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Hawk Firestorm
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Posted - 2004.07.02 05:48:00 -
[91]
Edited by: Hawk Firestorm on 02/07/2004 05:53:38 Most important bugs to fix?
That's simple.
Stability, Stability, Stability.
Fix the cluster, and most importantly the clients memory/resource leaks which bog the client down and cause massive and dangerous gaps in gameplay for smooth slick uninterupted gameplay, where the clients performance doesn't end up in the toilet after an hours play or end up in either you loosing your ship due to huge pauses in play or a CTD.
I'd probably estimate that at least 50-70% of all 'lag' issues relate to this looking how the client behaves this end, and a large % of the remaining being problems associated with the new hardware.
It kinda bemuses me that it appears that this seems to be quite low on the to do list, and that shiva while nice to have goes full steam ahead.
Yet the overall stability of the game which your planning to bolt this onto along with many important game design flaws fly out the window, ending up in a bigger and bigger mess to sort out each patch day.
This may sound like a rant but it's not, it's a simple request that you look very hard about the way you do things.
ie It was very unwise to perform such a massive upgrade, without the new system being tested prior to being switched over, and should have been tested throughly, with simulated player activety to debug flaws and sort problems, instead of putting it straight into a live enviroment & crossing your fingers, and then onto of that rolling out a major patch a few days later.
Everyone makes mistakes just learn from them. 
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Deathwing
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Posted - 2004.07.02 09:00:00 -
[92]
Quote: 1. If you attempt to jump before you've quite finished coming out of warp (using an insta bm for example), you get a "Cannot navigate while in Warp" message. Then when you try to jump again, once you have come out of warp, you get "Stargate Jump In Progress" message, even though there isn't a jump in progress. Have to wait 15 secs or so for it to wear off before you can jump.
Request Feature No Insta Jumps
Make the star gate like the mobile warp scrambler thing, anything inside 15k cant warp (prevent gate huggers) and it would stop people from warping in closer then 15k or something like that
k thx
<Stavros> A MAN DRESSED AS SPIDERMAN KICKED MY ASS |

Deathwing
|
Posted - 2004.07.02 09:00:00 -
[93]
Quote: 1. If you attempt to jump before you've quite finished coming out of warp (using an insta bm for example), you get a "Cannot navigate while in Warp" message. Then when you try to jump again, once you have come out of warp, you get "Stargate Jump In Progress" message, even though there isn't a jump in progress. Have to wait 15 secs or so for it to wear off before you can jump.
Request Feature No Insta Jumps
Make the star gate like the mobile warp scrambler thing, anything inside 15k cant warp (prevent gate huggers) and it would stop people from warping in closer then 15k or something like that
k thx
<Stavros> A MAN DRESSED AS SPIDERMAN KICKED MY ASS |

Nentor
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Posted - 2004.07.02 09:47:00 -
[94]
Bugs
- not being able to select all BM in P&P folder and copy them all at once
- modules offline after boarding a new ship
Requests
- Mobile Refinery finally on TQ
- selection box in hangars like in Windows on your desktop
- little improvement in the chat UI: In ICQ you have the option to have a litte sign infront your name in the "who-is-in-the-chat"-list or however you might call it.
Now imagine you could have a similar sign infront of your avatar pic saying "afk". And even better would be if you could leave a note with it, so what everybody who is holding his mouse over the little "afk" sign could read why the person is afk.
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Nentor
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Posted - 2004.07.02 09:47:00 -
[95]
Bugs
- not being able to select all BM in P&P folder and copy them all at once
- modules offline after boarding a new ship
Requests
- Mobile Refinery finally on TQ
- selection box in hangars like in Windows on your desktop
- little improvement in the chat UI: In ICQ you have the option to have a litte sign infront your name in the "who-is-in-the-chat"-list or however you might call it.
Now imagine you could have a similar sign infront of your avatar pic saying "afk". And even better would be if you could leave a note with it, so what everybody who is holding his mouse over the little "afk" sign could read why the person is afk.
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Deathwing
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Posted - 2004.07.02 10:36:00 -
[96]
I dont think people would want to know why I was afk Cause when I do tell people why im afk, they usually tell me to never tell them again and just go about my buisness 
<Stavros> A MAN DRESSED AS SPIDERMAN KICKED MY ASS |

Deathwing
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Posted - 2004.07.02 10:36:00 -
[97]
I dont think people would want to know why I was afk Cause when I do tell people why im afk, they usually tell me to never tell them again and just go about my buisness 
<Stavros> A MAN DRESSED AS SPIDERMAN KICKED MY ASS |

Dukath
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Posted - 2004.07.02 16:58:00 -
[98]
login bug with large address books.
When you have a lot of people in your address book loading time takes too long. (up to 5 minutes, timed it) While in station it is not a problem, just an annoyance. However while in space it is a HUGE problem.
Usually space loads pretty quickly but the chat channels are not filled in. Bookmarks don't show and more importantly you are blind. That is you can warp to gates, stations, planets, anything visible (rightclick doesnt work) but you don't see any ships, but they can see you. They can lock, fire and kill you but you won't see it, except for the messages like "something has started to warp scramble something". Only after the addressbook has been fully loaded (as in asking the server for each guy in the addressbook if he is online) does the game become 'normal'. This is completely unacceptable, especially right after a crash. If there are hostiles around you are dead, simple as that. You can't login quickly to fight or escape since you'll be a sitting duck while you load. You can't escape to a safespot even if space loads since you can't rightclick to select a bookmark.
Please fix this by not loading the online/offline info during startup but only on request.
PS: this bug has been reported several times, as far back as a couple of months ago.
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Dukath
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Posted - 2004.07.02 16:58:00 -
[99]
login bug with large address books.
When you have a lot of people in your address book loading time takes too long. (up to 5 minutes, timed it) While in station it is not a problem, just an annoyance. However while in space it is a HUGE problem.
Usually space loads pretty quickly but the chat channels are not filled in. Bookmarks don't show and more importantly you are blind. That is you can warp to gates, stations, planets, anything visible (rightclick doesnt work) but you don't see any ships, but they can see you. They can lock, fire and kill you but you won't see it, except for the messages like "something has started to warp scramble something". Only after the addressbook has been fully loaded (as in asking the server for each guy in the addressbook if he is online) does the game become 'normal'. This is completely unacceptable, especially right after a crash. If there are hostiles around you are dead, simple as that. You can't login quickly to fight or escape since you'll be a sitting duck while you load. You can't escape to a safespot even if space loads since you can't rightclick to select a bookmark.
Please fix this by not loading the online/offline info during startup but only on request.
PS: this bug has been reported several times, as far back as a couple of months ago.
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Joshua Calvert
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Posted - 2004.07.02 17:01:00 -
[100]
Originally by: Dukath login bug with large address books.
When you have a lot of people in your address book loading time takes too long. (up to 5 minutes, timed it) While in station it is not a problem, just an annoyance. However while in space it is a HUGE problem.
Usually space loads pretty quickly but the chat channels are not filled in. Bookmarks don't show and more importantly you are blind. That is you can warp to gates, stations, planets, anything visible (rightclick doesnt work) but you don't see any ships, but they can see you. They can lock, fire and kill you but you won't see it, except for the messages like "something has started to warp scramble something". Only after the addressbook has been fully loaded (as in asking the server for each guy in the addressbook if he is online) does the game become 'normal'. This is completely unacceptable, especially right after a crash. If there are hostiles around you are dead, simple as that. You can't login quickly to fight or escape since you'll be a sitting duck while you load. You can't escape to a safespot even if space loads since you can't rightclick to select a bookmark.
Please fix this by not loading the online/offline info during startup but only on request.
PS: this bug has been reported several times, as far back as a couple of months ago.
An easy way to fix this would be to save buddies locally.
Bookmarks shouldn't be allowed to be saved locally because they'd be easy to manipulate then.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.07.02 17:01:00 -
[101]
Originally by: Dukath login bug with large address books.
When you have a lot of people in your address book loading time takes too long. (up to 5 minutes, timed it) While in station it is not a problem, just an annoyance. However while in space it is a HUGE problem.
Usually space loads pretty quickly but the chat channels are not filled in. Bookmarks don't show and more importantly you are blind. That is you can warp to gates, stations, planets, anything visible (rightclick doesnt work) but you don't see any ships, but they can see you. They can lock, fire and kill you but you won't see it, except for the messages like "something has started to warp scramble something". Only after the addressbook has been fully loaded (as in asking the server for each guy in the addressbook if he is online) does the game become 'normal'. This is completely unacceptable, especially right after a crash. If there are hostiles around you are dead, simple as that. You can't login quickly to fight or escape since you'll be a sitting duck while you load. You can't escape to a safespot even if space loads since you can't rightclick to select a bookmark.
Please fix this by not loading the online/offline info during startup but only on request.
PS: this bug has been reported several times, as far back as a couple of months ago.
An easy way to fix this would be to save buddies locally.
Bookmarks shouldn't be allowed to be saved locally because they'd be easy to manipulate then.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Jack Birrent
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Posted - 2004.07.02 20:03:00 -
[102]
More to that login bug: It's not really related to amount of bm and friends. True nature of this bug is redownloading entire local cache at random. In my case, it's 1,7 mb. I ususlly log up in seconds, but sometimes, randomly(yes randomly, not just after crash) clientdecide to redownload EVERYTHING which may take 5 minutes and in rush hours, make loging in TOTALLY impossible(overloaded server kills the connection, and you have to restart from begin... and again... and again... until you get so ****ed that you start looking for local AL-Quaida branch and plane to Iceland:P)
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Jack Birrent
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Posted - 2004.07.02 20:03:00 -
[103]
More to that login bug: It's not really related to amount of bm and friends. True nature of this bug is redownloading entire local cache at random. In my case, it's 1,7 mb. I ususlly log up in seconds, but sometimes, randomly(yes randomly, not just after crash) clientdecide to redownload EVERYTHING which may take 5 minutes and in rush hours, make loging in TOTALLY impossible(overloaded server kills the connection, and you have to restart from begin... and again... and again... until you get so ****ed that you start looking for local AL-Quaida branch and plane to Iceland:P)
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Dukath
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Posted - 2004.07.02 20:35:00 -
[104]
In responce to the responces i got. In my case it really is directly connected to the amount of buddies, not the bookmarks, just the amount of buddies. How do i know? well every single login takes 5 minutes. Then i decide to empty my buddy list, leaving all the rest intact, and then login in instantaniously. Slowly my buddy list grows again and it starts taking long time again. This leads me to conclude that it really is linked only to the amount of buddies and I assume at login it asks the server for each person if he is online or not. And because of the large amount of 'questions' and the fact that they all come in very short time it leaves no room for more important messages to reach the client.
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Dukath
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Posted - 2004.07.02 20:35:00 -
[105]
In responce to the responces i got. In my case it really is directly connected to the amount of buddies, not the bookmarks, just the amount of buddies. How do i know? well every single login takes 5 minutes. Then i decide to empty my buddy list, leaving all the rest intact, and then login in instantaniously. Slowly my buddy list grows again and it starts taking long time again. This leads me to conclude that it really is linked only to the amount of buddies and I assume at login it asks the server for each person if he is online or not. And because of the large amount of 'questions' and the fact that they all come in very short time it leaves no room for more important messages to reach the client.
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Joshua Calvert
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Posted - 2004.07.02 20:59:00 -
[106]
Originally by: Dukath In responce to the responces i got. In my case it really is directly connected to the amount of buddies, not the bookmarks, just the amount of buddies. How do i know? well every single login takes 5 minutes. Then i decide to empty my buddy list, leaving all the rest intact, and then login in instantaniously. Slowly my buddy list grows again and it starts taking long time again. This leads me to conclude that it really is linked only to the amount of buddies and I assume at login it asks the server for each person if he is online or not. And because of the large amount of 'questions' and the fact that they all come in very short time it leaves no room for more important messages to reach the client.
Ah, so even a .xml file with your buddies names which is parsed by the client would still be slow because it would then need to ask the server for their online status......
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
|
Posted - 2004.07.02 20:59:00 -
[107]
Originally by: Dukath In responce to the responces i got. In my case it really is directly connected to the amount of buddies, not the bookmarks, just the amount of buddies. How do i know? well every single login takes 5 minutes. Then i decide to empty my buddy list, leaving all the rest intact, and then login in instantaniously. Slowly my buddy list grows again and it starts taking long time again. This leads me to conclude that it really is linked only to the amount of buddies and I assume at login it asks the server for each person if he is online or not. And because of the large amount of 'questions' and the fact that they all come in very short time it leaves no room for more important messages to reach the client.
Ah, so even a .xml file with your buddies names which is parsed by the client would still be slow because it would then need to ask the server for their online status......
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Ravenal
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Posted - 2004.07.03 00:14:00 -
[108]
an update
it seems that the most "popular" items in this thread are the gang bugs, drone features, graphical issues and lag issues.
This topic has been very welcomed and we shall hope that our suggestions will be well met and dealt with according to our hopes.
i would like to point out a minor detail. In this list we want to give CCP in the CSM meetings as community requiested features/fixes we will try to avoid general "bug/feature" areas. The list will not contain: 1. Fix lag 2. fix gangs ...
Recent posts on this thread got me thinking about this and i just wanted to put some emphasis on that point.
The list will be more accurate, somewhere in the lines of: 1. Remove the Press OK for message boxes that comes up on the screen. 2. Something needs to be done about lab slot availability, the fact that they are almost impossible to get means that "supply/demand", like for factories is borked. 3. one problem for the local chat 4. another problem for the local chat ... etc, i think you get the picture
this list is purely fictional - its contents have not yet been decided. But keep the suggestions coming - and do repost a bug or a feature request even though someone else has already posted it, it reinforces that bugs/features importance and makes it more likely to appear on the list.
keep em detailed though, we want to be as specific as we can get (or at least be able to point to a detailed description of the problem/feature request).
...new sig coming up Ravenal - Fate is what you make of it. |

Ravenal
|
Posted - 2004.07.03 00:14:00 -
[109]
an update
it seems that the most "popular" items in this thread are the gang bugs, drone features, graphical issues and lag issues.
This topic has been very welcomed and we shall hope that our suggestions will be well met and dealt with according to our hopes.
i would like to point out a minor detail. In this list we want to give CCP in the CSM meetings as community requiested features/fixes we will try to avoid general "bug/feature" areas. The list will not contain: 1. Fix lag 2. fix gangs ...
Recent posts on this thread got me thinking about this and i just wanted to put some emphasis on that point.
The list will be more accurate, somewhere in the lines of: 1. Remove the Press OK for message boxes that comes up on the screen. 2. Something needs to be done about lab slot availability, the fact that they are almost impossible to get means that "supply/demand", like for factories is borked. 3. one problem for the local chat 4. another problem for the local chat ... etc, i think you get the picture
this list is purely fictional - its contents have not yet been decided. But keep the suggestions coming - and do repost a bug or a feature request even though someone else has already posted it, it reinforces that bugs/features importance and makes it more likely to appear on the list.
keep em detailed though, we want to be as specific as we can get (or at least be able to point to a detailed description of the problem/feature request).
...new sig coming up Ravenal - Fate is what you make of it. |

Dukath
|
Posted - 2004.07.03 08:37:00 -
[110]
Make the warp out poiint more random. Right now if a fleet gangwarps to a spot they end up right on top of each other, so close that they can't use missiles and have a very hard time maneuvering. First thing you need to do at the start of a battle is to 'break apart' so that you wont be hindered in missile use and/or warping out if needed.
Simple fix: Make each warp exit spot random in a sphere of about 15 to 20km. This should fix the gangwarp issue a lot. The only problem could be that it removes instajumps. On the other hand the randomness will sometimes bring you in instajump range immediately when warping to a gate and sometimes a bit further out :) One can also make it so that warping to a bookmark is exact while warping to anything else is randomised a bit.
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Dukath
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Posted - 2004.07.03 08:37:00 -
[111]
Make the warp out poiint more random. Right now if a fleet gangwarps to a spot they end up right on top of each other, so close that they can't use missiles and have a very hard time maneuvering. First thing you need to do at the start of a battle is to 'break apart' so that you wont be hindered in missile use and/or warping out if needed.
Simple fix: Make each warp exit spot random in a sphere of about 15 to 20km. This should fix the gangwarp issue a lot. The only problem could be that it removes instajumps. On the other hand the randomness will sometimes bring you in instajump range immediately when warping to a gate and sometimes a bit further out :) One can also make it so that warping to a bookmark is exact while warping to anything else is randomised a bit.
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Bigby
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Posted - 2004.07.03 11:17:00 -
[112]
Feature Request:
Can we have one of these please?
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Bigby
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Posted - 2004.07.03 11:17:00 -
[113]
Feature Request:
Can we have one of these please?
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Serin Reik
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Posted - 2004.07.03 14:31:00 -
[114]
I'm surprised there's been so little mention of Lab slot availability (though it has been touched on).
Make them more expensive and/or allow individuals to rent only as many as they can use based on their skill set (1-6).
There's no disagreement that some scaricity is needed, but the current system makes little sense. It is outdated and simply seems like a relic of an earlier time.
Chief Executive Officer Draconis Industries |

Serin Reik
|
Posted - 2004.07.03 14:31:00 -
[115]
I'm surprised there's been so little mention of Lab slot availability (though it has been touched on).
Make them more expensive and/or allow individuals to rent only as many as they can use based on their skill set (1-6).
There's no disagreement that some scaricity is needed, but the current system makes little sense. It is outdated and simply seems like a relic of an earlier time.
Chief Executive Officer Draconis Industries |

Kouleu
|
Posted - 2004.07.03 15:53:00 -
[116]
Edited by: Kouleu on 03/07/2004 15:58:35
Quote: I'm surprised there's been so little mention of Lab slot availability (though it has been touched on).
Make them more expensive and/or allow individuals to rent only as many as they can use based on their skill set (1-6).
There's no disagreement that some scaricity is needed, but the current system makes little sense. It is outdated and simply seems like a relic of an earlier time. CEO and Founder Reik Development Studio
This is easily my number 1 fix required to the game: Limit lab slots to skills you have + implement long awaited change to lab pricing - the more you have the more expensive it gets - ideally not linearly but closer to exponential increase in cost.
eg number of slots:cost =>> 1:20K, 2:40K, 3:80K, 4:160K, 5:320K, 6:640K.
So now if people want all 6 slots, they better have a good business model, something other than hoarding it and trying to flog it off; which is basically converting a 10K rental cost into 10M extortion fee.
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Kouleu
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Posted - 2004.07.03 15:53:00 -
[117]
Edited by: Kouleu on 03/07/2004 15:58:35
Quote: I'm surprised there's been so little mention of Lab slot availability (though it has been touched on).
Make them more expensive and/or allow individuals to rent only as many as they can use based on their skill set (1-6).
There's no disagreement that some scaricity is needed, but the current system makes little sense. It is outdated and simply seems like a relic of an earlier time. CEO and Founder Reik Development Studio
This is easily my number 1 fix required to the game: Limit lab slots to skills you have + implement long awaited change to lab pricing - the more you have the more expensive it gets - ideally not linearly but closer to exponential increase in cost.
eg number of slots:cost =>> 1:20K, 2:40K, 3:80K, 4:160K, 5:320K, 6:640K.
So now if people want all 6 slots, they better have a good business model, something other than hoarding it and trying to flog it off; which is basically converting a 10K rental cost into 10M extortion fee.
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Tristan
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Posted - 2004.07.03 17:41:00 -
[118]
Originally by: Roko
-fix missile class damage (torps should do minimal damage to frigates)
NO!
what a STUPID idea. what would happen if you hit a speed boat with a tactical nuke? go figure.
Frigates are fast, torps are slow. if a frig pilot is dumb enough to get hit by one he deserves to die.
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Tristan
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Posted - 2004.07.03 17:41:00 -
[119]
Originally by: Roko
-fix missile class damage (torps should do minimal damage to frigates)
NO!
what a STUPID idea. what would happen if you hit a speed boat with a tactical nuke? go figure.
Frigates are fast, torps are slow. if a frig pilot is dumb enough to get hit by one he deserves to die.
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Yikes
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Posted - 2004.07.04 01:09:00 -
[120]
Fix the problem with the defender missile module sticking when trying to turn it off so you can warp out of the belt/warzone (you can't warp when firing defenders)
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