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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.06.28 23:45:00 -
[1]
Not everything in here was observed "as is" by me, some of it was reported by corpmates or other friendlies, some were picked up in local chat, others in the forum.
No, I won't submit any more bugreports as I already submitted so far. The feedback is lousy at best, and some legitimate bugreports were dismissed because I didn't feel like running logserver 23/7, others simply were not even made because I was sure they would get rejected in such a manner. Get the bughunters on it, I made enough volunteer work already by posting this in here. No, really. Want more info ? Get it yourself. And no, it's NOT my client. It's the server.
Other things on the list are not even bugs "per se", but rather annoying developement choices. Or maybe they're not bugs, but features, I don't know. Still feel buggy to me, but not enough to bother having my inbox spammed by "nah, it's not a bug" email replies. Others are long-standing bugs, or were classified as bugs once, but since their "bug status" classification back then, seemed to have transformed into features.
Original list located HERE. Gone into oblivion and utter forgetfullness since, wrong forum section, I guess. Not mine, but I did contribute to it mostly, so... REPOST TIME ! This time, in the "right" forum section. ____
1. There's overall a lot more lag then before. Everywhere. Even something people like to call "desynchronisation". 2. Sound goes in and out and some sounds get stuck. Never did before. 3. Journal and wallet wont horizontally resize. 4. corp window wont vertically resize. 5. new HUD is fugly, color-blind averse, obscures info about jamming/damping/etc on your ship 6. still no HUD indicator for being warp scrambled 7. autopilot turning OFF on accidental doubeclick anywhere in space/overview 8. research agents tab in journal screws up after taking to any research agent 9. less drone scoop lag (still there, just less), but now ugly clientlag on open/close container/wreck 10. *solved* 11. LP shop "1000 ISK per LP instant" via nexus chips only available for non-combat corps 12. all +x% hardwirings, no matter how crappy, cost the same in LP-shop 13. new timesinks, high-level prerequisites too, yay : thermodynamics, starbase control, etc 14. hi-sec POS guns can't be controlled. WTF ? 15. passive tanking nerf solved nothing. really, almost nothing changed, EXCEPT for ships where it wasn't supposed to (frigs) 16. the Micro$oft-mandated Vista compliance cache/settings/whatever fiasco. Too much annoyance to list in here as to how it should have been done. Patchnotes suggestion on a semi-fix also have a typo (the " location) 17. bomb price. 20 mil per shot. no lowsec use either. erf. wasn't that supposed to be a 10-run or a 100-run blueprint ? 18. motherships still practically invulnerable in lowsec. well, at least they slightly nerfed the titans. 19. missions of L5 not doable in capital ships. accel gates won't let you through. WTF ?!?!? 20. missions of L5 available in highsec from L5 agents near highsec and enough patience. MAKE L5s LOCAL SYSTEM ONLY DAMMIT ! 21. some drones STILL not MWDing back to ship always, even if it was supposedly fixed... or not docking, just hanging behind ship 22. building on whinereason#16, Vista users can't even properly play now anyway, there's a problem with the cache/setting folder being "read-only" for (some of) them, or at least settings files becoming corrupted, no idea, as said, I don't have Vista 23. shuttles now tank REALLY WELL. At least POSes, that is. Fun thing to do, get a shuttle and deplete all ammo on POSes you find along the way that target/shoot at your shuttle 24. POS shields going down, even causing it to enter reinforced mode, WITHOUT being attacked at all 25. Instead of FIXING the BPC issue with alliance corps accessing POS labs, they remove it completely
*continued in next post*
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.06.28 23:45:00 -
[2]
Edited by: Akita T on 28/06/2007 23:53:31
26. more POS trouble, too many to mention. might as well fill the list to #666 with POS-related issues. I don't operate one, so I don't care, so it's just this "whineslot", nothing more. I'm sure there's a bazillion bugreports related to them. 27. "useless" skills (the ones collectors get) have been HIDDEN (not deleted as some think). You can't train them higher anymore, but they take up SPs and show up in global skill counter. NOTE: apparently going to get solved soon, they'll magically reappear in the skillsheet in a future patch. 28. DRONE UI HAS NOT EVEN CHANGED A BIT. At least you could make it undockable (oh well, can live without it), but ayou could also change it from a 3-bars-on-top-of-eachother to a 3-bars-next-to-eachother like gang healthbars. And just about any other change from the current status. 29. commanders in fleets STILL don't get other (higher) comander's bonuses. Wasn't that supposed to be a priority bugfix ? 30. opened "buddies" folders STILL don't persist on client reboot (but at least position/pinned status is memorized) 31. every major patch WIPES CLEAN all your (overview) settings, instead of keeping them, so you have to "reconstruct from scratch" each and every time NOTE: apparently not for everybody. Strange. 32. corp members UNABLE to access corp (?POS only?) hangars unless they have the director/CEO role. nice bug, two thumbs up ! NOTE: apparently, they need "take from hangar #1" role regardless of hangar they WANT to take FROM. No idea what the status on this bug is. 33. No L5 pirate agents. "we haven't forgotten them, just, err... you know, not put them in yet. STOP ASKING WHY !". Not a bug, just an omission. But bugs people like hell. 34. lack of factional LP-shop offers from "minor factions". Well, SUPPOSEDLY they'll be populating them later on. Yeah. Wait now. Most of their LP shops are empty or nearly empty, offering just crap rewards. 35. So, do T2 sentry drones benefit from drone specialisations skills or not ? Not listed in showinfo! THIS IS HIGHLY ANNOYING. 36. Reduction in bio size to (???) characters. Why ? Was space on the server getting THAT tight ? 37. EVE-mails maxsize STILL BUGGED at 1500 max characters. Used to be 4000 characters, and then it was "accidentally" reduced (claimed to have been unintentional, alongside the actual nice change of not letting you type more than the max number of characters that coul be sent instead of being able to, but receiver getting a truncated mail). To this day, months after this bug appeared (it WAS admited it was a bug, so don't get there), nothing was done to correct it. 38. a less frequent occurence bug SOME pilots/corps have been experiencing: people can't see their OWN corpmails (the ones they sent themselves). 39. client STILL loses synch with server in a bad way ("You must be X m away from <object> to activate <whatever>, <object> is zilion meters away"). You'd think they would have solved that SOMEHOW by now, after years this bug's been around. The best part is that the client seems to issue "approach" commands based on LOCAL object locations (so, "approach location xx,yy,zz") instead of commands to "approach item ID#xxx"... so obviously, you're out of luck. 40. various other drone problems: random targetswitching, not sticking together ("it's a feature!") and generic annoyances with aggro out of control against drones. Where's the "drone dev" you announced months ago ? Why hasn't he said a peep until now ? 41. OLD: warp to zero ? You mean "warp randomly around 0m, but sometimes as far as 6+km away. Annoyed people landing in a freighter far off the "gate jump activation" area of 2500m are cursing and wishing they had their instas back. And not only them, but that's an extreme example to make a point.
*continued in next post*
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.06.28 23:45:00 -
[3]
*reserved*
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.06.29 00:08:00 -
[4]
*reserved*
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.06.29 01:17:00 -
[5]
Yeah, maybe some are. Most however are not. I didn't triple-check everything, sue me.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.06.29 14:28:00 -
[6]
Esteemed "Jita Alt", you might have accidentally missed the text part above the actual list, and the thread title. You know, the part where it says that this is a consolidated list of not only bugs, but also "buggy" things or "features" that go against the "spirit of the game" according to some people. Also, you might have missed the "snipped" parts where it now simply says "fixed". As soon as I am aware that they FIXED something (as opposed to having it promised to get fixed), it will go out the list.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.06.30 17:38:00 -
[7]
Kahn Mer, thanks for the extra info, adding it to list. Venkul Mul, yeah, it makes no sense to have drone bonus given by original drone launching ship. Drone bonus should be calculated when you LAUNCH the drone from the bay, no mater who the heck scooped it up.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.01 20:56:00 -
[8]
Originally by: Kazuo Ishiguro Using more drones than your ship can hold isn't an exploit, but deliberately using the same method to get an extra damage bonus is, I suppose.
Well, if launching more drones as you can normally launch is an exploit, it's one heck of an old exploit that basically almost everybody knows about and can use if he wants. As for the "getting a damage bonus", it makes no sense to get/lose a damage bonus just because you scoop up and relaunch some drones. No matter when the drone bonus is applied/calculated, after you launch a drone, it should have the proper HP/damage bonus from the one that launched it.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.03 10:50:00 -
[9]
Edited #53 to include details, added a few speculation. See if that still happends with "apply for ships only" checked/unchecked 
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.03 18:38:00 -
[10]
Originally by: Zasmar 32. corp members UNABLE to access corp (?POS only?) hangars unless they have the director/CEO role. nice bug, two thumbs up ! NOTE: apparently, they need "take from hangar #1" role regardless of hangar they WANT to take FROM. No idea what the status on this bug is.
This is my HUGE issue
Yours, and almost any larger corps' that operates at least one POS and can't afford to have full rights for each member or reorganize hangar rights.
Char creation guide | Module/Rig stacknerfing explained |
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.03 20:54:00 -
[11]
Edited by: Akita T on 03/07/2007 20:53:33
Feedback required on all the things on the list FIXED in Rev 2.0.1 No, not those listed in the patchnotes... ACTUAL fixes, the extent of the fix, etc.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.04 15:10:00 -
[12]
So, what now, you mean to tell me none of the items on the list were actually fixed in Rev 2.0.1 ?!?
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.04 15:44:00 -
[13]
Updated status in OPs. But meh, "promised to get fixed eventually" is hardly "fixed in rev 2.0.1" 
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.04 18:34:00 -
[14]
So how do you explain people arriving at over 6km from target then, if "max randomness" was supposed to be around 3km ?
As for vista-related thingies... that has had entire threads dedicated only to that. Still a bad design choice. Also, #3 and #4 were reported by a small number of people, couldn't duplicate the problem myself either.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.04 19:40:00 -
[15]
Edited by: Akita T on 04/07/2007 19:39:50
Originally by: Tonto Auri If You cane out of warp 3km behind destination and have enough fast ship, You'll continue to fly in direction of warp and can land far away than intended 3km. It 2-3 times happened to me in Ares, but never happened in bigger/slower ships, like barge or hauler.
However, that happends to some in barges, haulers (or worse, freighters). Not several km beyond the point... but 6km BEFORE the desired point. Meaning you still have 3.5+km to go towards a gate to be able to jump through (activation range being 2500m). And you can guess how fast that is in a freigher.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.05 16:39:00 -
[16]
Yeah, people like to call it "the left hand having no clue what the right hand is doing syndrome". It's becoming quite common as companies grow in size, yet don't "update" their practices and/or policies regarding information flow, sadly.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.06 17:13:00 -
[17]
Anybody can confirm taking stuff out of POS hangars was fixed or not ? Our corp doesn't operate any POSes, so I have no way of testing.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.08 14:04:00 -
[18]
Well, DX10 is supposedly "Vista only", but only because Microsoft says so as a "buy our crappy Vista" marketing stunt... quite the contrary, people all over the place already play "DX10 only" (read "Vista only") games on XP (for instance Halo 2 and Shadowrun) with less-than-official patches (proving beyond a shadow of a doubt that "DX10 is impossible to implement on XP" is a Microsoft LIE). The current DX9 client is already "Vista compatible", and that was one major whine reasons around. Both clients will be for Vista (but supposedly also run on XP, and as soon as somebody finds a way to properly port DX10 to XP, if you have a DX10-capable video card, we'll be able to play DX10-EVE on XP too).
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.09 10:38:00 -
[19]
Updated list a bit, added a couple of items. I'll have to reduce ranting and cut down description length, apparently I'm running out of characters in reserved posts. I severely underestimated the need to reserve slots 
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.09 21:51:00 -
[20]
Originally by: SexxxSlave
Originally by: Akita T Yeah, maybe some are. Most however are not. I didn't triple-check everything, sue me.
looks like alot of these "bugs" are self induced whines by yourself.
Looks like you didn't bother to read the first few words in the thread. But thanks for the free bump anyway.
Char creation guide | Module/Rig stacknerfing explained |
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.07.10 10:26:00 -
[21]
Well, they say they also have a new game engine in the works, since the one we have now is practically absolete (especially the communications part, it's over 7 years old)... when THAT will come ount, no news about it seeped yet.
As for hardwirings, I'll give you THE most obvious example: PG8 (5% grid for ship) and KUA2000 (-5% grid use for extenders). Seing how it's next to impossible to only fit extenders and nothing else "eating up" some grid, PG8 is far more useful as KUA2000 in practically any possible fiting scheme, including those heavy on the extenders. And that's not the only example, but just the most obvious one.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.10 14:49:00 -
[22]
Edited by: Akita T on 10/07/2007 14:52:04
Erim Solfara, your #69 is already on the list as #54. Your #70 is however a new issue. Not game-breaking, but annoying, indeed. Adding as #68 on initial list. Tareen Kashaar, your issue is already on the list. #53 actually. But you gave even more info on the matter.
Updating and adding to list accordingly.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.11 07:02:00 -
[23]
Crimson Riptalon, I don't even know how to respond to such mindnumbingly narrow-minded posts.
Yes, the game is great, yes the devs work hard, BUT WHO CARES ? A bug is a bug, a dumb feature is a dumb feature, no matter how good the REST of the game is. What you're saying is aking to "so what if he murdered a couple of people, he's an upstanding guy, he always helps old ladies across the street and does volunteer work at the homeless shelter".
It's people like you (the vast majority of players by the way) that make EVE "less as it can be", by simply accepting most shortcomings in spite of their annoyance because, well, the rest of the game is ok. Personally, I expect a consistent immersive experience, with no OBVIOUS bugs and "backwards" features. Is that so much to ask ?
evs: oh, that one is so old that I almost completely forgot about it True, it got much worse in rev 2.0, but it got a bit less bad in rev 2.0.1. Still happends though. P.S. It's now on the list
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.11 18:44:00 -
[24]
Well, what can I say, you have exceptionally low expectations, so you're happy with how things are. However, there's a lot of people who don't feel the same way as you do. Therefore, please keep out of this thread, it's one for those with much higher expectations as yours.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.17 10:00:00 -
[25]
Bump for the vast majority of issues STILL not getting a fix/improvement in Rev 2.0.2 either.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.18 14:15:00 -
[26]
#23 possibly fixed, need confirmation Everything else... still there, apparently.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.19 20:45:00 -
[27]
That could be one of the "fixed" bugs (the Rev 2.0.0 standings bug) resurfacing in a different way, or it could be a simple display bug. Try clearning your cache (easiest to just change cache folder name instead of deleting contents, this way you can revert to your old cache later if you want to, and sometimes you want to) and seing if the corp standings are still where they shouldn't be, or if the new ones got updated.
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.20 00:41:00 -
[28]
Edited by: Akita T on 20/07/2007 00:44:37
After I saw this, I mentioned it in corp chat. A corpie that used to live out in 0.0 several months ago said it's been happening earlier too.
Quote: > I remember seeing that happen once in 0.0 local > the guy was complaining in local how he didnt know how he got to the outpost, he was just hopping in his carrier > to get back he didnt petition, he grabbed a shuttle
No offense, but that's a KICKASS bug 
Char creation guide | Module/Rig stacknerfing explained |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2007.07.22 22:35:00 -
[29]
As I was saying (several times in this thread), not all items on the list are actual bugs (even if MOST of them are), but rather things bothering people. Agreed, #7 on the list is more of a minor nuissance for actidental clickers, but meh... I'll phase it out later, as more serious issues crop up and post space becomes too tight...
Char creation guide | Module/Rig stacknerfing explained |
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