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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 |

Xascor
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Posted - 2006.02.08 21:02:00 -
[31]
Just confirming what was already stated. Drones seem to love structures. If a struture is within control range of your ship, some or all of the drones will make it their next target. Doesn't matter if there is a combat target right next to them or the drone user's ship. They will go 20-30km further just to destroy a cargo platform. That's not AI. That's just silly.
The logical thing to do would be to make them attack the nearest COMBAT target and never attack strutures unless commanded. If that is too complex to implement, make them always require an attack command before they engage anything after their target is destroyed.
Also 3 words would fix this: Aggressive Defensive Passive
Any player that has played a "pet class" from other MMORPGs knows that this works just fine. We are, unfortunately, stuck with the worst option-Aggessive. - - - This signature is immune to mod modifications! H4X!!!!1111oneone -Kaemonn Still working on  You really should change the code to something else than 1234 - Wrangler |

katz3
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Posted - 2006.02.08 23:01:00 -
[32]
When drones attack some target and i choose another target and click on "engage target", some drones always move to the new target at a very low speed. Please fix this, it really sucks.
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Kage Getsu
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Posted - 2006.02.09 04:18:00 -
[33]
"3. Drone speed Specific instances of exactly when this happens with logfiles required."
All the time? I don't know what logs are needed to show the messed up speed that happens every time drones select a new target. It's so easy to reproduce and happens without fail. _________________________________________________________
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Prettywoman2
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Posted - 2006.02.09 08:41:00 -
[34]
before patch the amarr drones were the best tracking drones.. but rightnow an infiltrator for example have lower speed, lower damage and lower tracking than a valkyri (minmatar drone) Same goes for praetor compared to berserker. Was this tracking nerve an accident maybe and if not i like to know why amarr drones are out of line with the other races drones? (damage/speed/tracking wise)
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lickspittle

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Posted - 2006.02.09 13:28:00 -
[35]
I have amended Runner's top post to indicate that the 'rogue drone' problem will be solved, hopefully in the upcoming patch.
-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
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Miklas Laces
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Posted - 2006.02.09 15:23:00 -
[36]
Originally by: Kage Getsu "3. Drone speed Specific instances of exactly when this happens with logfiles required."
All the time? I don't know what logs are needed to show the messed up speed that happens every time drones select a new target. It's so easy to reproduce and happens without fail.
So true..
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Soulita
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Posted - 2006.02.09 21:22:00 -
[37]
Originally by: BH Runner 3. Drone speed Specific instances of exactly when this happens with logfiles required.
Erm, as far as i know neither error-logfiles nor combat log-files contain information about drone speed. (Correct me if I am wrong)
The "specific instances" on when this happens are the normal instances where a drone decision is overruled by their owner. Meaning a drone has picked a target and gets manually assigned a new one.
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Mnengli Noiliffe
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Posted - 2006.02.09 21:33:00 -
[38]
Originally by: Soulita
Originally by: BH Runner 3. Drone speed Specific instances of exactly when this happens with logfiles required.
Erm, as far as i know neither error-logfiles nor combat log-files contain information about drone speed. (Correct me if I am wrong)
The "specific instances" on when this happens are the normal instances where a drone decision is overruled by their owner. Meaning a drone has picked a target and gets manually assigned a new one.
He means the low-level logs created by Logserver.exe. And no, sometimes drones use their mwd when following orders. Sometimes they do not though.
I have tried to reproduce at SiSi .. my first try involved attacking those secure cans at belts with the drones, and then giving them another can target. Guess what - they refused to attack those cans somewhy :) Looks like another bug to me... Oh well, it seems I'll have to try it in a mission then...
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Ankanos
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Posted - 2006.02.10 02:16:00 -
[39]
Originally by: Xascor Just confirming what was already stated. Drones seem to love structures. If a struture is within control range of your ship, some or all of the drones will make it their next target. Doesn't matter if there is a combat target right next to them or the drone user's ship. They will go 20-30km further just to destroy a cargo platform. That's not AI. That's just silly.
The logical thing to do would be to make them attack the nearest COMBAT target and never attack strutures unless commanded. If that is too complex to implement, make them always require an attack command before they engage anything after their target is destroyed.
perhaps a simple fix would to use a speed check as part of the drone's target priority AI. if a target's speed is 0, then it is moved to the bottom of the priority list.
sinc 95% of the time, rats are moving in-place, this could work, no?
-ank
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Auraurious
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Posted - 2006.02.10 04:29:00 -
[40]
Just a quick idea to fix the problem of drones orbiting at just over 1,500 meters so they can't be scooped: Why not mess with the scooping range. A few hundred meters should do it and it doesn't seem like its gonna have any major game unbalancing issues. ____________________ This sig immune to mod haxxage!
^^ it's true, I tried and couldn't haxx0r it -Ductoris Better luck next time! --Jorauk
Need larger sig lim |

Mnengli Noiliffe
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Posted - 2006.02.10 04:34:00 -
[41]
Originally by: lickspittle I have amended Runner's top post to indicate that the 'rogue drone' problem will be solved, hopefully in the upcoming patch.
Good news, but one thing I will miss after this fix is how drones automatically destroy all those structures after completing the mission, like tens of the "wall" thing and the like. After the mission, I just launch some gardes, order them to kill neares structure and they happily clean up them all, occasionally fetching some goodies.. Now I'll have to target each of them manually and order attack because structures don't aggro.
Maybe make an exception - after destroying the structure target, they should automatically pick next hostile structure target as they do now?
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lickspittle

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Posted - 2006.02.10 09:12:00 -
[42]
Originally by: Kage Getsu "3. Drone speed Specific instances of exactly when this happens with logfiles required."
All the time? I don't know what logs are needed to show the messed up speed that happens every time drones select a new target. It's so easy to reproduce and happens without fail.
There are too many posts in this thread which make claims like this, which as far as I can tell, are just wild speculation. Unfortunately the bug reports on this and their reproducibility cases have proved equally unhelpful.
If a client-side log were provided with a detailed, clearly written description of exactly what happened and what the player chose to do, and that at given points the drones exhibited the problematic behaviour -- it would be ideal for fixing this bug.
I had a defect with a reproducibility case which pretty much matched the descriptions of the problem given in this thread, the problem is that, looking at the server-side logs, some of the drones used their MWD and the others were already too close to bother. This is the reason it has not been fixed, because I cannot reproduce it, and a better reason has not come along to make it worth my time to look into it again.
If this is to be fixed, I need either of these..
The king of well written reproducibility cases -- one so good that I can just look at it and see that it is believable enough to justify another look, which should include:
- Proper english sentences, well spelt. Nothing says or has shown to prove defect worthlessness and ambiguity like bad writing.
- Exact type names. For the ship you are flying, the types of drones that you are using.
- The type names of the targets, which are likely to be NPCs (or if you can contrive a situation with static objects that don't attack back and do not move, even better)
- A description of each action taken by the player including the distances of the drones at each step from their targets.
- At each point in the action description where the drones did not use their MWD, note it and explain how you could tell and why you thought they should.
Or, a client-side log accompanied by a clear description of the actions taken by the player with the drones, including notes on when the drones didn't do what they were supposed to when they should have and why you think you are justified in believing this.
-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
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lickspittle

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Posted - 2006.02.10 09:21:00 -
[43]
Originally by: Auraurious Just a quick idea to fix the problem of drones orbiting at just over 1,500 meters so they can't be scooped: Why not mess with the scooping range. A few hundred meters should do it and it doesn't seem like its gonna have any major game unbalancing issues.
If this happens consistently (everytime you launch the drones) then please make a short bug report. Something like this:
Title: Specific drone types cannot be scooped because they orbit too far away
Description: This happens everytime for me. Between the title and the reproducibility case, this should suffice.
Reproduction:
- Be in space in a <ship type>.
- Have 1 <drone type> in your drone bay.
- Launch the drone, command it to attack a jettison can you placed approximately <distance> away.
- When it gets there, command it to return and orbit, it will return and orbit at about a range of 1700.
The key factors for this bug are the drone type and the ship type. How close they approach depends on the radius of each type and some configurable game design parameters on the drone. Given that we can reproduce it based on the given case, then the parameters can be tweaked to get the drone type to orbit at a scoopable range. -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
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Soulita
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Posted - 2006.02.11 06:57:00 -
[44]
Edited by: Soulita on 11/02/2006 07:05:41 Edited by: Soulita on 11/02/2006 06:58:30
Originally by: lickspittle ...If this is to be fixed, I need either of these..
The king of well written reproducibility cases -- one so good that I can just look at it and see that it is believable enough to justify another look, which should include:
- Proper english sentences, well spelt. Nothing says or has shown to prove defect worthlessness and ambiguity like bad writing.
- Exact type names. For the ship you are flying, the types of drones that you are using.
- The type names of the targets, which are likely to be NPCs (or if you can contrive a situation with static objects that don't attack back and do not move, even better)
- A description of each action taken by the player including the distances of the drones at each step from their targets.
- At each point in the action description where the drones did not use their MWD, note it and explain how you could tell and why you thought they should.
Or, a client-side log accompanied by a clear description of the actions taken by the player with the drones, including notes on when the drones didn't do what they were supposed to when they should have and why you think you are justified in believing this.
Here are the details you are asking for:
1) Proper english sentences... I hope my english is good enough for you 
2&3) Exact type names. For the ship you are flying, the types of drones that you are using. The type names of the targets, which are likely to be NPCs (or if you can contrive a situation with static objects that don't attack back and do not move, even better)
Ship I am flying: Dominix
Dronetype used: Ogre II
Targets: 2*Serpentis Chief Defenders (NPC)
4&5) A description of each action taken by the player including the distances of the drones at each step from their targets. At each point in the action description where the drones did not use their MWD, note it and explain how you could tell and why you thought they should.
I will do that, and in addition add screenshots to show the situation described. Please note the overview, it shows the velocity of the drones.
a) Drones are working on one of the two Serpentis Chief Defenders. Shortly before destroying it I give them the manual command "Engage target" to attack the other Serpentis chief defender. (Screenshot 1)
b) The drones now approach the second Serpentis Chief Defender as desired. They correctly use their MWD on their approach. Before reaching their target I use the "Engage target" command on the first Serpentis Chief Defender, effectively telling the drones to turn around and attack their first target again. (Screenshot 2)
c) The drones now approach the first Serpentis Chief Defender again. However looking at their speed you will see this time their MWD is not engaged. Unlike before they are now approaching their target with orbit velocity only - even though they are still approximatly 20km away from it. (Screenshot 3) At orbit velocity it takes the drones a significant amount of time to get within their firing range. The last screenshot shows the drones shortly before reaching firing distance (Still not using MWD). Please note the time and the natural shield regeneration on the target compared to screenshot 3. (Screenshot 4)
The drones should have used their MWD on the reapproach to target 1 because without using the MWD it took them a significant amount of time before finally being able to do damage to the target.
In general drones should always use their MWD until they have reached their target orbit distance.
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Soulita
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Posted - 2006.02.11 07:19:00 -
[45]
Edited by: Soulita on 11/02/2006 07:19:52
Character limit reached on above post.
Just wanted to add the drone speed bug is significant to gameplay, so if you need any further info (even though I think the above post illustrates the problem quite well) let me know.
Also I am hereby offering you to join me on a mission in my dominix. You will experience the bug first hand this way (As well as most of the other drone bugs ).
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dodge2005
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Posted - 2006.02.11 09:59:00 -
[46]
if you gang someone in local, even if they reject it seems to fix the drone problems. Atleast this is what I have heard from my friends that use dominix's. I cant verify this as my domi went pop last week. I'll try getting some logs from the test server later. Cohort 4TW!
/me prepares for the hijack |

The Wizz117
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Posted - 2006.02.11 11:14:00 -
[47]
the drones must be fixed theyr buged but im not going to fill in a bug report. if u buy a car and somting on it is broken in the engine, u bring it back to where u bought it, then the car dealer says go find out whats wrong urself once u found out fill in this paper and will fix it, dont make spelling mistakes on it or well not fix it.
i play eve to have fun in a video game not to waste all my time filling in bug reports. and the drones have olrady bin bugged for far to long it should have bin fixed months ago.
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Redeol
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Posted - 2006.02.11 11:25:00 -
[48]
signed
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Phyra
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Posted - 2006.02.11 16:25:00 -
[49]
Edited by: Phyra on 11/02/2006 16:27:08 Edited by: Phyra on 11/02/2006 16:26:14
Quote: Reproduction:
- Be in space in a <ship type>.
- Have 1 <drone type> in your drone bay.
- Launch the drone, command it to attack a jettison can you placed approximately <distance> away.
- When it gets there, command it to return and orbit, it will return and orbit at about a range of 1700.
NOOOOO!! Get a full set of 5 and do that!
That might explain some of your problems when trying to replicate. A single drone often works just fine. When you get out the full pack of 5 is when the bugs hit. And not always all of the drones are affected.
thx for working on the drones.
Phyra
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Tribunal
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Posted - 2006.02.11 18:08:00 -
[50]
Edited by: Tribunal on 11/02/2006 18:11:16
Quote: There are too many posts in this thread which make claims like this, which as far as I can tell, are just wild speculation.
Here you go then,
Gang status - My status is solo, meaning I am not in a gang.
Settings - There are two sets of NPCs in a deadspace pocket, one group is 15km away and the second group is 35km away.
step 1
I target the one NPC from the group 15km away and one NPC in the group 35km away, and then release my drones.
step 2
At this point my drones are idel (very important fact) and orbiting my ship so I order them to kill the target 15km away.
step 3
Before the drones reach the target 15km away I order them to attack the target 35km away, thus changing who they are attacking.
step 4
I have to sit here and watch as a majority of my drones are now stuck in orbit speed. The only way to fix the issue is to either order them back to my ship and wait for them to go idel, or allow them to kill something and they pick out their own target.
The reason this bug is hard to replicate when in a gang is because the drones, a majority of the time, go idel after killing a target, thus allowing one to order them to a new target and they will go MWD speed. If you order the drones to a new target and they are engaged with an old target then they will go orbit speed towards the new target no matter it's distance. I am not sure why you are having a hard time replicating this bug. I can show you the bug in about 30 seconds (long enough for the to accept a mission and warp to the mission point) if you would like.
A possible fix would be to make the drones go idel for around 1-2 seconds when a new comand is issued, that way they will always go MWD speed no matter the order.
"We can't all be heroes, because somebody has to sit on the curb and applaud when they go by." - Will Rogers |

Plystrain Farnas
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Posted - 2006.02.11 21:14:00 -
[51]
In support of above posts,
Drones dont like taking a change in orders, I will send in a log if it helps, but the problems are VERY easy to reproduce if you actually play the game.
Command a set of drones to do something then CHANGE the orders, keep doing this moving from target to target, I guarantee you that they will reproduce the problem
As for not returning, I always thought is was something to do with the docking with your ship, i.e. When they arrive at your ship one at a time they Always dock, however if they bump in to each other at anypoint they slow down and will never get close enough.
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BH Runner

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Posted - 2006.02.11 21:56:00 -
[52]
Yes please send the log, I'm pretty sure I asked for it around 40 posts ago, and said that each one that accurately displays a bug is quite useful.
As for the cheeky chappies in responces 40 and 41, thats for your most helpful input. I'm sorry that you feel it isn't remotely necessary for you to make your gaming time more bugfree, you have my deepest sympathies.
---- Runner BH Lead |
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Miklas Laces
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Posted - 2006.02.11 22:29:00 -
[53]
Originally by: BH Runner Yes please send the log, I'm pretty sure I asked for it around 40 posts ago, and said that each one that accurately displays a bug is quite useful.
Take a Dominix or an Ishtar and try a lvl4 mission yourself. If the 'speed' bug doesn't show up, I will eat a dead cat for lunch 
We're not talking about a rare bug, difficult to reproduce. This happens to everyone, all the time 
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Phyra
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Posted - 2006.02.12 00:41:00 -
[54]
Edited by: Phyra on 12/02/2006 00:42:24 As the poster before me noted: this happens all the time.
My recommendation for reproduction once again:
Do it in real gaming conditions and not in a laboratory style with one drone and one target. Drones work perfect under such ideal lab conditions.
The reason why I repeat this is that the tone of the post above stating roughly "too many ppl have posted it, cant reproduce so it's speculation" is really out of question.
We are customers just to remind you. And it's not our primary job to get the data for you. We are helpful enough as it is. So please, pretty much please with a lot of cream on top. Take us serious.
If too many ppl posted it they are probably right. I just want to remind you of the "Drone Navigation" incident. That this skill influenced the orbitting speed was vehemently denied even after many ppl had brought it up. Then all of a sudden this post was up: "Ooops you guys were right..."
We usually are
regards
Phyra
Phyra
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Mnengli Noiliffe
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Posted - 2006.02.12 03:35:00 -
[55]
I managed to do pretty "laboratorial" reproduction steps, using the latest SiSi drones. I have filed the bug report which is named as follows: "Drones Speed Bug with log, screenshots and simple reproduction steps" Client Build is RMR/3881 (which really is 2.10.3881).
Here are the reproduction steps: Two players are acting. First player, P2, and Second player, P2.
Reproduction steps (actual bug report contains more specific info): ---- P1 used a Dominix and 5 Ogre I drones. P2 used a shuttle with some bookmarks in cargo hold. P1 stood still with 0 velocity. P2 orbited P1 at 25 km, its velocity was about 220m/s. P2 jettisoned a bookmark. P1 locked a bookmark P2 jettisoned, then he locked P1, and released 5 Ogre I drones. When P2 was pretty far from his jetcan, P2 ordered his 5 Ogres to attack the jetcan. After the jetcan was destroyed, P2 ordered his drones to engage P2's shuttle. After this command, 3 of Ogres did switch their MWDs on, but 2 others didn't, approaching their shuttle target at their orbiting velocity, which is about 220m/s.
This is clearly visible on the screenshots - while 3 first drones has already reached and destroyed their target, 2 other drones, who traveled much slower, were still several kilometers away from where their target was recently. ----
I don't think that these steps will always work to reproduce a bug, but they did at least once for me, and the logs are provided so I hope this will be enough to catch the sneaky bastard..
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Soulita
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Posted - 2006.02.12 03:41:00 -
[56]
Originally by: BH Runner Yes please send the log, I'm pretty sure I asked for it around 40 posts ago, and said that each one that accurately displays a bug is quite useful...
As for the cheeky chappies in responces 40 and 41, thats for your most helpful input. I'm sorry that you feel it isn't remotely necessary for you to make your gaming time more bugfree, you have my deepest sympathies.
Lickspittle asked for:
"The king of well written reproducibility cases -- one so good...
1)Proper english ... 2) Exact type names... 3) The type names of the targets... 4) A description of each action taken... 5) At each point in the action description...
Or, a client-side log accompanied by a clear description ..."
Note he is asking for either the 5 points or a log.
I have filled all 5 points exactly as lickspittle was kindly asking for. This did take some time, so I would take it as a personal insult if this isnt looked into very closely.
Also Tribunal's post is very useful as well. It describes basically the same situation.
The problem seems very well described to me. Please dont leave us with the impression you dont want to fix the drone speed bug. As asking for info again and again even though you have it creates this impression.
Thank you
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Mnengli Noiliffe
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Posted - 2006.02.12 03:45:00 -
[57]
I think it'll be useful to explain how have I came up with this method.. I was doing a drone mission on SiSi in a dominix, hoping to catch a good log. Several enemy drones orbited me at 19 km and with about 220m/s velocity (which is the same as Ogre's orbit velocity). So my Ogres have popped one of the drones, and I have ordered them to go for the next one, which was pretty much far away from where my drones where. All 5 Ogres then started to move at their orbit velocity for their assigned target, no one of them did accelerate to catch up with their target. They seem to have been shooting as well, which might mean that they supposed that they already was close enough to bother with accelerating.. Of course they didn't do any damage in the process, which probably caused them eventually to abandon their target. They became "Idle" and after a second or two picked another target, accelerating to it. When I again ordered them to go for the old target, they again slowed down to "catch" it.. perhaps they still thought that it was close enough..
Oh well, if the BR I have posted won't help I will have to try and get a log with this mission behavior. But it will be much larger log I guess, and exact reproduction steps won't be easy to remember.
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Soulita
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Posted - 2006.02.12 13:55:00 -
[58]
Edited by: Soulita on 12/02/2006 13:57:38
BH Runner, looking through your 9 point list of known drone issues again it seems 2 more drone bugs are missing:
Drone orbit velocity bug: It can happen that drones keep their MWD engaged on orbiting their target. If I am not mistaken this will unneccesarily reduce their chances of hitting their target due to the high transversal velocity relative to it combined with their limited tracking capabilities. (Screenshot - Drone orbit velocity bug)
Drones getting stuck to each other bug (Also called the "drones making love" bug ): It can happen drones get stuck to each other, causing a major reduction in their speed. (Screenshot - drone love bug 01) (Screenshot - drone love bug 02)
Both of these bugs are well known to the drone user comunity, and have been discussed on the forums before.
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Plystrain Farnas
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Posted - 2006.02.12 18:08:00 -
[59]
Originally by: BH Runner Yes please send the log, I'm pretty sure I asked for it around 40 posts ago, and said that each one that accurately displays a bug is quite useful.
As for the cheeky chappies in responces 40 and 41, thats for your most helpful input. I'm sorry that you feel it isn't remotely necessary for you to make your gaming time more bugfree, you have my deepest sympathies.
Sorry to be a pest, although I think I have a good log showing the behaviour from test. Im not to sure as I can no longer see the drone speed in the overview.
Could you possible just fix that one bug first then I can be sure to give you good examples.
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lickspittle

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Posted - 2006.02.13 09:32:00 -
[60]
While I appreciate the effort, please be aware that posting 'bug report' posts to this thread and not submitting them through the bug reporting system is nowhere near as effective.
The reason I say this is that the work I do is based upon the defects assigned to me, in the order that Oveur gives them priority. As it is, because no bug reports have made it to me as defects, these problems do not even register on my radar as work approved to be done.
So, please, submit your reports as bug reports through the system provided for it.
-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
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lickspittle

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Posted - 2006.02.13 09:41:00 -
[61]
Edited by: lickspittle on 13/02/2006 09:41:23
Originally by: Mnengli Noiliffe Edited by: Mnengli Noiliffe on 12/02/2006 17:36:25 Edited by: Mnengli Noiliffe on 12/02/2006 11:17:38 I managed to do pretty "laboratorial" reproduction steps, using the latest SiSi drones. I have filed the bug report which is named as follows: "Drones Speed Bug with log, screenshots and simple reproduction steps" Client Build is RMR/3881 (which really is 2.10.3881).
Here are the reproduction steps: Two players are acting. First player, P2, and Second player, P2.
Reproduction steps (actual bug report contains more specific info): ---- P1 used a Dominix and 5 Ogre I drones. P2 used a shuttle with some bookmarks in cargo hold. P1 stood still with 0 velocity. P2 orbited P1 at 25 km, its velocity was about 220m/s. P2 jettisoned a bookmark. P1 locked a jetcan P2 jettisoned, then he locked P2, and released 5 Ogre I drones. When P2 was pretty far from his jetcan, P1 ordered his 5 Ogres to attack the jetcan. After the jetcan was destroyed, P1 ordered his drones to engage P2's shuttle. After this command, 3 of Ogres did switch their MWDs on, but 2 others didn't, approaching their shuttle target at their orbiting velocity, which is about 220m/s.
This is clearly visible on the screenshots - while 3 first drones has already reached and destroyed their target, 2 other drones, who traveled much slower, were still several kilometers away from where their target was recently. ----
I don't think that these steps will always work to reproduce a bug, but they did at least once for me, and the logs are provided so I hope this will be enough to catch the sneaky bastard..
This is excellent - concise and detailed in all the right ways. And you submitted it as a bug report and attached logs from when it happened to you. That is ideal, and as soon as I get it and have the time this report will definitely get me looking at the problem (again).
Thank you :)
-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
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Mnengli Noiliffe
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Posted - 2006.02.13 09:59:00 -
[62]
Originally by: lickspittle While I appreciate the effort, please be aware that posting 'bug report' posts to this thread and not submitting them through the bug reporting system is nowhere near as effective.
The reason I say this is that the work I do is based upon the defects assigned to me, in the order that Oveur gives them priority. As it is, because no bug reports have made it to me as defects, these problems do not even register on my radar as work approved to be done.
So, please, submit your reports as bug reports through the system provided for it.
Just in case this applies to my above posts, I'd like to inform you that I have submitted the proper bug report using http://bugs.eve-online.com/ page. To that bug report the .zip archive is attached that contains the logserver log and screenshots. The reproduction steps I have posted above are copied from that bug report's text. Note that I have done it at night (a morning in fact) so there was some typos confusing P1 and P2, which I have corrected in the post above, but it's still pretty clear because obviously shuttle can't have its drones due to absence of drone bay...
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lickspittle

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Posted - 2006.02.13 14:34:00 -
[63]
Originally by: Tribunal
step 2
At this point my drones are idel (very important fact) and orbiting my ship so I order them to kill the target 15km away.
step 3
Before the drones reach the target 15km away I order them to attack the target 35km away, thus changing who they are attacking.
step 4
I have to sit here and watch as a majority of my drones are now stuck in orbit speed. The only way to fix the issue is to either order them back to my ship and wait for them to go idel, or allow them to kill something and they pick out their own target.
The problem you describe above is pretty much identical to what I describe in my newly added edit to Runner's first post to this thread.
So, I believe this is now fixed internally. However, it is unlikely to make it out in the Blood update, because it is too late for it now.
-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
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Soulita
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Posted - 2006.02.13 18:16:00 -
[64]
Edited by: Soulita on 13/02/2006 18:19:58
Cool to hear progress is made on the drone speed bug 
lickspittle, I have entered the 2 drone bugs I think are missing on the drone bug list as bug reports.
Drone MWD orbit bug (Reference Nr.: 060213-000281)
Drones getting stuck to each other bug (Reference Nr.: 060213-000282)
The bug reports are real short because unfortunatly due to RL I have very little time at the moment. I hope they are still of help - if only in justifying your time to look into the issues.
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BH Runner

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Posted - 2006.02.14 18:01:00 -
[65]
Your have appeared to have filed a petition, two in fact, bug reports are to be filed under the bug reporting section of this website, to be found HERE!
Thanks. ---- Runner BH Lead |
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Soulita
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Posted - 2006.02.14 21:06:00 -
[66]
Originally by: BH Runner Your have appeared to have filed a petition, two in fact, bug reports are to be filed under the bug reporting section of this website, to be found HERE!
Thanks.
Ooops, you are right.
Closed both petitions and filed Bugreports instead.
Bugreport titels are: "Drone MWD orbit bug" and "Drones getting stuck to each other bug"
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Linia
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Posted - 2006.02.14 21:56:00 -
[67]
Originally by: lickspittle The problem you describe above is pretty much identical to what I describe in my newly added edit to Runner's first post to this thread.
So, I believe this is now fixed internally. However, it is unlikely to make it out in the Blood update, because it is too late for it now.
All I can say now is GREAT WORK!
You now have gotten the 2 most ebil drone mistakes fixed and that is really gonna help the droneusers play normally again. Thank you for showing me that CCP really do care about drone users  Thx CCP, this will make the game SO much better <3
*Mistakes is Drones Going Rouge and Drone Speed*
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WizEye
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Posted - 2006.02.14 22:22:00 -
[68]
I will tatoo "CCP" on my arse if you fix speed and humping drones :D -----------------------
HELP US FIX DRONES, POST HERE!!! SIGN HERE |

Kage Getsu
|
Posted - 2006.02.14 23:26:00 -
[69]
Edited by: Kage Getsu on 14/02/2006 23:33:20
Originally by: lickspittle
Originally by: Kage Getsu "3. Drone speed Specific instances of exactly when this happens with logfiles required."
All the time? I don't know what logs are needed to show the messed up speed that happens every time drones select a new target. It's so easy to reproduce and happens without fail.
There are too many posts in this thread which make claims like this, which as far as I can tell, are just wild speculation. Unfortunately the bug reports on this and their reproducibility cases have proved equally unhelpful.
If a client-side log were provided with a detailed, clearly written description of exactly what happened and what the player chose to do, and that at given points the drones exhibited the problematic behaviour -- it would be ideal for fixing this bug.
I had a defect with a reproducibility case which pretty much matched the descriptions of the problem given in this thread, the problem is that, looking at the server-side logs, some of the drones used their MWD and the others were already too close to bother. This is the reason it has not been fixed, because I cannot reproduce it, and a better reason has not come along to make it worth my time to look into it again.
If this is to be fixed, I need either of these..
The king of well written reproducibility cases -- one so good that I can just look at it and see that it is believable enough to justify another look, which should include:
- Proper english sentences, well spelt. Nothing says or has shown to prove defect worthlessness and ambiguity like bad writing.
- Exact type names. For the ship you are flying, the types of drones that you are using.
- The type names of the targets, which are likely to be NPCs (or if you can contrive a situation with static objects that don't attack back and do not move, even better)
- A description of each action taken by the player including the distances of the drones at each step from their targets.
- At each point in the action description where the drones did not use their MWD, note it and explain how you could tell and why you thought they should.
Or, a client-side log accompanied by a clear description of the actions taken by the player with the drones, including notes on when the drones didn't do what they were supposed to when they should have and why you think you are justified in believing this.
I was told that the developers play this game. I don't think that is true. And if they do, they do not use drones. Maybe if you use them you'll have all the logs you need.
Edit: But let me humor you a bit.
Ship: Raven Drones: Hobgoblin I Each action taken to reproduce problem:
Lock on an NPC frigate. Order drones to attack target. Drones fly to the target at MWD speed and attack it. Target is destroyed. Immediately order drones to attack another NPC frigate. Drones really slowly fly over to the next target, no matter what the range is. I guess they're unionized or something, because they think they need to take a break after every job.
The above steps reproduce the problem for me every time. Every time. Out of hundreds of missions I've done. Don't tell me you don't operate your drones in a similar manner. I thought that's how they're supposed to be used.
I can fix the problem by ordering them to return and orbit, then ordering them to attack after they start orbiting me again. That also works every time. I'd prefer it if I didn't have to take that step. _________________________________________________________
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Tribunal
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Posted - 2006.02.15 08:54:00 -
[70]
Originally by: Kage Getsu
I was told that the developers play this game. I don't think that is true. And if they do, they do not use drones. Maybe if you use them you'll have all the logs you need.
Edit: But here's a bug report about my particular problem, which is similar to what my friends have.
Ship: Raven Drones: Hobgoblin I x5 Each action taken to reproduce problem:
Lock on an NPC frigate. Order drones to attack target. Drones fly to the target at MWD speed and attack it. Target is destroyed. Immediately order drones to attack another NPC frigate. Drones really slowly fly over to the next target, no matter what the range is. I guess they're unionized or something, because they think they need to take a break after every job.
The above steps reproduce the problem for me every time. Every time. Out of hundreds of missions I've done. I thought that's how they're supposed to be used, but if you know of a better way to order them that doesn't cause them to break, I would appreciate it.
I can fix the problem by ordering them to return and orbit, then ordering them to attack after they start orbiting me again. That also works every time. I'd prefer it if I didn't have to take that step.
Did you read the entire thread? This issue has already been talked about and the bug is being investigated.
"We can't all be heroes, because somebody has to sit on the curb and applaud when they go by." - Will Rogers |

Mnengli Noiliffe
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Posted - 2006.02.15 09:42:00 -
[71]
Originally by: Linia
You now have gotten the 2 most ebil drone mistakes fixed and that is really gonna help the droneusers play normally again.
not exactly .. don't forget those light drones orbiting at MWD speed, this makes them useless since they can't hit anything
Quote: Thank you for showing me that CCP really do care about drone users 
yeah sure, now prey they don't nerf them to bits to compensate :)
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Madboy
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Posted - 2006.02.15 12:28:00 -
[72]
Edited by: Madboy on 15/02/2006 12:28:49
Originally by: Kage Getsu
Ship: Raven Drones: Hobgoblin I x5 Each action taken to reproduce problem:
Lock on an NPC frigate. Order drones to attack target. Drones fly to the target at MWD speed and attack it. Target is destroyed. Immediately order drones to attack another NPC frigate. Drones really slowly fly over to the next target, no matter what the range is. I guess they're unionized or something, because they think they need to take a break after every job.
The above steps reproduce the problem for me every time. Every time. Out of hundreds of missions I've done. I thought that's how they're supposed to be used, but if you know of a better way to order them that doesn't cause them to break, I would appreciate it.
I can fix the problem by ordering them to return and orbit, then ordering them to attack after they start orbiting me again. That also works every time. I'd prefer it if I didn't have to take that step.
Yep, thats the bug that annoys me the most and it happens to me everytime I use drones in the part of 0.0 space I npc in.
But, here is a little extra information.
I truely believe that this problem relates to some form of lag because it seems to effect people who get a bit of latency playing the game.
So, the devs might not be seeing it because they have a low latency but us real people experience it day to day since we have quite a bit of latency.
Anyways, thats my theory and it's based on just some observations on how the drones behave when things are running more smoother then usual on occasions. - MadBoy
BTW: My drone boat is a Dominix with 5 Wasp I's.
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lickspittle

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Posted - 2006.02.15 13:13:00 -
[73]
Originally by: Kage Getsu
Edit: But here's a bug report about my particular problem, which is similar to what my friends have.
This sounds pretty much like the same problem that the last fix I posted about addressed. In fact, the fix has gone out to Singularity since I made that post.
Feel free to log on there and confirm that this particular bug is fixed to your satisfaction.
-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
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Kage Getsu
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Posted - 2006.02.15 13:42:00 -
[74]
Originally by: lickspittle
Originally by: Kage Getsu
Edit: But here's a bug report about my particular problem, which is similar to what my friends have.
This sounds pretty much like the same problem that the last fix I posted about addressed. In fact, the fix has gone out to Singularity since I made that post.
Feel free to log on there and confirm that this particular bug is fixed to your satisfaction.
Thanks. I'll take your word for it. Looking forward to it on the live server. _________________________________________________________
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Tr8r
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Posted - 2006.02.15 14:31:00 -
[75]
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.
Has this bug been submitted? As this is exactly what annoys me the most about drones, if it has not been submitted i will submitt it with all the relevant supporting files as nesescary. [URL=http://imageshack.us][/URL] |

Phyra
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Posted - 2006.02.16 01:18:00 -
[76]
Not yet by me...I hope that's already known and under point 4 "still faulty return to drone bay".
You guys know about that? If not I'll be happy to send you a BR.
Phyra
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WizEye
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Posted - 2006.02.16 01:21:00 -
[77]
the return to drone bay buy is relatively hard to reproducde on a constant rate. It's very random.
I'd say about 3/5 times a set of 5 well spread heavy drones on a dominix, after attacking a NPC, return to the bay effectively, the remaining times there's 1 or even 2 still flying outside of the ship, and need to be recalled a 2nd time before they jump into the drone bay. -----------------------
HELP US FIX DRONES, POST HERE!!! SIGN HERE |

Mnengli Noiliffe
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Posted - 2006.02.16 07:33:00 -
[78]
It might be fixed on test, I don't remember this problem when playing there last time. But maybe I was lucky.
Oh and do people even read what they are replying to I wonder? On teh 1st page of this topic there is the list of known problems. Return to drone bay is among the KNOWN ISSUES which means that it is being fixed. Why post it 10 more times...
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WizEye
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Posted - 2006.02.16 17:22:00 -
[79]
Edited by: WizEye on 16/02/2006 17:23:20
Originally by: Mnengli Noiliffe It might be fixed on test, I don't remember this problem when playing there last time. But maybe I was lucky.
Oh and do people even read what they are replying to I wonder? On teh 1st page of this topic there is the list of known problems. Return to drone bay is among the KNOWN ISSUES which means that it is being fixed. Why post it 10 more times...
Help CCP with more details and additional descriptions of the problem.
Being aware of a problem doesn't mean a way to solve it was found. -----------------------
HELP US FIX DRONES, POST HERE!!! SIGN HERE |

Soulita
|
Posted - 2006.02.19 00:03:00 -
[80]
lickspittle, didnt have a chance to fly my dom lately, but tried some med drones.
they seem to work superb. didnt get any bugs at all on them yet.
once i have time to take the dom for a spin i ll post again and say how things are working there.
anyways thx for working on the drones 
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Soulita
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Posted - 2006.02.20 09:45:00 -
[81]
Edited by: Soulita on 20/02/2006 09:56:54 Edited by: Soulita on 20/02/2006 09:49:38
Tested out light drones again yesterday. (Server was TQ, Drones were Hobgoblins II, Ship used was dominix, Targets were Serpentis 30k NPC frigs)
They still have the MWD orbit problem.
I have a possible explanation now of why this problem happens:
When checking out the med drones (Hammerheads) I watched them aproach their target at MWD speed. When reaching their target they would often go into orbit around it still using MWD. After orbiting it once or so they diabled MWD and orbited at orbit speed.
The light (fast) drones behave the same in general, with the difference they (often) dont disable their MWD when in orbit. I could imagine the reason being the velocity they have increases their orbit distance so much that they maintain MWD enabled due to the distance to their target (thinking they need to get closer). While maintaining MWD orbit their orbit distance never decreases to a point where they would switch to normal orbit speed.
Of course this is just an educated guess, but if the light drones have the same flight behaviour programming as the meds it seems a likely explanation.
PS.: Will give you an update on the heavy drones in a few days.
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BH Runner

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Posted - 2006.02.22 18:37:00 -
[82]
The patch has not arrived on the TQ server.
If you wish to test the fixes that have been generated, please use the test server.
---- Runner BH Lead |
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Selak Zorander
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Posted - 2006.02.23 15:16:00 -
[83]
I got a question in terms of fighters.
What skills are suposed to affect fighter stats like damage, hitpoints, speed, and what not.
Currently, the fighter skill gives them 20% damage per lvl, and the Gallante carrier gives them 10% damage per lvl but no other skill affects them.
Drone Interfacing (which is required to lvl 5 to train for fighters) does not seem to affect the fighters damage on TQ at all.
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lasarith
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Posted - 2006.02.24 13:46:00 -
[84]
Edited by: lasarith on 24/02/2006 13:46:30 cargo contianers are not the enemy -so thier no need for drones to attack them unless ordered to do so,
like -.... uh ... are you sure you whant us to attack said cargo container boss ?!!!
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Cassandra Thann
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Posted - 2006.02.24 21:05:00 -
[85]
I think I stumbled on to some thing, but could not find any thing similar on the forum. Might as well post in here.
Situation: When I launch my drones in to space the are idle and orbit around my ship. The seem to enter some type of guard mode as the orbit my ship. When hostiles come in to range and act aggrassive towards me the drones act and intercept the target to destory it.
Once all enemies are killed or out of range the return back to orbit and return to guard mode. (or so it seems)
But would I launch my drones in to space and give them the return to orbit command before any combat took place (or during and even after) the no longer seem return to this guard mode. The no longer attack targets unless orderd to attack.
Could any one reproduce this and confirm what i've encounterd? Or fill me on on info that I am unaware of, what would explain the behavior of the drones I encounter?
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Madboy
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Posted - 2006.02.25 11:38:00 -
[86]
Here is a question about Fighters.
Do fighters distinguish being the target their are assigned to follow n your gang and the target they are assigned to attack?
I ask this because I have heard that currently fighters follow the targets their attacking into warp and can not be stopped from doing this.
Is this intended if it is true? - MadBoy
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Gabriel Karade
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Posted - 2006.02.26 16:05:00 -
[87]
The bug with drone navigation computers adding to the drone orbit speed as well as MWD speed (see page 1) is still on Sisi...I've bug reported it twice now 
(\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on"
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Mnengli Noiliffe
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Posted - 2006.02.26 19:02:00 -
[88]
DNC doesn't add to orbit speed, but light drones are bugged - they don't switch off their mwd when starting orbiting. That is, sometimes they orbit at mwd speed.
Yes this has most chances to occur with drone nav. comp. So I wanted to reproduce. DNCs are not seeded. I flown to buy them or at least their bpos. On my way I stumbled across the system that is impossible to cross because it loads for 15 minutes without visible progress. OK will go other way. Bah now I am stuck with another system, now I can't even enter game, with usual stuck symptoms .. enough bughunting for today I guess.
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Gabriel Karade
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Posted - 2006.02.27 08:58:00 -
[89]
Originally by: Mnengli Noiliffe DNC doesn't add to orbit speed, but light drones are bugged - they don't switch off their mwd when starting orbiting. That is, sometimes they orbit at mwd speed.
Yes this has most chances to occur with drone nav. comp. So I wanted to reproduce. DNCs are not seeded. I flown to buy them or at least their bpos. On my way I stumbled across the system that is impossible to cross because it loads for 15 minutes without visible progress. OK will go other way. Bah now I am stuck with another system, now I can't even enter game, with usual stuck symptoms .. enough bughunting for today I guess.
Sorry but you are totally incorrect on this one. With four drone navigation computers on a Dominix I have Ogre II's orbiting my ship at 805m/sec, I sent screen shots of this with the last bug-report.....
I've used Drone Navigation Computers on TQ and they are fine, but on Sisi they boost the Orbit speed in addition to MWD speed. Oh well, something else that used to work that will now be broken after Tuesday...
- Office Linebacker -
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Gabriel Karade
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Posted - 2006.02.27 23:14:00 -
[90]
Just to Confirm...
Same Dominix setup on TQ, four Drone navigation Computers: Drone orbit speed 291 m/sec (overview)
On Sisi those Ogres orbit at 805 m/sec meaning they severely mess up their own tracking...

- Office Linebacker -
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Max Tesla
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Posted - 2006.02.28 00:47:00 -
[91]
Mining drones!
Mining drones need fixing
If you are useing mining drones and mining lasers on a rock and the rock gets all mined out whilst the drones are still mining it then they return with nothing.
That needs to be fixed so that even when the rock is gone what ever was in the mining drones should be returned to the ship.
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Golan Trevize
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Posted - 2006.02.28 12:11:00 -
[92]
Do not crash with fighters deployed , silly buggers will follow you to safespot. When you log back in you, but not the fighters will warp back to where you crashed leaving fighters (that cannot be probe searched) in the safespot with no way for you to retreive them.
Golan
ps. Yeah it happened to me Petition pending :/
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships.
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Selak Zorander
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Posted - 2006.02.28 13:14:00 -
[93]
Originally by: Golan Trevize Do not crash with fighters deployed , silly buggers will follow you to safespot. When you log back in you, but not the fighters will warp back to where you crashed leaving fighters (that cannot be probe searched) in the safespot with no way for you to retreive them.
Golan
ps. Yeah it happened to me Petition pending :/
Yeah we had this happen to a carrier pilot as well. After several hours a GM was nice enough to move the carrier pilot (still in carrier) to the fighters so that he could scoop them up.
That is a pretty serious issue if you ask me. Even a carrier pilot with only lvl 1 skills is losing 6x 16 million isk drones to this that can not be found or retreived without spending a lot of time doing it. 1 million KM is a long distance to try and fly especially if there is no object on the other side to warp to.
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Golan Trevize
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Posted - 2006.02.28 18:50:00 -
[94]
Gm didnt have time but they told me that i would be reimbursed if i petioned , and i have filed a bug report.
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships.
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Baun
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Posted - 2006.03.02 21:01:00 -
[95]
Originally by: Baun
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.
I would like to reiterate that this is not an acceptable situation and request a dev response.
The Enemy's Gate is Down
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moroti
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Posted - 2006.03.02 22:43:00 -
[96]
I'd bug report it but the bugs site isn't responding.
Can't add drones to dronebay when at a POS maint array, the right click option doesn't appear when clicking on a wasp in an ishtar or zealots cargo hold and the option to bind a keystroke to open dronebay was removed in the blood patch.
Not an ideal situation for a drone ship in 0.0 
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Linia
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Posted - 2006.03.03 19:41:00 -
[97]
Originally by: moroti I'd bug report it but the bugs site isn't responding.
Can't add drones to dronebay when at a POS maint array, the right click option doesn't appear when clicking on a wasp in an ishtar or zealots cargo hold and the option to bind a keystroke to open dronebay was removed in the blood patch.
Not an ideal situation for a drone ship in 0.0 
SO True, and secondly.. I dont think any bugs is fixed..
Well it LOOKS like the drone speed is, but can we see it? NO! You simply too the "no-shown-speed-on-overwiev" bug from testserver and brougt it here so we cant see what drones are flying at And Drones not going rogue.. Ehm.. I command em to kill battleship, they attack frigate instead.. eeh... 
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Shadowfaxe
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Posted - 2006.03.03 19:49:00 -
[98]
Originally by: moroti I'd bug report it but the bugs site isn't responding.
Can't add drones to dronebay when at a POS maint array, the right click option doesn't appear when clicking on a wasp in an ishtar or zealots cargo hold and the option to bind a keystroke to open dronebay was removed in the blood patch.
Not an ideal situation for a drone ship in 0.0 
Yes, tried too in vexor, its bugged 
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moroti
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Posted - 2006.03.03 23:39:00 -
[99]
Ahh, I was going to check the drone speed thing earlier but forgot, I guess it was only known, not fixed as lickspittle didn't update that one on the OP's list.
Another change I noticed earlier was after warping off leaving a couple of Wasps in a belt by mistake they didn't show as drones in distant space on overview, I was pretty sure they hadn't been popped and eventually found them in a belt.
Also the 'drone firmware update' mentioned in the patch notes appears to be buggy, while being targetted and jammed by a few dire guristas earlier I launched my drones only to have them sit happily round my ship rather than picking a target that had targetted their owner. Likewise after being told to go attack a battleship rat they got halfway before 4 of them decided the frigates made a far more attractive target, telling them what to engage again sent them in the right direction.
A corpmate mentioned Mephysto had been seen mentioning the maint array issue in the help channel today so thats good (bug reported earlir anyway).
btw, I like your sig Linia, though my love for them is slowly being worn down :)
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Gabriel Karade
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Posted - 2006.03.04 11:20:00 -
[100]
Edited by: Gabriel Karade on 04/03/2006 11:21:22
Originally by: Linia
Originally by: moroti I'd bug report it but the bugs site isn't responding.
Can't add drones to dronebay when at a POS maint array, the right click option doesn't appear when clicking on a wasp in an ishtar or zealots cargo hold and the option to bind a keystroke to open dronebay was removed in the blood patch.
Not an ideal situation for a drone ship in 0.0 
SO True, and secondly.. I dont think any bugs is fixed..
Well it LOOKS like the drone speed is, but can we see it? NO! You simply too the "no-shown-speed-on-overwiev" bug from testserver and brougt it here so we cant see what drones are flying at And Drones not going rogue.. Ehm.. I command em to kill battleship, they attack frigate instead.. eeh... 
Overview settings --> 'Apply to ships only'
Uncheck that tab and you can see drone speeds again 
Edit: Drone navigation skill/Drone navigation computers still applying a boost to orbit speed - bug reported (again) 
- Office Linebacker -
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Mnengli Noiliffe
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Posted - 2006.03.04 13:37:00 -
[101]
Some of the drones sometimes are still stuck near the ship on "return and orbit" order. Need to fly to them and scoop manually. However, I didn't have this problem when doing "return to drone bay", but maybe I was lucky.
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Tao Zero
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Posted - 2006.03.04 15:30:00 -
[102]
here is a drone bug.... Advanced drone interfacing skill needed to equip drone control links STILL hasnt been seeded.
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Zarch AlDain
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Posted - 2006.03.06 11:48:00 -
[103]
You can no longer move drones into your drone bay at a POS.
This makes drone-based ships useless in deep space as if you lose a drone there is no way to replace it.
(Fortunately I am not drone based, they are just support - but it's still hurting me and a heavy drone user is going to be crippled). -- Zarch AlDain The Bridgeburners Huzzah Federation
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Soulita
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Posted - 2006.03.07 03:41:00 -
[104]
Edited by: Soulita on 07/03/2006 03:45:06
From my testing experience on TQ (Ship used dominix):
1) Drone mwd orbit problem seems to be fixed. My light drones engage target using mwd, then circle target once or so before switching to non mwd mode. If they fall back too far from target they use mwd to reach it again. Huge improvement over how they worked before.
2) Drone Speed when traveling to target seems to be fixed as well. I have experimented with lights, meds and heavys - all use mwd correctly to reach their target.
3) Drones going rogue - havent tested this out thouroughly yet, but on the tests I did they behaved very well. Recognizeable improvement over how it worked before.
4) Faulty return to dronebay still exists. Especially when ordering the drones to return to dronebay on a moving ship they will stay at a certain distance behind the ship, following it without coming closer.
Overall I am very happy about the improvements.
Just hope the return to dronebay gets solved as well. And of course loading drones into dronebay at POS should be possible.
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Miklas Laces
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Posted - 2006.03.08 10:34:00 -
[105]
Originally by: Soulita
1) Drone mwd orbit problem seems to be fixed [..] 2) Drone Speed when traveling to target seems to be fixed [..] 3) Drones going rogue [..] on the tests I did they behaved very well.
Yup drones work just fine, great job I'm happy now 
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Centurin
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Posted - 2006.03.08 15:22:00 -
[106]
Drones now attack gang and corp members who are using support mods on you (remote armor reps, shield transfer, etc). They will also attack your armor repair drones that attempt to repair drones you control. NOSing a drone you control will also cause the other drones to attack it. This is a serious issue that pretty much negates drones in fleet battles. Or was that the point?
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katz3
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Posted - 2006.03.08 15:24:00 -
[107]
Medium Drones cant return to orbit while i use AB on my Vexor (Speed: 381m/s with AB). They just fly behind me and its impossible to scoop them.
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Terradoct
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Posted - 2006.03.09 08:38:00 -
[108]
Valkiry TP-600 Do not use there mwd when ordered retur and orbit, they jsut crawling on orbit speed.
bug reported.
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Joshua Deakin
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Posted - 2006.03.10 21:47:00 -
[109]
Edited by: Joshua Deakin on 10/03/2006 21:47:43 It would be interesting to know whether the fact is by design or a bug that sentry drones need link augmentors to be able to engage further than what the skills dictate.
i.e. scout drone lvl 5: 45 km control range. Isn't that just that "control", the sentry drones are right beside me, but cannot engage the target I have a lock on (at 50km). It would be understandable if I moved farther away than that and not be able to control them and issue orders, but why the need link augmentors?
"Increases drone control range." It doesn't say "Increases drone's control range." Maybe hair splitting semantics... ;)
Normal combat drones needing the augmentors I'm fine with. Thank you for listening.
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Commander Kahn'Alzaor
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Posted - 2006.03.11 07:39:00 -
[110]
Originally by: Centurin Drones now attack gang and corp members who are using support mods on you (remote armor reps, shield transfer, etc). They will also attack your armor repair drones that attempt to repair drones you control. NOSing a drone you control will also cause the other drones to attack it. This is a serious issue that pretty much negates drones in fleet battles. Or was that the point?
On TQ my hammerheads started to attack me after i turned on a AOE jammer in a .3
I am trying to recreate it for a bugreport.
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Hawk Fireblade
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Posted - 2006.03.11 13:47:00 -
[111]
If a Players client crashes or disconnects there's no measures in place for carrier pilots for them to be able to recliam thier fighters.
This needs urgent attention, I've seen this happen once and it's going to be more frequent and will lead to a greater load on the GM's.
And at 17mil a piece well your gonna have alotta unhappy people.
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Liucinda
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Posted - 2006.03.15 09:21:00 -
[112]
when i do "Return to drone bay" or "return and orbit" with small / med drones, sometimes they stop moving at 2000m from me and i neeed to approch manually... very annoying
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ClawHammer III
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Posted - 2006.03.19 19:37:00 -
[113]
Originally by: Soulita Edited by: Soulita on 07/03/2006 03:45:06
From my testing experience on TQ (Ship used dominix):
1) Drone mwd orbit problem seems to be fixed. My light drones engage target using mwd, then circle target once or so before switching to non mwd mode. If they fall back too far from target they use mwd to reach it again. Huge improvement over how they worked before.
2) Drone Speed when traveling to target seems to be fixed as well. I have experimented with lights, meds and heavys - all use mwd correctly to reach their target.
3) Drones going rogue - havent tested this out thouroughly yet, but on the tests I did they behaved very well. Recognizeable improvement over how it worked before.
4) Faulty return to dronebay still exists. Especially when ordering the drones to return to dronebay on a moving ship they will stay at a certain distance behind the ship, following it without coming closer.
Overall I am very happy about the improvements.
Just hope the return to dronebay gets solved as well. And of course loading drones into dronebay at POS should be possible.
1 and 2 are fixed but 3 and 4 are still a problem.
3.) After a target is destroyed they will still split up and go for different targets. Please for the love of god make them choose the SAME target to attack next.
4.) This is most certainly still a problem. I addition, fighter drones will not return to the carrier at MWD speed and will instead craw back at orbit speed.
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Max Tekram
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Posted - 2006.03.23 04:00:00 -
[114]
3.... let them choose the same target...
No please not. The splitting up is just fine in all situations, where you can let them fly free. In all situations where you need them to concentrate on one target, it's usually also important to decide which specific target they go for - so you need to do it manually anyway.
If they do not split up you have a massive waste of fire power when 5 drones go for the same lowly target, i.e. 2 blow it up, while the other 3 just idly tag along. I really prefer having 5 t2 drones rip thru a bunch of frigates (or cruisers for that matter) by taking on one each.
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Linia
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Posted - 2006.03.23 16:42:00 -
[115]
I like the thing with them choosing different too, quite neat in stupid missions with 10 cruisers, just send 5 ogre II and let em have a party with killin them.
Though in Vengeance with serpentis, I tried doing so with hobgoblin IIs, that attracted some other rats !WHICH SHOULD BE FIXED! and I lost a hobgoblin II on it, not much but it shouldnt have happened?
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ClawHammer III
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Posted - 2006.03.26 20:25:00 -
[116]
Originally by: Max Tekram 3.... let them choose the same target...
No please not. The splitting up is just fine in all situations, where you can let them fly free. In all situations where you need them to concentrate on one target, it's usually also important to decide which specific target they go for - so you need to do it manually anyway.
If they do not split up you have a massive waste of fire power when 5 drones go for the same lowly target, i.e. 2 blow it up, while the other 3 just idly tag along. I really prefer having 5 t2 drones rip thru a bunch of frigates (or cruisers for that matter) by taking on one each.
Thats all well and good untill they decide to fly half way across the grid and agro something you haven't yet. Not to mention spliting your fire in pvp is allways a bad idea. One drone isn't gonna do anything to anything fast enough.
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Terradoct
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Posted - 2006.03.31 09:37:00 -
[117]
Range bonus on small/medium/large remote armor/shield/energy trasfers are not applyed.
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Kaitana
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Posted - 2006.04.12 16:35:00 -
[118]
Fighters Overview: There are currently a couple issues I see with fighters. Taking in account that a single ship they are assigned to can only control 5, they need additional bonuses to make the carrier effective in battle. Because honestly, these things are more of a defense ship then an offensive ship(they cant follow thru gates). I have been training the drones and ship skills for a while and finally reached lvl 4 on all necessary skills. I have tested the drones extensively and came to the following conclusions to make these things more effective in defensive combat.
1. When engaging to a target, damage output increases as their speed increases. With the way regular turrets track, this should be opposite. A frigate sitting completely still gets no damage compared to one moving about at near max speed.
2. Warp speeds. Since the fighter is more of a cruiser class ship and really its own private class, they need quicker warp times. Id suggest about 2-3au/s faster then the fastest battleship in warp. This way, the distance at which they show up on the target no longer matters as they will more then likely be waiting for him when he shows up. On top of this, in big systems, you want fighters to show up at their assigned pilot in a rather quick fashion. This can even be the capital ship skill bonus, 5% to fighters warp speed per level.
3. Invulnerable to warp scrambler. Due to the problem of not knowing whats going on at your fighters location when they are engaged and the actual cost of the fighters, carrier pilots should not have to worry about their fighters getting warp scrambled by a third party. Interdictor bubbles and deployable bubbles can stay however. Id suggest something like adding a 2 point warp core stab on the fighters.
4. Activation range and Falloff. Due to the distance when warped in, it woudl also be a good idea to increase turret falloff by 2-3km and set activation range for fighting at an additional 5km past the falloff. This way people can continue to warp around, but eventually without a tank, they woudl die. Currently, it is very easy to elude fighters simply by warping long distances. A person doesnt even need a tank on whatsoever to simply wait for them to show up while aligning, then firing 1 savo of ammo(taking whichever fighter to 50% armor) then warping off before any significant shield damage is done. Usually all damage is naturally repaired by the time the pilot comes out of warp at the next safespot. Eventually the target wins and overcome the fighters.
just some ideas... |

Miklas Laces
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Posted - 2006.04.13 14:10:00 -
[119]
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.
3) Return and orbit sometimes doesn't work, drones sit still outside scoop range.
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Steppa
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Posted - 2006.04.13 15:23:00 -
[120]
The Fighters 100% of the time return to the carrier at what seems like orbit speed. They attack properly and appear to orbit properly, but after its all over and I order them back, they take FOREVER. God forbid I'm moving at a whopping 90kpm...they then take Forever x Forever.
I have carrier IV and fighters IV and I have to say, I'm a bit underwhelmed by the damage.
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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.
|

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.
|

Brixer
|
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.
|

Daygore Aracnus
|
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.
|

Elandra Tenari
|
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
|
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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