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Alister Azimuth
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Posted - 2009.12.05 17:49:00 -
[1]
Are there any other people noticing this?The new combat site/complexes that spawn because of the system infrastructure military upgrades do not respawn.I thought they were supposed to respawn instantly but that doesnt happen.Any other people experiencing the same problem?
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Tappits
Priory Of The Lemon Atlas Alliance
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Posted - 2009.12.05 18:00:00 -
[2]
Originally by: Alister Azimuth Are there any other people noticing this?The new combat site/complexes that spawn because of the system infrastructure military upgrades do not respawn.I thought they were supposed to respawn instantly but that doesnt happen.Any other people experiencing the same problem?
Yes, It's working as intended ;) ---------------------------------------------- I fail At forums ٩๏̯͡๏)۶ |
Bagdon
GoonFleet GoonSwarm
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Posted - 2009.12.05 19:02:00 -
[3]
Yes, it's buggy. Anomalies respawn normally for a while, then suddenly get stuck and don't despawn and respawn until downtime. It's been posted about on the forums before Dominion, but noone cared, it's been reported on singularity testing and it's been repeated in the past few days. No reaction from ccp this far.
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Cornaris
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Posted - 2009.12.05 20:00:00 -
[4]
Anyone care to link to a thread that might have *some* sort of dev response to this subject...
is there one? |
Criss AngeI
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Posted - 2009.12.05 20:41:00 -
[5]
Dude there is a lot of threads on this subject already The amount of people that make a thread about this topic is ridiculous, Seriously just don't do it any more. if you look back a page or 2 you'll find at least 2 threads about it. Sheesh. |
Mashaw
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Posted - 2009.12.05 21:42:00 -
[6]
Originally by: Cornaris Anyone care to link to a thread that might have *some* sort of dev response to this subject...
is there one?
Reply to what? broken as intended.
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Draco Argen
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Posted - 2009.12.05 22:35:00 -
[7]
*Bump* I Can not believe how this is not getting more publicity.
If the CA's just suddenly stop, you will kill the whole process.
CA's are the only scalable/upgradeable belt rat replacement to warrant higher solo ratter populations. re spawning cleanly is VITAL. I've seen WH's and asteroid gav sites suffer from this, we got s0d all response then. If this isn't at least recognise it will kill the migration to 0.0. Something which has started to work.
If you have witnessed this in 0.0 please bug report it and add up the stats. Make clear titles and throw your hat in the ring with the rest of us to get the stats up to hi-light this issue as important.
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Lucy Locket
Caldari Fusion HOldings Cold Fusion.
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Posted - 2009.12.08 10:47:00 -
[8]
Edited by: Lucy Locket on 08/12/2009 10:48:17
Originally by: Cornaris Anyone care to link to a thread that might have *some* sort of dev response to this subject...
is there one?
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1214172 |
Angry Poster
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Posted - 2009.12.08 10:54:00 -
[9]
Originally by: CCP Fear We are aware of this issue, and it's a high priority. We have, however, had problems in reproducing it on our internal servers. If you notice any of these things, create a bug report immediately, note down the name of the sites, your location and so forth. That will help our testers getting it confirmed and fixed sooner.
As I said, this is considered a high priority and we are investigating it as we speak and as soon as we have a fix for it, it will be deployed on TQ.
That was posted over 3 days ago yet today's patch notes make no mention of this issue? I mean... it's not like this is CORE GAME MECHANIC that is BROKEN and CCP is not even capable of ****ing reproducing it rofl... maybe get your imbecilic devs on TQ and run a few plexes and then notice "ups, none of them despawn". It's called "testing" by the way.
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Seth Ruin
Minmatar Ominous Corp Cult of War
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Posted - 2009.12.08 11:14:00 -
[10]
Originally by: Angry Poster That was posted over 3 days ago yet today's patch notes make no mention of this issue? I mean... it's not like this is CORE GAME MECHANIC that is BROKEN and CCP is not even capable of ****ing reproducing it rofl... maybe get your imbecilic devs on TQ and run a few plexes and then notice "ups, none of them despawn". It's called "testing" by the way.
CCP does testing. They do extensive testing. They cannot, however, predict every bug that may pop up. Running on a test server with a few dozen QA testers vs running on the live server are very different circumstances. Likely, it's something that never occurred until the patch went live.
That being said, post a detailed bug log (system, scan IDs, signature type, etc) and post your bug ID # in the thread mentioned above ( http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1214172 )
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DeputyFruitfly
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Posted - 2009.12.08 12:19:00 -
[11]
Originally by: Seth Ruin
Originally by: Angry Poster That was posted over 3 days ago yet today's patch notes make no mention of this issue? I mean... it's not like this is CORE GAME MECHANIC that is BROKEN and CCP is not even capable of ****ing reproducing it rofl... maybe get your imbecilic devs on TQ and run a few plexes and then notice "ups, none of them despawn". It's called "testing" by the way.
CCP does testing. They do extensive testing. They cannot, however, predict every bug that may pop up. Running on a test server with a few dozen QA testers vs running on the live server are very different circumstances. Likely, it's something that never occurred until the patch went live.
That being said, post a detailed bug log (system, scan IDs, signature type, etc) and post your bug ID # in the thread mentioned above ( http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1214172 )
Actually, I heard in other threads that it was reported on Dominion sisi. I can't verify that, ofc.
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