Quick answer: Switch to named or indexed placeholders (e.g. {player} and {item}, or {0} and {1}) so a translation can reorder them while still receiving the correct value.
Languages reorder subjects and objects, but positional %s forces the original order. Named placeholders free translators to rearrange. Here is the fix.
How to fix it
1. Use named placeholders
Replace bare %s with named tokens like {attacker} and {target} so the translation reads naturally regardless of where each value appears in the sentence.
2. Provide indexed placeholders if named is unavailable
If your format only supports positions, use explicit indices like {0} and {1} so a translator can write {1} before {0} without changing your code.
3. Give translators argument descriptions
Document what each placeholder contains in translator comments so they know {count} is a number and {name} is a player, preventing misplaced or mistyped tokens.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.