By Nathan Grayson on September 14th, 2012 at 9:00 am.
Yesterday, I told you to expect a giant pile of goodies underneath your Secret-World-mas tree today. And yet, unless you live in the future, you found nothing. I expect, then, that you are here waving pitchforks and torches aloft to run me out of town for my deceitful ways. But I didn’t do it on purpose. Honest! Instead, shortly after celebrating Issue Two’s imminent launch, Funcom realized it still had a lot of work left to do.
The almost comically beleaguered developer explained the situation in a highly apologetic forum post:
“As mentioned yesterday, there was an issue found that could have led to a severe exploit that we want to fix before Issue #2 is deployed to the live servers. Unfortunately, it will take us some more time to make sure the issue is removed and the new version has been thoroughly tested. We will keep on working over the weekend to fix the remaining issue and make sure that the final version will be ready for the live servers next week.”
“We are as eager to get Issue #2 to the live servers as much as you guys probably are. But we need to make sure that the version is ready and doesn’t contain any severe issues before it’s deployed to the Live servers. We apologize for the delay and thank you for your patience and understanding.”
Unfortunately, this will place Issue Two’s rocket-and-surgery-packed launch well outside Funcom’s plan for one injection of new content per month. In fact, when it’s all said and done, it will have nearly been two. That said, such an ambitious plan was naturally bound to have some kinks to work out – layoffs or not. It remains to be seen, however, whether or not this situation was an exception or – because of tremendous staff reductions – a foreboding look at the new norm.
It’s been an incredibly bumpy ride for Funcom as of late, so here’s hoping its long series of no good, very bad days at least has a happy ending.