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Thread Statistics | Show CCP posts - 16 post(s) |
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BH Runner

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Posted - 2006.02.02 08:13:00 -
[1]
Post your drone issues here, AFTER you have bugreported the issue with screenshots and an attached logfile of the drone bug occurring. A full description of the exact bug should be included within the bug report. This thread will be maintained and updated, and is not a forum for drone balancing discussion, there is an entirely different forum for such discussions. Offtopic responces will be removed.
1. Drones going Rogue Known Issue, Drones are AI devices, not fully intelligent operating systems, expect drones to attack entities which are hostile to you withina complex environment, in the same fashion they will automatically attack people who ECM you..
2. Drone Show info Known Issue, will be fixed.
3. Drone speed Specific instances of exactly when this happens with logfiles required.
4. Still faulty Return to dronebay Known Issue, will be fixed.
5. Drone not reporting the damage they are causing Known Issue, will be fixed.
6. Fighters always follow their targets into warp This is clearly by design, its why they have pilots, not semi-slaved AI systems.
---- Runner BH Lead |
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Linia
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Posted - 2006.02.02 09:21:00 -
[2]
Edited by: Linia on 02/02/2006 09:22:16 Nice that you know that they exist, that was the point with the whole thread, to get your attention , but what was even more important:
Are you having ANY plans of fixing them? Within the next 6 months maybe?
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BH Runner

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Posted - 2006.02.02 09:42:00 -
[3]
Offtopic responces will be deleted within this thread, and have been.
Bugs will be fixed, I don't have timescale details.
---- Runner BH Lead |
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Getum
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Posted - 2006.02.02 17:23:00 -
[4]
Well over the course of details in what Bugs exists, What Bugs are you currently going to be fixing or working on?
I see that you have acknowledged but only to the point that We, the community, are telling you there is a Bug problem. You still have not Acknowledged that there IS a bug problem.
I just want explanations as to why you changed the drone tracking speed. I'll give you plenty of screen shots where my drones are circling a frigate and not killing it. Is this a bug or is it supposed to be the way it is?
Getum
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Arabian Goggle
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Posted - 2006.02.02 17:27:00 -
[5]
6. This could be a useful feature, if the fighters came out of warp near their target. Currently they come out of warp at around 15km and b/c they are so slow, they can't get enough hits before the target warps again.
I think we need an option to keep our fighters from warping off. It is very important that the fighters stay with the carrier when the carrier is in trouble. As it stands now, 1 BS with a handful of WCS can remove the carriers entire fleet of fighters from the fight.
Sure we can call them back, but it takes a while for them to warp back.
3. As for drone speed, it seems they don't return to the ship at max speed. This goes for fighters too. I have bugreported this as I'm many have as well.
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Linia
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Posted - 2006.02.02 17:57:00 -
[6]
BH Runner I took a logfile of a Serpentis spies mission where the drone speed bug appeared, but the bug file is 7+ mb big. Can you tell me how to send it?
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BH Runner

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Posted - 2006.02.02 17:57:00 -
[7]
Getum, wasp drone tracking was bugged and was 100* what it should have been. Heavy drones, even tech2 variants should have a most difficult time targetting and shooting down frigates and interceptors. You are meant to utilize the small drone types for this effect. Its how things are currently balanced, and seems well balanced to me currently.
Fighters are meant to follow their target in warp. Thats the design, at some stage game Design might change their mind on this matter, but this thread is not for Game design discussion.
All the specific instances of drone speed need to be reported through the Bug Reporting System please. Wth full descriptive details of whats wrong, what type of drones, which specific targets and what instruction your ship(type etc) is sending to these drones.
---- Runner BH Lead |
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BH Runner

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Posted - 2006.02.02 17:59:00 -
[8]
What size is the logfile in .zip format? ---- Runner BH Lead |
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j0sephine
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Posted - 2006.02.02 22:08:00 -
[9]
While it's not possible for carrier to enter a complex through acceleration gate, it appears perfectly possible to assign fighters to ship which is already in the complex. The fighters will then warp to said ship, and can be ordered around in the usual manner.
Been reported a 6/10 complex was done using that method with Vigil and Moa, iirc.
Not idea if this is part of design as well, so mentioning it just in case...
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Etto Neppeo
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Posted - 2006.02.03 07:48:00 -
[10]
Edited by: Etto Neppeo on 03/02/2006 07:49:21
Originally by: Getum I just want explanations as to why you changed the drone tracking speed. I'll give you plenty of screen shots where my drones are circling a frigate and not killing it. Is this a bug or is it supposed to be the way it is?
Getum
This happens because light drones approach target at 5km/sec or the like, and orbit their target at 3km/sec or the like, when they should orbit at about 600m/s speed according to their stats. Apparently they "forget" to switch from approach to orbiting speed. Their tracking is supposed to track well at 600 m/s orbiting but not at 3km/s orbiting. You may try to recall them and then immediately issue "engage" again, this sometimes slows them down. Another option is two or more Omnidirectional Tracking Links and good drone tracking skills, this way they do kill at 3km/sec orbit, but are somewhat too slow at that.
This is one of the drone bugs..
Note that there is an oopposite bug as well - drones sometimes forget to switch from orbit speed to approach speed after receiving new target. So they crawl at orbit speed 40 odd km ..
I will try to bug report them properly (screenies, logserver logs, reproduction steps) if I have time, but SiSi where I planned to do it is down all the time somewhy :(
BH Runner, will the TQ bug reps do or you want SiSi ones?
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BH Runner

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Posted - 2006.02.03 08:02:00 -
[11]
Jo, I'll get an answer from game design on what you've mentioned, I don't know if its a bug or intentional.
As for the Logfiles and testing, it would be best these were reproduced on SiSi, as it is several builds ahead of the current TQ build, and some issue may be resolved there.
---- Runner BH Lead |
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moroti
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Posted - 2006.02.03 11:08:00 -
[12]
I just reported this as a bug, its kind of tricky to try and test/reproduce the drone speed bugs at the moment, the current build on sisi doesn't show a velocity for combat drones (and possibly otthers) in the overview 
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BH Runner

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Posted - 2006.02.03 11:54:00 -
[13]
Exactly why we like everything to be tested and retested on the Singularity Cluster. I've added this to our known issue list.
---- Runner BH Lead |
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Gabriel Karade
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Posted - 2006.02.03 19:12:00 -
[14]
Edited by: Gabriel Karade on 03/02/2006 19:11:56 Drone navigation computers are still applying the boost to drone orbit velocity as well as Drone MWD velocity, example: Ogre II's attempting to orbit at 800m/sec thus reducing their hit chance very significantly.
Bug-reported with screenshot.
(\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on" |

Radix Salvilines
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Posted - 2006.02.03 21:42:00 -
[15]
BH Runner may i gently request u to ask devs on when we may expect drone bugs to be fixed? :D
Radix
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Tullmar
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Posted - 2006.02.03 22:13:00 -
[16]
Edited by: Tullmar on 03/02/2006 22:14:15 Is it supposed to be that drones will attack other objects such as stargates,scanners, and other wanted objects when my ship is being attacked by many other enemies or is it that i have to tell them everytime to attack what is shooting at me instead wich also results in them slowing down on their way back to me.So good to hear from someone finally thank you!
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Bob Niac
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Posted - 2006.02.04 04:49:00 -
[17]
Hello! I am curious about something:
Eos
Name: Eos Hull: Brutix Role: Fleet Command Ship
.... ..... Command Ships Skill Bonus: +50 m3 extra Drone Bay space and 3% bonus to effectiveness of Information Warfare Links per level
thats a total of 300m^3 wich is 12 Heavy logistics drones..... why so many if i cannot control them all?
Thank you, Bob |

j0sephine
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Posted - 2006.02.04 05:46:00 -
[18]
"thats a total of 300m^3 wich is 12 Heavy logistics drones..... why so many if i cannot control them all?"
* ability to carry wider selection of drones to pick from, allowing to react better to different tasks * replacements after initial wave of drones gets shot to pieces
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JayMac
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Posted - 2006.02.04 15:58:00 -
[19]
Signed 
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Phyra
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Posted - 2006.02.06 01:19:00 -
[20]
Sentry Drones: They seem to make a sniping setup for a Domi possible. Calculate with max skills and all drone assist modules to get a max optimal of about 155km. Not too much compared to what's possible with guns and missiles...
BUT: apparently the activation range of 100km prevents them from firing at distances of above 100km. Not only on auto-fire but also when manually ordering them to attack. They go into "fighting" mode, then after a while revert back to "idle".
When the target gets closer than 100km while they are still on "fighting" mode, they shoot it. I.e. they acquire the target and are on it but wait with firing until it gets into activation range. Doesnt seem logical and much more takes away versatility and fun from the sentries and Dominix.
(I tested with theoretical possible values of 125km. They behaved as described. My regular drones, on contrast, followed the attack orders up to my control range of 125 and flew to the target to attack.)
---- 1. Drones going Rogue
a attack priority list would be handy. preferrably configurable by user. possible items: closest/furthest, shipsizes, ship/structure, aggroed etc.
regards,
Phyra
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Etto Neppeo
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Posted - 2006.02.06 08:39:00 -
[21]
There is an ideal and easy solution to "rogue drones" problem.
Let's percieve the fact that drones start shooting their target immediately after they receive this target, even if there is exactly ZERO chance of them hitting their target from where they are, as a bug, and fix this annoying bug. This can be fixed by making drones start shooting ONLY when they get within optimal+falloff range of their guns. Or to make it even easier - let them start shooting the same moment they switching from their MWD approaching to orbiting the target.
So if they acquired wrong target they won't shoot until they get within range, which automatically means that they won't insta aggro anything and their pets when they decide to kill something 40 km away from them.
Because the owner will recall them or assign them to the new target, that solves all of the problems and whines!!!
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Steppa
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Posted - 2006.02.07 02:34:00 -
[22]
Originally by: j0sephine "thats a total of 300m^3 wich is 12 Heavy logistics drones..... why so many if i cannot control them all?"
* ability to carry wider selection of drones to pick from, allowing to react better to different tasks * replacements after initial wave of drones gets shot to pieces
Good point and I agree that we should be able to do this. However, it's moot if the damned things come back and stop just out of scoop range.
I would appreciate an entire page of sliders and check-boxes to tailor drone behavior. In response to the above-mentioned scenario, I would like to be able to choose what happens if I launch more drones than I already have the ability to fly.
I would like to be able to choose that the already-active drones 1) go inert and only reactivate once the max number flying is back down or 2) become comepletely AI controlled and will not accept further commands until after they have docked back with my ship.
Either one of those options is fine in my book.
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Ante
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Posted - 2006.02.07 12:59:00 -
[23]
Edited by: Ante on 07/02/2006 13:04:07 When I had two drones stuck on each other earlier on their way back to orbit I noticed some erratic behaviour.
When I saw the drones weren't using their mwd I went to right click on one of them to reissue the command. When I did this I noticed that they sped up, so I click randomly in space to get rid of the right click menu.
Once I had closed the right click menu the drones slowed down again. I immediately thought this might be connected so I right clicked on one of the two slow drones. They sped up again, slowing down once I closed the right click menu.
I didn't get to try it again because the drones had made it back to my ship, so I don't know whether it was a coincidence that they sped up when the right click menu was open or not but it might be worth looking into.
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Miklas Laces
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Posted - 2006.02.08 17:18:00 -
[24]
When assigned to engage a new target, drones very often start shooting at it despite the fact that they are clearly out of range. I have seen drones shooting from 40km... When this happens, they also fly to the target at very low speed.
This only happens if an "engage target" command is issued. When drones choose the new target on their own, they always fly at mwd speed and start shooting at proper range.
This is the only really critical bug, all other issues have workarounds or are not nearly as important.
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Phyra
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Posted - 2006.02.08 17:34:00 -
[25]
Edited by: Phyra on 08/02/2006 17:34:34
The "firing at high range" and slow movement are unrelated. Drones can start firing at any range and still move at mwd speed.
Drones not returning to dronebay:
- Almost always a problem with light drones, often with medium and rarely with heavies. They wait just outside the scoop-range. This is providing the ship does not move from launch til rescoop.
- Return doesnt work well when moving (away from drones) - no matter if they can follow at the given speed or not. They will get closer and slow down just before getting into range. When you slow down, they slowdown even more. When ship has come to a halt, they will approach at a speed between 3 and 6 m/s. Sometimes some make it right to the bay and only some show the above behaviour.
regards
Phyra
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Baun
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Posted - 2006.02.08 18:06:00 -
[26]
Originally by: BH Runner
6. Fighters always follow their targets into warp This is clearly by design, its why they have pilots, not semi-slaved AI systems.
Since they are manned by intelligent beings (/me is confused why we are giving RP explanations for game mechanics), should we not be able to tell them when to follow and when not to?
Just make it so following is toggleable somehow.
At the very least correct this known issue: Fighters can never hit a player before he gets back into warp. The only time following ever does anything is when they try to dock at a station without an insta bookmark. This is not an acceptable situation.
The Enemy's Gate is Down
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Gierling
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Posted - 2006.02.08 19:04:00 -
[27]
Sentry drones (Well) within your drone control range are unable to attack a target outside of said range.
Looks like that was a programming shortcut to ensure that you could never send your drones outside of your range by making them unable to accept an attack command on a target outside of said range, which really doesnt work out that well when you have static drones with relatively large optimals.
*snip* That's not very appropriate. - Teblin |

Phyra
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Posted - 2006.02.08 19:47:00 -
[28]
@Gierling: If you mean the behaviour mentioned in my post above...
Give numbers here. If you dont your post is useless. What control range, what is the max range for your drones etc. Do they max out at the activation range?
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Gierling
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Posted - 2006.02.08 19:53:00 -
[29]
In this particular example attack command was given at a target 80k away, my drones optimal was 92k, and my drone control range was 52k. The drone would not fire. Re-performing the test with two drone link augments in the hi slots enabled the drones to fire.
*snip* That's not very appropriate. - Teblin |

Tribunal
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Posted - 2006.02.08 20:32:00 -
[30]
Edited by: Tribunal on 08/02/2006 20:34:56
Quote: 1. Drones going Rogue Known Issue, Drones are AI devices, not fully intelligent operating systems, expect drones to attack entities which are hostile to you withina complex environment, in the same fashion they will automatically attack people who ECM you..
Drones will attack structures when there are tons of NPCs attacking my ship. Drones will also engage NPCs that are not hostile to me yet when I have NPCs that are hostile tearing my ship apart.
The problem isn't that drones are auto attacking, the problem is the targets that the drones are choosing to engage. As it is now the only viable way to use drones solo and on missions is to make a gang.
Quote: 3. Drone speed Specific instances of exactly when this happens with logfiles required.
Are you refering to drones going orbit speed towards target well outside of the range that they should be going orbit speed?
If so this issue is easy to replicate. Make sure you are solo, release your drones, and then order them to engage a target, wait a few seconds then order them to attack a new target. If you do this enough times then all of the drones will move at orbit speed towards whatever the target is, no matter the distance.
What is the issue? The issue is that drones need to go idle after engaging a target in order the always go MWD speed to the next target. If you are solo and do not order your drones to kill another target right after they make a kill then there is a 90% chance that they will go MWD to the next target they choose because they go idle for a second. When in a gang the drones go idle right after killing something so the next target you pick they will go MWD towards.
I don't see drones getting stuck on each other on the list. I know this has been reported..
"We can't all be heroes, because somebody has to sit on the curb and applaud when they go by." - Will Rogers |
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