Tonight durring siege, multiple members of my guild as well as the opponent guild, save for 2-3 players TOPS on both sides, experienced progressively increasing lag, starting with a couple seconds, to eventually 15 minutes. Many attempted to quit out of the game and re-enter siege, wherein their character and visible NPC's would fade, but would stare at a unpopulated zone then would have their crash completely or booted back to the login screen. People would attempt to restart their computer, their router, as well as close anything but bare bones required to run their operating systems and the game. No efforts at all seem to make a difference, nor could we figure out the difference between those that lagged out, and those that didn't.
This means by random pure luck, if the character that wasn't lagged out was able to perform properly to elminate the tower guards, destroy the gates and take the crystal, instead of a low level character originally assigned duty of acquiring merits to give to the rest of the team. If not, or if the character not lagging on the opposite side was able to easily dispatch that toon, was the pure deciding factor on the winner. Unfortunately, this would only result in 2-3 people per side gaining their Siege War rewards... points, packages etc, while anyone else lagging, even if they were IN siege but unable to move, attack, perform any action, would crash upon the end of siege and since nothing in this game tracks and coordinates character data to lost items, event sessions or items stored within a house, everyone else got nothing.
For me, coming to this game last year, and not being the first MMO I've played, but the first Free to Play(tm) version. When I reached a point to where the content outstripped the gear earned by regular gameplay without financially donating. I then presumed that the capitol gained from players, taking my semi regular donations, dividing by half and consolodating the total number of accounts I viewed via active characters travelling around, and presumed that the income of this would be more than sufficient to support a staff numerous enough to handle any player support issues, create and continue to progress the efficiency and effectiveness of the game code, as well and provide for adequet hardware to run the game on.
This proved to be hopefully, pollyanna-like optimistically false.
My first encounter with an in game problem was after Chapter 4, when our 3rd class became available, and to open it up reset your training points over all of your classes and class combination elites. I found i could not return skills to their previous level with the provided points "returned" to me. The response I got from this problem was that I, the player, who did not suspect that a problem like this would EVER happen, should have been prepared with screenshots of my skill window showing what level each skill was at previously as well as my total spent points. This brought things to clear focus that the game does not(but could with the application of code) to track player data. This showed me that there was less concern about customer care than towards keeping the game up and running, so there is uninterrupted gameplay, ensuring that others will keep logging in and requiring to spend monetary resources to continue their experience.
The current issues now being seen are the lastest symptom of that lack of reinvestment of financial resources into providing a superior product for the players to enjoy. I have not seen nor been informed or inferred evidence of a testing environment for game issues prior to applying changes to the servers. "Testing" seems to be the patch day feedback, and a week of continued "testing" until an issue can be addressed. Then another "test" on live. Rinse and repeat until the next issue arises. I have seen feedback on the forums stating specifically that fixes were being applied to live servers but waiting to hear back from players on how well it worked. This is not how product testing and providing it to customers should occur. The issues repeatedly happening with Siege War(BETA) should not EVER be a live server testing. This only reduces customer confidence in the stability of the game and weening of the populace logging into the game on a regular basis.
In my humble opinion, with the game as it is, with lack of repeatable content, limited sources of progression and easily stagnant experience aside from the one unique feature that personally makes me continue to play, there should be a considerably greater effort made to correcting the problems to issues. Siege War makes this game worth logging into, the challenge of that event, and letting players test code corrections on live servers to resolve issues is detrimental to the possible future of this game. Employ a greater staff, offer something to players to help test code fixes on a designated testing server, or servers, including a clone of the Siege War servers so you can have basically for free, an army of gametesters. But my hopes of this coming to pass in any form, based on past observations, are very low. Take this as a warning prediction.