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

Centurin
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Posted - 2006.04.19 15:13:00 -
[121]
Originally by: Miklas Laces Drone bugs that I have experienced lately:
1) Drones that have been assigned to shoot at a not-hostile target (either structure or npc) will switch to another target.
2) Drones attacking a gang/corp member because he has destroyed a can. This is especially annoying when killing rats in a belt with a friend.
Gang was attacking incapacitated drones last night after successfully killing a Domi. Afterwards, my drones turned and killed one of our tacklers. Maybe the fact that the enemy drones were no longer hostile caused them to attack him. I'll definately keep an eye on this.
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Gamer4liff
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Posted - 2006.04.30 14:54:00 -
[122]
If CCP fixed the "return to drone bay" bug where 1 or 2 dissident drones stay outside I would be a happy man. also the one where the drones return and orbit to where you were, not where you are.
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Brixer
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Posted - 2006.05.05 23:02:00 -
[123]
It's not only 2-3 drones that won't dock.
Thorax with MWD, Hammerheads.
Launch drones, MWD away from them.. Tell them to return to dronebay and they will (with my skills) slowly gain on you.
When they are about 5km away, turn off MWD, and slowly decrease speed to full stop using the slider Not one single drone get scoopet to bay. They stay *just* outside docking-range.
The easiest way to fix this would be to extend the docking-perimeter. Seems to me 100m or so would be enough in the Thorax example.
This seems to be implemented as if drone-proximity <= ship.scoop-range: drone.slow_down() else: drone.increase_speed() if drone-proximity < ship.scoop_range: drone.dock()
Tell the drones to slow down if at scoop_range - 1000m and this might work.
NOT bug-reported as this is all over the forums, and several has already filed on this issue.
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Daygore Aracnus
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Posted - 2006.05.07 16:12:00 -
[124]
i would just like more control over my drones i have told my drones to attack a target then i have been locked and shot at by a diffrent targit and they go off and kill that normaly its ok i just tell them to attack the right thing again but if i get jamed i then carnt fix it and as i rely on droens for alot of my damage at the moment it meens i may as well just warp out as i carnt hurt them till the jaming goes away and i carnt tank 4 *1.1 mill mobs as well as i would like
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Talo Momoe
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Posted - 2006.05.21 23:05:00 -
[125]
Any update on the Return to Drone Bay bug? I haven't seen anything new from ISD since February, but hopefully I missed the good news.
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Elandra Tenari
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Posted - 2006.05.23 08:37:00 -
[126]
Agreed, the return to drone bay bug is still a nightmare for us dominix pilots. Any news on a pending fix?
I'm still bugreporting it, but feel like the issue has been ignored for, well, as long as I've been playing Eve.  |

Clavius XIV
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Posted - 2006.05.25 21:39:00 -
[127]
Bug: Drone Navigation skill (and presumabley drone navigation modules) impact drone orbit speed, not just mwd speed. This hurts tracking and reduces drone dps the higher the skill is trained.
History: This bug was introduced with RMR, was fixed in a patch, then was reintroduced
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Taketa De
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Posted - 2006.05.27 11:50:00 -
[128]
Originally by: Zyrla Bladestorm
Originally by: Bob Niac i have a bug.. fighters use the drone tree (ie they should get their own section in the sills list)
Not sure that ones a bug, given all the original references were for "XL drones" (Fighter is just a pretty name)
Since the devs stated that fighters are not drones and drone skills don't affect them, I think this is appropriate. --- The Advanced Drone Control Panel. |

Shiner BockBeer
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Posted - 2006.05.27 20:36:00 -
[129]
Originally by: Tuxford I've heard that the drones attacking friendly is still a problem but haven't used them around "people" since last patch.
Definitely still a problem...
I play on two accts, doing lvl4 missions.. Raven on first acct, domi on second. I use cap transfer from domi to raven to back up the tank on some missions and the drones interpret the cap transfer as an attack and sometimes start attacking the Raven after they finish their current target. Unlocking the Raven doesn't fix it, scooping and relaunching the drones doesn't fix it. Warping/using acceleration gates doesn't fix it. Sometimes after attacking the Raven if I order them to return and orbit, they will do so, and then after reaching me, return to the Raven and start shooting again. I just have to keep iron control over them until I can get back to station.
I can always tell when this is going to be a problem because on the Raven, the drones keep the yellow "targeted by.." bracket.
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Anyanka Chantais
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Posted - 2006.06.01 07:53:00 -
[130]
I have a new problem. i submitted a bug report, but as it's difficult to reproduce, i thought i'd ask if any of you other drone-watchers experienced this. 1) Target a hostile object (usually a turret or similar attacking structure) during a battle with other hostiles present. (for instance, a few frigates and a cuple cruisers) 2) command the drones to engaage the target. 3) wait.
I'll be sitting, tanking the pirates while my drones are supposed to be killing their missile turret or whatever is riping into me. Then i look and see that 2 of my 5 drones have broken off to attack a frigate! since i depend on concentrating my fire to eliminate teh heavy hitters, this has botched entire attack runs, and in a domi running and coming back can be real hassle. i've even watched them heading toward a target and seen two break off before reaching it.
anyone else having this problem?
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Rip Marley
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Posted - 2006.06.01 08:21:00 -
[131]
Originally by: BH Runner 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.
I have no problem with balancing drones so that you can't just field heavies and have them omgwtfpwn anything from an inty to a BS. But, I do have a problem when my heavy drones are more effective agaist a mobile frig than one I have webbed into near immobility. When doing level 3 angel missions my heavies can own all but the faster frigates. But If I web the target down, they orbit so fast they can no longer track the target. I love your game, but the mechanics of transversal are absurd and not based in reality at all. I am not going to debate transveral here though, but I will make a suggestion.
Use a variable combat speed. Take the tracking of the drone and determine the fastest speed it can orbit a target and still track, we will call this number x. Then have the drones match their speed to the targets plus x, up their max speed. This would elimate any problems tracking a slow moving target with buffing the drones in any way.
The heavies don't have enough max speed to keep up with player frigs, so this won't affect them, unless the make the mistake of getting webbed. But if they get webbed, the become vulnerable to every other larger weapon system that a fast frig should be able to avoid, so why should drones be any different.
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FantomChaser
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Posted - 2006.06.05 03:31:00 -
[132]
still think you miss a important bug for the Mission runners... i lost 2 ravens this way... launchin drones to get rid of these stupid frig/scramblers so i have a clear way to get out if its needet...
but in the second the drones r gettin launched whole Pocket/deadspace aggro you..
one of the missions i can remember is
Enemies Abound 1/5 lost one of my ravens there   |

Witch Doctor
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Posted - 2006.06.05 05:33:00 -
[133]
Edited by: Witch Doctor on 05/06/2006 05:33:36 I filed a petition on this one, but I don't have enough info to file a bugreport. It seems that this same error happened to 3 of our pilots, so I think there's a bug.
We had a largish fleet battle (200+ ships) that was pretty lagged out. Opponent was using fighters. In the midst of the fight when the lag cleared, I noticed a fighter was attacking me while taking damage. I selected a planet (not a moon) in space and warped at 15 km. Lag locked up my client again for a few minutes. At the same time, I learned later that the fighter was recalled. Lag cleared up and I warped out. On coming out of warp, I started taking damage quickly and my ship was lost. I thought it was battle damage lag, but then a POS rendered around me, and the POS was on the kill. The carrier was in the POS.
I think there might be a bug where if you warp to a planet and a fighter is recalled at the same time, you follow the fighter rather than vice-versa. 2 other pilots in the fight had the same problem where they were warped to the POS. I saw their cans around the POS as well. Obviously, this is impossible to recreate with the lag, but it may happen without lag as well. I wanted to at least get the info in here so someone could look at it, because I don't have high hopes for my petition going anywhere. 
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Sleepkevert
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Posted - 2006.06.05 19:29:00 -
[134]
Don't know if it has been mentiont before, but when playing with some fighters we noticed that when we assigned the fighters, the hitpoint bars ar not updated at all when away from the carrier. When warping back at the carrier the hitpoint bars will update with the owner and with the controller. This annoyed us a bit since you can not see how much damage our fighters are taking. __________________________________________________
Originally by: Ductoris This shall be the one thread, the one thread to rule them all, and in the Spamness bind them. - Ductoris
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MeanMatar
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Posted - 2006.08.11 03:09:00 -
[135]
Agent's Varulard Reit mission "The Roving Rogue Drones" is bugged. I go to that location and there are no drones. I have waited there for several minutes hoping that maybe some other player destroyed them and they'd respawn,which was not the case. Came to the place several times, same result.
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magnetmannen
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Posted - 2007.03.20 14:03:00 -
[136]
after reading this thread i must say i kinda lost some respect for the coders, they dont seem to realise that annoying yhings in gameplay are dangerous. you are loosing customers. the dronebugs are truly one of the most annoying things in this game, drones not returning properly when u have to move in a hurry makes you agitated, when you shouldnt be.i myself left the game a year ago as i felt the bugs were getting me angry and i needed a break for the aggravation, i just couldnt accept the low priority the bugs were given, so i quit. one year later i return, only to see the exacty same dronebugs as before. 1 year, that doent make me wanna send in more bugreports. loosing your drones when your depending on them out in 0.0 or where ever is truly annoying, the only thing more annoying is reading this thread and seeing devs beeing "picky" about prioritising a series of bugs allmost all players can agree beeing the most annoying bugs in the game. if i was boss of this gamemaking company ccp, i would fire the coders of the drones. get some fresh people on it , as coding the drones are obviously out of the coders capability. want to prove me wrong? fix it then. and the whole bugreport thing is obviously a smokescreen from the coders. keep posting your dismay here instead , and let the world see your anger.
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