary fix? Opening a second local session just to level or swap spells is really pretty terrible. Thanks!

SilentRuin
November 15th, 2020, 14:11
As the title states, I've purchased multiple modules (Ravinca, SCAG, ERFTW) and the GM running FGU Ultimate does not own these modules. He is unable to make them available to me each session, which makes leveling and spell selection a PITA. This has been a long-standing BUG even with Classic (at least the GM CAN load them every session, but still has to re-load them EVERY time the server goes up). When can we expect this necessary fix? Opening a second local session just to level or swap spells is really pretty terrible. Thanks!

The host runs the game. The only modules in the game are his. If he does not own them how would it ever be in the game? Unless I'm misunderstanding but this is what it seemed you were saying. Host is computer running the game and the data sets in it (rulesets, modules, extensions), clients are just connected to that. If what it sounded you were saying then this is not a "bug". If I've misunderstood then my bad.

TimeLord5
November 15th, 2020, 15:33
Any player-owned DLC should be capable of being enabled for that player by the GM (green checkmark), however the GM should not have access to the DLC since they didn't purchase the content themselves. In Classic, the GM is able to perform this task, but has to repeat it EVERY session they run. In Unity, the GM is completely unable to perform this task, because the product doesn't even show up.

Example 1: I own Ravnica. I play in a Classic game. The DM must be prompted to enable this for me EVERY time we play via his ultimate license, as he himself does not own Ravinca.
Example 2: I own Ravnica. I play in a Unity game. The DM cannot enable this for me, but should be able to, as he himself does not own Ravinca. I am forced to open a second local instance to access purchased content.

I DO see this issue listed on the Known Issues thread (https://www.fantasygrounds.com/forums/showthread.php?50483-FGU-Playtest-Known-Items) [FGU-1013], as well as an open thread (https://www.fantasygrounds.com/forums/showthread.php?54985-Player-purchased-module-not-showing-up-for-DM-to-activate) dated March 2020 with no developer feedback. I see absolutely no mechanism on these forums for receiving feedback or updates on Known Issues.

The product left beta in the last month, but this issue remains open. Just looking for SOME communication regarding this issue, as it makes the purchase of the DLC essentially useless from a player perspective.

SilentRuin
November 15th, 2020, 15:42
Any player-owned DLC should be capable of being enabled for that player by the GM (green checkmark), however the GM should not have access to the DLC since they didn't purchase the content themselves. In Classic, the GM is able to perform this task, but has to repeat it EVERY session they run. In Unity, the GM is completely unable to perform this task, because the product doesn't even show up.

Example 1: I own Ravnica. I play in a Classic game. The DM must be prompted to enable this for me EVERY time we play via his ultimate license, as he himself does not own Ravinca.
Example 2: I own Ravnica. I play in a Unity game. The DM cannot enable this for me, but should be able to, as he himself does not own Ravinca. I am forced to open a second local instance to access purchased content.

I DO see this issue listed on the Known Issues thread (https://www.fantasygrounds.com/forums/showthread.php?50483-FGU-Playtest-Known-Items) [FGU-1013], as well as an open thread (https://www.fantasygrounds.com/forums/showthread.php?54985-Player-purchased-module-not-showing-up-for-DM-to-activate) dated March 2020 with no developer feedback. I see absolutely no mechanism on these forums for receiving feedback or updates on Known Issues.

The product left beta in the last month, but this issue remains open. Just looking for SOME communication regarding this issue, as it makes the purchase of the DLC essentially useless from a player perspective.

If its already on the known issues then its in their stack of things to do and depends on priority. For sure they read these threads though. There is also a vote mechanism somewhere but not sure if that applies to known issues. Very surprised something not owned by the host could be applied but sounds like it can be (at least in FGC to some degree). Hope you get your answer.

LordEntrails
November 15th, 2020, 16:51
I agree that this issue is an annoyance. The devs usually don't comment on what's upcoming until they have worked on the issue and identified it for the next fix. I suspect this is because the method in which they are working and prioritizing issues means that they don't actually figure out what it will take to resolve an issue until they start working on it. (This is called Agile methodology/software development if you are interested.) So this results in them not knowing when an issue is going to be solved until they actually start working on it. But it also means that overall they get more bugs resolved in a time period than they otherwise would.