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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Bayesian
847

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Posted - 2013.06.08 18:33:00 -
[1] - Quote
If you find sites where cans are spawning inside other structures could you report the site name to us using the in game bug reporting. That way we can fix the offender quickly.
The rules for when and how sites disappear haven't changed from pre-Odyssey but we're looking at them and the reasoning behind the various rules with the rest of the EVE dev teams to see what changes could be made. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
847

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Posted - 2013.06.08 18:39:00 -
[2] - Quote
Haulie Berry, that's the specific reason we started looking at the rules, everyone's in cloaky frigates now to explore and it is somewhat immersion breaking when something vanishes under your feet. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
847

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Posted - 2013.06.08 18:42:00 -
[3] - Quote
Noriko Mai, this isn't something I've seen myself on TQ and I'm not in work (as it's the weekend) so haven't had a chance to investigate further. Is everything else responding quickly, no TiDi in operation or anything like that? EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
848

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Posted - 2013.06.08 18:55:00 -
[4] - Quote
Noriko Mai, hmm, that's very weird then. Thanks for bringing it to our attention! Is the problem intermittent (it comes and goes) or all the time? In one system or all systems? EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
848

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Posted - 2013.06.08 19:10:00 -
[5] - Quote
Haulie Berry, yeah it's getting the tension between the sites being accessible and the danger to pilots right. It's working as it always has been but obviously getting a lot more attention which is exposing some interesting design choices. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
848

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Posted - 2013.06.08 19:17:00 -
[6] - Quote
Thanks! It sounds to me that the return message is getting stuck or very delayed somehow. The game itself is event based so any move you make is processed by the server and it then returns the changes that occurred in the system to you. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
848

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Posted - 2013.06.08 22:06:00 -
[7] - Quote
Circumstantial Evidence, yes excellent point, players should know what they did caused them to fail. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
848

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Posted - 2013.06.10 10:30:00 -
[8] - Quote
Garresh wrote:If you move quickly on a shoddy connection, client and server hacking desync, causing players to accidentally or intentionally double move. I submitted a full bug report with details worth checking out, but its fairly serious cause you can basically double move through a firewall before it shuts down surrounding nodes. The worst part is it arises naturally, so I'm literally forced to use this exploit if I lag. No way not to.
Thanks this sounds interesting, all the data is manipulated on the server for each move attempt it gets so the move will have to have been legal to be made. It sounds like the client is not receiving one of the updates and so the board state looks wrong (and like you've jumped through a node). I'll take a deeper look into this today.
The previous defect mentioned by a few people was caused by a fix we put in to stop the hacking eating all the memory on a server and killing nodes. We successfully fixed that but introduced the problem seen where things didn't update until after a few clicks. It's highly possible that both of these problems are different occurrences of the same issue.
Either way I should have a good fix for it today and it'll be updated in the build tomorrow. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
848

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Posted - 2013.06.10 11:55:00 -
[9] - Quote
I've checked in a fix for this that should make tomorrows patch. :) EVE Software Engineer Team Prototyping Rocks |
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