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Thread Statistics | Show CCP posts - 6 post(s) |

Baun
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Posted - 2005.08.15 14:47:00 -
[61]
Originally by: bUBbLeS HAHAHA
CCPs solution - assign a GM to /tr the dreds as required!
omg
how did that get past quality control!
LOL what? It must suck to be the GM who gets assigned to the transport dreadnought and keep track of the fuel you need to remove duty for the day.
The Enemy's Gate is Down
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bUBbLeS
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Posted - 2005.08.15 14:57:00 -
[62]
they decided to do a "hotfix" on the server
was too much werk to assign multiple GMs to move dreads
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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Faramir
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Posted - 2005.08.15 15:20:00 -
[63]
I wish Valar would do one more visit to the thread and answer my questions 
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Cosmic Dragon
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Posted - 2005.08.15 16:50:00 -
[64]
I humbly request when you find your first target that you make a video a nice long one so us poorer players can drool over your prize ship and its killer guns 
Beauty Is In The Eye Of The Beer Holder!!! |
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Valar

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Posted - 2005.08.15 23:18:00 -
[65]
Originally by: bUBbLeS are we there yet?
No, a hotfix candidate was not ready today. If the fix involves changes to session managment or low level networking code we might need an extra day or two after the fix is ready for testing on Singularity to if it affects anything else.
Originally by: Faramir
May i ask how we are to determine a "route" to move Dreadnoughts?
It seems the information on this is worse then "sketchy"... From rumours i heard it was 2,5 lightyears as base jump-distance. But the best part is that the map does not show any indications of lightyears.
Also Dreadnoughts have no "jumprange" indicators...
This means you can "guestimate" how far you can go, but you won't be certain till you have a cynosural field activated. However if the field is too far away, you are waiting another 10 mins before you can find an alternate route/system...
I think this seems pretty much unfinished and rushed....
When will we actually now how, where and be able to use jumpdrives properly?
Implementing a feature to show jump range, is, as far as I know, planned for the next non-bugfix only patch. ------ Valar Quality assurance department CCP games |
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Valar CCP
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Posted - 2005.08.15 23:18:00 -
[66]
Originally by: bUBbLeS are we there yet?
No, a hotfix candidate was not ready today. If the fix involves changes to session managment or low level networking code we might need an extra day or two after the fix is ready for testing on Singularity to if it affects anything else.
Originally by: Faramir
May i ask how we are to determine a "route" to move Dreadnoughts?
It seems the information on this is worse then "sketchy"... From rumours i heard it was 2,5 lightyears as base jump-distance. But the best part is that the map does not show any indications of lightyears.
Also Dreadnoughts have no "jumprange" indicators...
This means you can "guestimate" how far you can go, but you won't be certain till you have a cynosural field activated. However if the field is too far away, you are waiting another 10 mins before you can find an alternate route/system...
I think this seems pretty much unfinished and rushed....
When will we actually now how, where and be able to use jumpdrives properly?
Implementing a feature to show jump range, is, as far as I know, planned for the next non-bugfix only patch. ------ Valar Quality assurance department CCP games |

bUBbLeS
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Posted - 2005.08.16 12:03:00 -
[67]
are we there yet?
(coulda used thoose dreds last night man...)
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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Basileus
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Posted - 2005.08.16 12:15:00 -
[68]
WHU@H@H@H@... quality thread...  
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Amaron Ghant
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Posted - 2005.08.16 12:19:00 -
[69]
Looking on the bright side. By the time I finish mining the minerals, making enough money to buy the BPO¦s required, getting enough money to afford the plethora of new skills required to fly the dread, training those self same skills, and then building the object in question, CCP will have fixed this particular bug.
Mind you, due to the constant ( in the future) whining of pos owners having thier pride and joy vapourised by rampaging dreadnaught pilots, the dread will be nerfed to such an extent that caldari pilots in light missile frigs will be able to pwn it and you¦ll need more ice than antarctica to move it.
He who whines, wins.
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Faramir
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Posted - 2005.08.16 12:19:00 -
[70]
Originally by: Valar CCP
Implementing a feature to show jump range, is, as far as I know, planned for the next non-bugfix only patch.
Although I am disappointed that moving a Dreadnought means you're pretty much flying blind...
I still appreciate the time you took to reply a few times in this thread.
Faramir
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Valar

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Posted - 2005.08.16 13:26:00 -
[71]
Originally by: bUBbLeS are we there yet?
(coulda used thoose dreds last night man...)
A fix is ready and has been deployed on Singularity. The fix is in testing now, but it will probably not make it to TQ till next week, as its very high risk. ------ Valar Quality assurance department CCP games |
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Valar CCP
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Posted - 2005.08.16 13:26:00 -
[72]
Originally by: bUBbLeS are we there yet?
(coulda used thoose dreds last night man...)
A fix is ready and has been deployed on Singularity. The fix is in testing now, but it will probably not make it to TQ till next week, as its very high risk. ------ Valar Quality assurance department CCP games |
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Valar

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Posted - 2005.08.16 16:06:00 -
[73]
Originally by: Faramir
Originally by: Valar CCP
Implementing a feature to show jump range, is, as far as I know, planned for the next non-bugfix only patch.
Although I am disappointed that moving a Dreadnought means you're pretty much flying blind...
I still appreciate the time you took to reply a few times in this thread.
Faramir
The hotfix has passed testing of the issue, but full testing of possible side effects of the fix is still in progress...
And more good news... from build 3559 you can see the range of the jumpdrive on the map. Oveur allowed us to sneak this little feature in  ------ Valar Quality assurance department CCP games |
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Valar CCP
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Posted - 2005.08.16 16:06:00 -
[74]
Originally by: Faramir
Originally by: Valar CCP
Implementing a feature to show jump range, is, as far as I know, planned for the next non-bugfix only patch.
Although I am disappointed that moving a Dreadnought means you're pretty much flying blind...
I still appreciate the time you took to reply a few times in this thread.
Faramir
The hotfix has passed testing of the issue, but full testing of possible side effects of the fix is still in progress...
And more good news... from build 3559 you can see the range of the jumpdrive on the map. Oveur allowed us to sneak this little feature in  ------ Valar Quality assurance department CCP games |

bUBbLeS
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Posted - 2005.08.16 17:40:00 -
[75]
\o/ 4 valar
boo for not having it werking in the first place
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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Faramir
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Posted - 2005.08.18 10:35:00 -
[76]
Edited by: Faramir on 18/08/2005 10:38:06 I was checking out the lightyears calculator by Omega Enterprises here and I was wondering what the base jumpdistance on a Dreadnought is?
The only thing I heard was that it is 2,5 lightyears... (Edit: just checked itemdatabase and max jumpdistance is indeed 2,5 lightyears)
With 2,5 lightyears jumpdistance there will be VERY FEW places you can move your dreadnought from your empire 0.0-0.4 to 0.0. (Let alone move it across the map.....)
Most paths into 0.0 are longstretched "jumps" similar to the new smuggler gate-routes. And these jumps all easily outrange 2.5 lightyears. Now with skills this could be brought up 125% (at level 5). But a Dread pilot with no jumpdistance improving skills will have to make umpteen jumps it seems. And some jumps will still be impossible even with the skill trained....
Can anyone tell me why the base jumpdistance is 2,5 lightyears? And if so, why are we supposed to fly halfway across the galaxy to get somewhere that seems "closeby" ?
Not to mention the distances that are between let's say... Delve and Fountain? Which are unjumpable...
Could we get a more detailed explanation on Jumpdrives, distances... etc ? plz?
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Marcus Aurelius
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Posted - 2005.08.18 10:48:00 -
[77]
Hmm, seems none of the outer 0.0 areas is reachable for dreads except for delve/querious, deklein, the curse areas and maybe a few leftovers here and there.
Doesn't that make dreads kind of pointless ?
Or did we understand the mechanics wrongly ?
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Faramir
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Posted - 2005.08.18 10:54:00 -
[78]
I made a new thread about this, since my reply has nothing to do with the inter-node problem anymore. So please continue the discussion bout jumpdrive distances here.
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HonorHarrington
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Posted - 2005.08.18 16:44:00 -
[79]
Edited by: HonorHarrington on 18/08/2005 16:44:16 Actually there is another great bug...The guy who makes the cyn field cannot be shot at. I mean they go thru all the trouble of making this guy visible to the whole solar system and the galaxy and you cant hurt him anyway.
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Valar

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Posted - 2005.08.19 18:04:00 -
[80]
Originally by: HonorHarrington Edited by: HonorHarrington on 18/08/2005 16:44:16 Actually there is another great bug...The guy who makes the cyn field cannot be shot at. I mean they go thru all the trouble of making this guy visible to the whole solar system and the galaxy and you cant hurt him anyway.
Having the cynosural field generator ship untargettable is intentional.
In other news.... the hotfix has passed testing and should be deployed at downtime on monday. ------ Valar Quality assurance department CCP games |
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Dukath
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Posted - 2005.08.19 20:02:00 -
[81]
Originally by: Valar
Originally by: HonorHarrington Edited by: HonorHarrington on 18/08/2005 16:44:16 Actually there is another great bug...The guy who makes the cyn field cannot be shot at. I mean they go thru all the trouble of making this guy visible to the whole solar system and the galaxy and you cant hurt him anyway.
Having the cynosural field generator ship untargettable is intentional.
In other news.... the hotfix has passed testing and should be deployed at downtime on monday.
Is it also intentional that: -any active lock remains active so the ship creating the cynosurial field can still be destroyed: -smartbombs still damage the guy creating the field.
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Khan IX
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Posted - 2006.03.25 15:36:00 -
[82]
There has been another loss of a recon cruiser today due to this bug.
Its a bug either way:
If you re supposed to be unlockable while cyno is up it is as no one but the "knowing ones" can.
If you re supposed to be able to use modules while your cyno is up it is a bug as you cannot lock others ships or activate modules at the moment.
Either way- this needs resolving and at least a listing in known issues !
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Alexis DeTocqueville
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Posted - 2006.03.25 16:02:00 -
[83]
Originally by: Blind Fear STFU and get out and push.
Hahahahahahahahaha! I give you a 9 out of 10 for that post, and you only lost points because you used an acronym instead of the word proper.
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Mercade
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Posted - 2006.03.25 16:04:00 -
[84]
Originally by: Khan IX There has been another loss of a recon cruiser today due to this bug.
Its a bug either way:
If you re supposed to be unlockable while cyno is up it is as no one but the "knowing ones" can.
If you re supposed to be able to use modules while your cyno is up it is a bug as you cannot lock others ships or activate modules at the moment.
Either way- this needs resolving and at least a listing in known issues !
This is called thread necromancy.
I forgave you the frist time I read this addition because it was bringing up an issue. However you have another post on this issue on second page. Seeing as this thread is not even titled in a manner to make your actual question productively put here, I must here by accuse you of digging up old threads.
I suggest you realize you lessen the chance of people seeing your actual thread by bumping to page two constantly now as everyone follows suit and declares necromancy.
Originally by: kieron ...possible causes for an extended downtime, I think playing WoW would be close to the bottom of the list, probably between shaving cats and having dental work done w/o anethesia.
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Kerushi
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Posted - 2006.03.25 16:06:00 -
[85]
what is it with these ppl?
we need a new forum feature, auto lock everything older then 1-2 months  ________________ I don't DO graphics, here's a sig anyway, wubwoo - Cortes lol thanks :-) |

Kunming
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Posted - 2006.03.25 16:15:00 -
[86]
Those of u calling our necromancy dont get the point. Read the whole thread and also the new threads about cyno fields and recon cruisers, and then come back and put a reply..
Anyway I'll give u the spolier, Valar tells us here cyno field generation should make the ship untargetable, while Mephysto tells us here the complete opposite!
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Soren
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Posted - 2006.03.25 17:02:00 -
[87]
Originally by: Kerushi what is it with these ppl?
we need a new forum feature, auto lock everything older then 1-2 months 
I sugguested that 2 years ago  ________________________________________________
Inappropriate signature. --Jorauk pfft.. all pictures were off the CCP website =\ --Soren |

Sirkill
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Posted - 2006.03.25 17:08:00 -
[88]
Originally by: Soren
Originally by: Kerushi what is it with these ppl?
we need a new forum feature, auto lock everything older then 1-2 months 
I sugguested that 2 years ago 
lets see if we can find that thread
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Jenny Spitfire
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Posted - 2006.03.25 17:10:00 -
[89]
Edited by: Jenny Spitfire on 25/03/2006 17:10:27
Not really. Just do a forum ban to thread necromancers that are first to resurrect dead threads.  ----------------
RecruitMe@NOINT! |

Mercade
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Posted - 2006.03.25 17:11:00 -
[90]
Originally by: Kunming Those of u calling our necromancy dont get the point. Read the whole thread and also the new threads about cyno fields and recon cruisers, and then come back and put a reply..
Anyway I'll give u the spolier, Valar tells us here cyno field generation should make the ship untargetable, while Mephysto tells us here the complete opposite!
Let me explain something to you.
1. There have been no posts on this thread in over 6 months. 2. The person who necromanced this thread found it also worth making a post called "Can you get locked while cynosural fielding" or something along that, just today, left no substance in it and seemed to get some decent replies. 3. The title of this thread is Quality Control. That in no way, at all, in any productive way, at all, brings anyone, at all, who could really input on the subject which was at hand and he asked, at all.
So if he had a thread up already, which was titled in a way that would get him answers, and decided to dredge up a 6 month old thread that is titled entirely different then his questions, probably just because it had a gold border, instead of just refrencing this thread in his actual question thread. You don't think maybe he'd do a little better with only 1 thread for his discussion?
It's bad enough that we get people like me posting our ideas all the time on here in our own thread because we are paranoid and convinced that devs won't read them if they have to read past the first page.
We don't need people like him bumping my ideas off the front when it's so hard to come up with constructive replies to yourself and ways to bait people into posting bump replies.
Hehe.
The short of it, if he wanted an answer. He should have made a thread called "Cynosural/Locking What's wrong?" And inside said, hey are we supposed to be lockable or killable while it's running, I read this thread -link- and saw two different opinions. Help.
Oh gee he pretty much did that outside this thread.
Originally by: kieron ...possible causes for an extended downtime, I think playing WoW would be close to the bottom of the list, probably between shaving cats and having dental work done w/o anethesia.
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