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

bUBbLeS
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Posted - 2005.08.13 19:47:00 -
[1]
hahahaha
CCP your new quality control deptment suc!
first patch they check:
lets put jump drive ships (dreads) in
Public wait the month needed to build a dred
they train the skills.. they figure out how to use the ultracomplicated cyronsal feild thing
an guess what.. everything in place..and CCP have forgotten to implement the JUMP TO option
well done quality control
how p*ssed off are we?
got dreds... cant move them!
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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Blind Fear
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Posted - 2005.08.13 19:49:00 -
[2]
STFU and get out and push. ------------------------------------------------ Derailing threads with logic since 1992 |

mirel yirrin
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Posted - 2005.08.13 19:49:00 -
[3]
Classic.
I guess you forgot to Quality Control your Post too ^^ ------------------------------------------- This Space For Rent! Contact me Ingame For Prices! |

ParMizaN
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Posted - 2005.08.13 19:54:00 -
[4]
aha...ahaha.....ah        ahahahhahahahahah    ------------------
Take from the rich and give to me |

Reptar
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Posted - 2005.08.13 19:55:00 -
[5]
got c4ke?
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bUBbLeS
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Posted - 2005.08.13 19:57:00 -
[6]
got loads of cAKe
just made me laff that the first patch that "quality control" dept was looking at is sooo broken
:)
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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Meridius
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Posted - 2005.08.13 20:04:00 -
[7]
hahahahhaha, thats funny **** ________________________________________________________
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Parallax Error
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Posted - 2005.08.13 20:07:00 -
[8]
This is right up there with releasing modules and not releasing all the skills required for them.
Maybe the 'Jump to' UI option is only lootable from Commander NPC's.
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Tyrrax Thorrk
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Posted - 2005.08.13 20:11:00 -
[9]
lols 
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bUBbLeS
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Posted - 2005.08.13 20:19:00 -
[10]
Originally by: Parallax Error This is right up there with releasing modules and not releasing all the skills required for them.
Maybe the 'Jump to' UI option is only lootable from Commander NPC's.
It appears that the UI option as a reward from a l5 jove agent in jove space
(accessable only with a jump drive) Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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aeti
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Posted - 2005.08.13 20:20:00 -
[11]
thats just too funny
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Eris Discordia

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Posted - 2005.08.13 20:24:00 -
[12]
Have you tried to right click on the person who has the CY field or has it in window? That might show a jump option.
I ♥ my pink dreadnought of pwnage Mail [email protected] if you have any questions. |
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bUBbLeS
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Posted - 2005.08.13 20:26:00 -
[13]
thanks for the stirling advice ERIS
we'll try that right away .....
(like we havnt been doing that for 2 days already!)
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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Hast
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Posted - 2005.08.13 20:26:00 -
[14]
ahahahahahahahahahaha.  
omg, how is it even possible 
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Meehan
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Posted - 2005.08.13 20:32:00 -
[15]
Buahahahaha 
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Blind Fear
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Posted - 2005.08.13 20:33:00 -
[16]
Aight, I've just figured out how to get dreads to jump, but its a complicated process, so pay attention:
1) Start convo with the field generator. 2) Enter the Blood Code (ABACABB) 3) Tell him your favorite color, favorite movie, and then write a 1000 word essay on how much you like badgers. 4) Jump To will show up if you right click on him now. 5) DONT CLICK ON JUMP TO. 6) Type: /emote Jumps to (target player's name) for the glory of the (your race here). 7) Repeat until sucessful. ------------------------------------------------ Derailing threads with logic since 1992 |

bUBbLeS
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Posted - 2005.08.13 20:33:00 -
[17]
HAHAHA
CCPs solution - assign a GM to /tr the dreds as required!
omg
how did that get past quality control!
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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ParMizaN
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Posted - 2005.08.13 21:01:00 -
[18]
Originally by: Blind Fear Aight, I've just figured out how to get dreads to jump, but its a complicated process, so pay attention:
1) Start convo with the field generator. 2) Enter the Blood Code (ABACABB) 3) Tell him your favorite color, favorite movie, and then write a 1000 word essay on how much you like badgers. 4) Jump To will show up if you right click on him now. 5) DONT CLICK ON JUMP TO. 6) Type: /emote Jumps to (target player's name) for the glory of the (your race here). 7) Repeat until sucessful.
Yo forgot 5.5:
you must hit self destruct on the dread and only when the timer reaches 1 second will the option appear: better be alligned! ------------------
Take from the rich and give to me |

MOOstradamus
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Posted - 2005.08.13 21:05:00 -
[19]
Oh dear 
Haaaaaaaaaaahahhahahahahahhahahahahha !! 
MOOrovingian "Following & supporting EVE (since Jan 2001) is like wiping your arse with sandpaper."
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Zarks
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Posted - 2005.08.13 21:33:00 -
[20]
classic 
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Velsharoon
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Posted - 2005.08.13 21:58:00 -
[21]
teehee
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Ticondrius
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Posted - 2005.08.13 22:08:00 -
[22]
This "glitch" will become one of the most imfamous in EVE history...not because of it's effects, but because of the high profile nature of dreadnaughts atm.  
This is so funny I can't restrain myself.
So dreads are stuck for another...2 weeks minimum?
"If I'm brutally honest and it offends you, that's not my fault." |

bUBbLeS
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Posted - 2005.08.13 22:21:00 -
[23]
yup - now officially "to be fixed soon(tm)"
how gh3y
ccp sort it out ffs Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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Valar CCP
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Posted - 2005.08.14 01:01:00 -
[24]
Dreadnoughts were of course tested by CCPs Quality assurance department and our dedicated team of bughunter volunteers. Testing of jump drives was successful and we ironed out minor bugs with them before Cold War Edition.
As soon as word came from the GMs about this issue, bughunters started testing jump drives on test servers and a couple of GMs tested jump drives on TQ. They were all able to jump.
When I tried the same thing however, I had the same problems as you and quickly found out where the problem is. It seems that the problem lies in the multi-node environment on TQ, where the events about gang members having active fields are not making it over node boundaries, causing the ôJump to memberö option not to appear in the menu.
The issue has been recorded in our defect tracking system as a critical priority and will be looked into on Monday. If its safe to hotfix this on the server, we will do that as soon as possible.
------ Valar Quality assurance department CCP games |

Naverin
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Posted - 2005.08.14 01:06:00 -
[25]
In after Valar!
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prsr
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Posted - 2005.08.14 01:16:00 -
[26]
Nice save CCP \o/
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bUBbLeS
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Posted - 2005.08.14 01:31:00 -
[27]
Good job
please make sure someone lets us know when it SHOULD be fixed...
is really annoying to have multibillion isks worth of POS wtfpwnage sitting there doing nothing
:(
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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HostageTaker
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Posted - 2005.08.14 01:32:00 -
[28]
Originally by: Valar CCP It seems that the problem lies in the multi-node environment on TQ, where the events about gang members having active fields are not making it over node boundaries, causing the ôJump to memberö option not to appear in the menu.
Nope, sorry guys, please reply with a different excuse! I've seen this one at least a dozen or more times since 2003. kthx

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Blind Fear
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Posted - 2005.08.14 01:49:00 -
[29]
While it sucks that there is a problem, at least CCP is being forthright about the problem and a reasonable timeframe for a solution.
Too often we see problems buried under forum locks and reclassified into the 'features' catagory. ------------------------------------------------ Derailing threads with logic since 1992 |

Malais
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Posted - 2005.08.14 02:55:00 -
[30]
 |

Joshua Calvert
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Posted - 2005.08.14 07:38:00 -
[31]
Sod the jump to option.
Just fix evemails.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Professor McFly
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Posted - 2005.08.14 09:14:00 -
[32]
Now if only you could still transport dreads inside freighters, this wouldn't be so bad...
"enemy fleet sighted!" "tell em to wait a minute, we're still unpacking the dread. Someone get me a screwdriver!"
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Eight Ace
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Posted - 2005.08.14 10:24:00 -
[33]
My commisserations to the QA department.
I know a hard sell to get "we need an exact copy of our production environment to catch stuff like this" past the beancounters.
People who don't know QA should keep their opinionated waffle to themselves. Anyone who disagrees can post a comprehensive test plan that will catch the next cat 1 defect before it ships to production.
~Shipping bugs for 15 years and still smiling~
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JoCool
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Posted - 2005.08.14 10:42:00 -
[34]
Lol, class 
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Thrak
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Posted - 2005.08.14 10:46:00 -
[35]
Edited by: Thrak on 14/08/2005 10:47:35
Quote: People who don't know QA should keep their opinionated waffle to themselves. Anyone who disagrees can post a comprehensive test plan that will catch the next cat 1 defect before it ships to production.
Well, I admit I'm no expert. But
Quote: a couple of GMs tested jump drives on TQ.
doesn't seem that comprehensive. As for "an exact copy of our production environment", you might not have noticed but since the cold war patch GMs have had bountiful (23/7)access to TQ, which is er, the EXACT production environment.
Thats several weeks, to test jumpdrives, on TQ, across several nodes if needed. Wasn't done.
But I do agree with some of your sentiments.
Quote: People who don't know QA should keep their opinionated waffle to themselves.
This applies to you.
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Discorporation
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Posted - 2005.08.14 11:21:00 -
[36]
This made me rofl ;p
[23]
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Eight Ace
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Posted - 2005.08.14 11:46:00 -
[37]
It's a nasty miss for sure but I have to feel some sympathy seeing as it's what I do for a living as well.
As we have been told the error is caused because "the events about gang members having active fields are not making it over node boundaries"
You need a pretty low level of test to catch that. If it wasn't such a complex environment-sensitive system I would be thinking this should have been caught at the unit test phase by the developer, but of course at that level the events are always gonna make it because they most likely won't be crossing node boundaries on the dev's desktop.
You would need to have a fairly in-depth knowledge of the development methodology, and capabilities of the QA team within CCP before you could confidently start assigning responsibility for this.
Actually that's a bit of an oversimplification. The responsibility of course lies with the QA manager, the FAULT is the bit that's sometimes hard to pin down.
If the test plan for this was simply to let some GM's play with the code on the live system then yes that's pretty shocking.
Whatever they did on tranq, most likely they would be doing this in very quiet space so every man + dog wasn't there gawping at the new ships, unfortunatley this could well be connected to the issue itself and you need every man+dog to engineer the conditions in which the defect would manifest itself.
If this was my team I would be mightily embarassed but given the nature of the defect I wouldnt be breaking out the P45's.
Sorry if I am going on a bit. I get upset with "OMGWTFBBQ QA SUXXOR" kinda rants. Understandable as a paying customer but I also appreciate the other side.
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Nafri
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Posted - 2005.08.14 11:54:00 -
[38]
since my dad is QA-Mananger he always told me: Always consider, if there is a slight chance for a failure, this failure will happen.
This node thing must have been know... but still funny 
Your bla bla hit bla bla for bla bla damage. Wanna have some bubu now? |

Viceroy
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Posted - 2005.08.14 11:54:00 -
[39]
I believe this is a case of severe "lollerskates"  __________________________
Finite Horizon Your end is our beginning.
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Eight Ace
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Posted - 2005.08.14 11:56:00 -
[40]
If you press your Dad a bit further he will probably also say that it almost never happens for the people who are meant to find it  |

Faramir
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Posted - 2005.08.14 11:58:00 -
[41]
Yeah, what are the odds one would travel from 1 node to the other? 
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Nafri
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Posted - 2005.08.14 12:04:00 -
[42]
Edited by: Nafri on 14/08/2005 12:07:49
Originally by: Eight Ace If you press your Dad a bit further he will probably also say that it almost never happens for the people who are meant to find it 
But thats where he makes plans to find all possible plans, unlike in Computer games, other companies wont take a few days delays couse of a "mistake".
If such thing happens his company would been dead before you can say "lollercoster"
A test plan for Eve would be like:
Feature X, based on Y
Test server: test function of X -> if it doesnt work -> test it depending on Y -> still not working -> back to programming
if function X works -> test it depending on Y -> works like intendend -> bring it on live server
live server: repeat above
Your bla bla hit bla bla for bla bla damage. Wanna have some bubu now? |

Valar CCP
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Posted - 2005.08.14 12:15:00 -
[43]
Before it was deployed on TQ, this feature was tested in a multinode enviroment on Singularity, and then again last night. However, all attempts to node jump on Singularity were successful. So this bug is not consistently reproducable. Even during my tests on TQ last night, I once managed to do the jump. But it seems that the event if not getting through in all cases.
------ Valar Quality assurance department CCP games |

Del Narveux
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Posted - 2005.08.14 12:23:00 -
[44]
You guys might want to do some sort of in-depth testing of all the TQ nodes (maybe during a DT or something) to make sure theyre all working together and whatnot. Something like this, makes me wonder if it could be connected to the UI bugs, server lag, and other random stuff associated with potentially cross-node stuff...like one of the nodes isnt communicating right or something.  _________________ [SAK] And Proud Of It! -- aka Cpt Bogus Is that my torped sig cloaking your base?
Originally by: Wrangler Well, at least we have forum PvP..
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Eight Ace
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Posted - 2005.08.14 12:44:00 -
[45]
Actually that's interesting,
Valar says this thing isn't consistently reproducible, but on the front page Bubbles is saying they have not had a sucessful jump in two days. That sounds reproducible to me.
Again you would need to have in depth knowledge of the code and exactly how this is implemented to be able to nail it down. If I wasn't at work right this second testing fairly complex software I would be well pleased to log onto singularity and help out.
You may want to start by pulling up the locations of all the dreads in existence on live right this minute, porting the data over to the test environment and jumping those about on the test environment - starting with Bubbles.
For the cynics there's also always the possibility that the actual root cause of the defect does not lie within code maintained by CCP and some kind of work-around is needed. |

Dukath
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Posted - 2005.08.14 12:55:00 -
[46]
Does anyone know what happens when the ship creating the cynosurial field gets destroyed?
Since the dread jumps to member... will he end up in yulai if the guy making the field gets podded while the dread jumps? does the dread end up at the cynosurial field or at the guy creating the field?
Did quality control try out these options?
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Amthrianius
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Posted - 2005.08.14 13:43:00 -
[47]
you cant shoot a person generating the field can you? At least thats what i thought... ---------------
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Dukath
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Posted - 2005.08.14 13:59:00 -
[48]
You cannot lock him when he has a field up. If you have a lock and he sets up a field the lock stays and you can activate modules on him (didnt have gun fitted but the nos did take away his cap)
I really hope the quality control didn't make assumptions like that since assumptions are often wrong :)
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Faramir
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Posted - 2005.08.14 14:00:00 -
[49]
Originally by: Valar CCP Before it was deployed on TQ, this feature was tested in a multinode enviroment on Singularity, and then again last night. However, all attempts to node jump on Singularity were successful. So this bug is not consistently reproducable. Even during my tests on TQ last night, I once managed to do the jump. But it seems that the event if not getting through in all cases.
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?
|

Redblade
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Posted - 2005.08.14 16:09:00 -
[50]
Originally by: Valar CCP Before it was deployed on TQ, this feature was tested in a multinode enviroment on Singularity, and then again last night. However, all attempts to node jump on Singularity were successful. So this bug is not consistently reproducable. Even during my tests on TQ last night, I once managed to do the jump. But it seems that the event if not getting through in all cases.
I know u like to be restrictive with new stuff in sisi but tbh i think stuff like this could be caught quite easy if people where allowed to use the ships before release as new stuff will be tested by people who realy want to check the usefulness and what the limits are.
So in short, if dreads where avalible on sisi before launch u can bet your ass on that alot of people would have jumped around all over the place and found this bug.
This ofc with some help with skill boosting.
Killboard |

Hllaxiu
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Posted - 2005.08.14 16:31:00 -
[51]
Originally by: Redblade
So in short, if dreads where avalible on sisi before launch u can bet your ass on that alot of people would have jumped around all over the place and found this bug.
That is of course assuming that the bug existed on singularity - Valar's comments seem to indicate it wasn't. If he is correct and it only happens sometimes on the multinode live environment then anyone that wants to move a dreadnaught is going to have to spend many hours to get that one lucky jump. 
Proud member of Elite Academy. |

Redblade
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Posted - 2005.08.14 16:38:00 -
[52]
Originally by: Hllaxiu
Originally by: Redblade
So in short, if dreads where avalible on sisi before launch u can bet your ass on that alot of people would have jumped around all over the place and found this bug.
That is of course assuming that the bug existed on singularity - Valar's comments seem to indicate it wasn't. If he is correct and it only happens sometimes on the multinode live environment then anyone that wants to move a dreadnaught is going to have to spend many hours to get that one lucky jump. 
Sisi = multinode so the issue shuld be there aswell so the more people jumping around the biger chance of finding the bug, and i think alot of people if given the chanse would have moved dreads around quite alot of jumps.
Killboard |

Hllaxiu
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Posted - 2005.08.14 16:51:00 -
[53]
Originally by: Redblade Sisi = multinode so the issue shuld be there aswell so the more people jumping around the biger chance of finding the bug, and i think alot of people if given the chanse would have moved dreads around quite alot of jumps.
Valar said that the bug didn't appear on SISI though, and theres apparently a node line very close to pf-346...
Proud member of Elite Academy. |

Redblade
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Posted - 2005.08.14 17:02:00 -
[54]
Originally by: Hllaxiu
Originally by: Redblade Sisi = multinode so the issue shuld be there aswell so the more people jumping around the biger chance of finding the bug, and i think alot of people if given the chanse would have moved dreads around quite alot of jumps.
Valar said that the bug didn't appear on SISI though, and theres apparently a node line very close to pf-346...
"So this bug is not consistently reproducable. Even during my tests on TQ last night, I once managed to do the jump."
That makes me assume that it could just aswell be on sisi hence why my post sugest what it sugests.
Killboard |

Letouk Mernel
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Posted - 2005.08.14 17:47:00 -
[55]
Heh, hindsight 20/20 vision, of course now that the bug has been discovered, a dozen things could have been done to prevent it. They couldn't have very well designed a procedure to detect this bug without KNOWING about the bug, like y'all do.
We laughed, it motivated them to fix it and justify their actions, done. Let's move on.
Tell you what they need... they need to set up the end-all macro program, one where they can program 3-500 different actions that a player might take (any interaction with the UI), and then this macro can do them repeatedly and in a random order. Would totally eliminate any assumptions about players doing things in a certain order, and maybe find combinations that crash the game (hypothetical: open market while self-destructing your pod? crash! heh).
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Eight Ace
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Posted - 2005.08.14 17:59:00 -
[56]
Said macro program is called Compuware QA Center / Rational tool suite ... and you really don't wanna know how much these suckers cost, you could be looking at a hundred grand before you even blink, expecially on the kind of kit CCP are using.
Usually that's an even harder sell than 'can we have an exact duplicate of the live environment please'
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Dukath
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Posted - 2005.08.14 18:45:00 -
[57]
Don't think you can test thing like that with a macro. There is intelligence needed for testing like this, its not a gui but a concept you are testing.
What happens when the guy creating the cynosurial field tries to jump out or dock? I know you can't activate a module but is jumping or docking the same?
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Redblade
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Posted - 2005.08.14 19:38:00 -
[58]
Originally by: Dukath
What happens when the guy creating the cynosurial field tries to jump out or dock? I know you can't activate a module but is jumping or docking the same?
That's what im talking about =)
I most defenatly think that some one would have tried that if it was avalible on sisi before launch and som other dude might have tried to start the cynosurial field while he deploy drones,attack a target with the drones and cloak while trying to dock, not because it would do him any good, people just try strange stuff when new toys are given to them to see what works and what doesent.
Killboard |

Zungen
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Posted - 2005.08.14 19:38:00 -
[59]
Originally by: Dukath You cannot lock him when he has a field up. If you have a lock and he sets up a field the lock stays and you can activate modules on him (didnt have gun fitted but the nos did take away his cap)
I really hope the quality control didn't make assumptions like that since assumptions are often wrong :)
no but they can smartbomb you :P had that happened to me lol
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bUBbLeS
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Posted - 2005.08.15 14:17:00 -
[60]
are we there yet?
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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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
|
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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Ductoris

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Posted - 2006.03.25 17:41:00 -
[91]
Don't bump old threads.
Locked
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