Bounty Hunter Archive

Thread: Edge of map, in the water, mission incomplete

Grunzer
Thu Sep 22, 2005 6:28 pm
#66






Aristoi wrote:
I've played SWG since week 2. I've been a Bounty Hunter since Oct 03. Here's a few tips of the trade to avoid losing marks.



  • When your marks stuck inside something your pretty much SOE err SOL. Pre-CU you use to be able to AoE attack something near by to agro it and get it out. With LoS added in the CU AoE attacks now don't hit things you can't see, nor do they pass thur walls as they use to pre-cu. With the pet agro fix for CH you can't send in a droid or pet to draw them out either. The only way I've gotten marks unstuck was to get CS to come walk them out for me, even had a CSR fight me with my mark afterfreeingit. But Aristos SWG CS suxors. Na, not really, everytime I've asked CS to help they've answered within 10 mins. How do I get such fast response? In my ticket I send it in under: I'm stuck performing an action. I make sure to include: my toons name, what planet I'm on, my way-point, my marks name and way-point, the closest starport. While most times CS comes right out to help I have had a few tell me I sent the ticket in under the wrong catagory and to re-send it under missions interactive NPC's. Either way they've always come out and freed my mark.


I'm sure theres other tips I could give but thats all I have for the moment.






Except Jedi right?




CANCELLED

??????????? ?? ????????? ?????? ??? Sony
Cuerv0
Thu Sep 22, 2005 6:41 pm
#67

I see bounty hunting as one of the few challenging thing left to do in this game. It gets easier and easier and YOU people are part of that problem. I'm sick of seeing the devs cave in like they do, all in the name of Community Relations. We have now arrived at the extreme other end of Community Relations, all because we get them to backout an exp change and we suddenly think this is some kind of open source game now?!

To whoever said "i don't think workarounds are acceptable in this state (aka everybody leaving) of the game.", well I for one am going to leave if they make this game any easier.

To whoever said limit the number of mark spawns even more?! Worst idea ever! Would you like some kind of afk-macro BH-mark-tracking thing while they're at it? "OMG I have to click ctrl-v! OMG my brain can only handle the numbing sensation of 3-click grinding! This is frustrating and I'm having a negative player experience! WAAAAH!" Cry me a river.

To whoever upchucked that pseudo-code, just APPLY FOR A JOB!

Just suck it up, you have been given plenty of advice in this thread on how to get through this. And that's unfortunate, because this isn't even very hard to figure out on your own. It isn't some kind of extreme game breaking bug either.

You're a bounty hunter - grow a pair.




Breve Aocak'tah


If I am teh winner, offer to -440 -4312 Star Haven, Talus



Shizzie for yo Hizzie at Breve's eXtreme Home Depot!
Dagrin
Thu Sep 22, 2005 6:49 pm
#68


I can accept the technology limitations that make it impratical (I wont say impossible) to prevent the situation of the calculated spawn point occuring over water or off the edge of the map.


What I don't understand is why a fail-safe can't be implemented to allow the mission to continue even when this does happen. Rather than resulting in a "mission incomplete", why not create a routine that compensates for it? Perhaps a mission update that the probe had been following false readings and then require the player to launch a new seeker to find the target's real trail. On the backend the system calculates a newvector for the target, just like it would when the player first lands on the planet.

Punj
Thu Sep 22, 2005 7:10 pm
#69






Thunderheart wrote:






Havoc420 wrote:

Ok...I'm not a BH but I have friends who are...here is my question in regards to this being a technical issue...


If the game code knows where all the water, trees, housing etc is....why would the game generate the marks position IN the water or a house etc? How is THAT a technical issue is the code KNOWS where these things are yet it generates the mission IN them?


As I said, I'm not a BH...but this doesnt sound like a technical issue..more like a coding issue. Please explain further TH if possible.



Well, the code doesn't know where the water or the houses are. They are actually different sub-systems. One system generates the terrain. Another keeps track of where you are and where all the player structures are. Another is a kind of "find good location" system. It has to talk to all the other systems to make its best guess. I'd go into it further, but I'm afraid the discussion wouldn't stay on track or keep a level tone.


We are always working to improve this though and thats the important part.


Like I said, Blix tightened it up as much as possible, but when you have a dozen servers talking to each other about a moving location across a dynamically generated terrain, the number crunching gets pretty crazy.









i've found a work around for this problem.


launch a single seeker and wait at the starport till it gives the target lost message,launchanother seeker and he should have moved(hopefully away from the water).it's still quicker than cancelling and going back to get another mission





Punj
"the darkside i sense in this one"
-i support me going to a new game Nov15th 2005

Quiet420
Thu Sep 22, 2005 7:26 pm
#70






Thunderheart wrote:






Havoc420 wrote:

Ok...I'm not a BH but I have friends who are...here is my question in regards to this being a technical issue...


If the game code knows where all the water, trees, housing etc is....why would the game generate the marks position IN the water or a house etc? How is THAT a technical issue is the code KNOWS where these things are yet it generates the mission IN them?


As I said, I'm not a BH...but this doesnt sound like a technical issue..more like a coding issue. Please explain further TH if possible.



Well, the code doesn't know where the water or the houses are. They are actually different sub-systems. One system generates the terrain. Another keeps track of where you are and where all the player structures are. Another is a kind of "find good location" system. It has to talk to all the other systems to make its best guess. I'd go into it further, but I'm afraid the discussion wouldn't stay on track or keep a level tone.


We are always working to improve this though and thats the important part.


Like I said, Blix tightened it up as much as possible, but when you have a dozen servers talking to each other about a moving location across a dynamically generated terrain, the number crunching gets pretty crazy.










here's the thing, TH....what you do is asign a phantom point to theWP...yes the mark doesn't yet exist...but what you do is make it so that the phantom point acts in some respects as a player character (loads structures and terrain)and force it to"bounce" off any irregular terrain features...given the slow speed of the wp movement, and that none of the "collision mechanics" need to be transmitted outside of the server, it requires far less system resources than a player...we're talking a huge difference....any time the pointer reaches an obsticle that would induce a collision (house, structure, tree, edge of map) or change a state (water), make it cut back at a random 90 or 270 degree angle.


for any static waypoint you use a similiar process but force it to just respawn if it is in a unique state (outside of map boundries, or in water) and in addition to free the point of houses, trees, and structures...you set a simple path that checks to ensure it is possible to move from a random point 25m away to the waypoint...if it is not, make 2 more attempts from2 other points, and if none can make it to the waypoint, repop the waypoint and try again.


the problem described in this thread IS NOT a limitation of the technology...and it IS NOT a bug...it is the result of sloppy coding that was rushed. If I have to lay it down in computer speak I will...I'm not a great programmer, but I'm passable...however, I am an EXCELLENT critic...we should see a fix to this, given that all it would take would be a few minutes of coding...it would take next to no server resources, and absoloutly 0 network resources, given that it is all server side.


Katalisha
Thu Sep 22, 2005 7:44 pm
#71

HERE IS HOW TO AVOID MARKS SPAWNING IN WATER:



  • Look at your planetary map

  • If the mark waypoint if over water - go make a coffee

  • Come back to find the waypoint has moved several hundred meters

  • Go kill the guy

  • Loot him

  • Drink the coffee




Katalisha Sagio ~ Elder Jedi Guardian, Master Politician, Rebel Pilot

Nikilishia Sagio ~ Master Shipwright, Pirate Scum - Custom Orders Welcome

Lishia Meran ~ Dancing the night away, as it's the only fun left on the ground!

Quiet420
Thu Sep 22, 2005 7:46 pm
#72

we shouldn't have to use workarounds.
Katalisha
Thu Sep 22, 2005 7:47 pm
#73






Quiet420 wrote:
we shouldn't have to use workarounds.





Well it's either use a workaround, or don't complete the mission, so you go your way and I'll go mine.



Katalisha Sagio ~ Elder Jedi Guardian, Master Politician, Rebel Pilot

Nikilishia Sagio ~ Master Shipwright, Pirate Scum - Custom Orders Welcome

Lishia Meran ~ Dancing the night away, as it's the only fun left on the ground!

Quiet420
Thu Sep 22, 2005 7:51 pm
#74

800,000 people already went their way while you went yours....meanwhile 3 mil more people tried wow...and 1.8 mil are still playing it....we need small things like this fixed....not workarounds.
Katalisha
Thu Sep 22, 2005 7:56 pm
#75






Quiet420 wrote:
800,000 people already went their way while you went yours....meanwhile 3 mil more people tried wow...and 1.8 mil are still playing it....we need small things like this fixed....not workarounds.





So go design a fix for it. I'm sure TH would be glad for the help.



Katalisha Sagio ~ Elder Jedi Guardian, Master Politician, Rebel Pilot

Nikilishia Sagio ~ Master Shipwright, Pirate Scum - Custom Orders Welcome

Lishia Meran ~ Dancing the night away, as it's the only fun left on the ground!

Quiet420
Thu Sep 22, 2005 7:57 pm
#76

there are two at the end of the previous page...guess you didn't look.
Katalisha
Thu Sep 22, 2005 7:59 pm
#77






Quiet420 wrote:
there are two at the end of the previous page...guess you didn't look.





No, there are two ideas at the end of the previous page - I can come up with awesome ideas all day long, but ideas don't mean jack without someone to work out a practical way to code and implement them.



Katalisha Sagio ~ Elder Jedi Guardian, Master Politician, Rebel Pilot

Nikilishia Sagio ~ Master Shipwright, Pirate Scum - Custom Orders Welcome

Lishia Meran ~ Dancing the night away, as it's the only fun left on the ground!

Anoq
Thu Sep 22, 2005 8:05 pm
#78



Katalisha wrote:


Quiet420 wrote:
we shouldn't have to use workarounds.



Well it's either use a workaround, or don't complete the mission, so you go your way and I'll go mine.






Everyone understand how to use the workaround and the workaround is viable.

The issue is that a fundamental mission type that is unique to SWG is a failure simply because the subsystems cannot interact well with each other.

Its like when you used to log off for 20mins to get rid of bad buffs. Sometimes you got a buff that was so bad you simply couldn't play because you'd have health or action costs. Could you work around it, yes. Was it better for the Devs to adjust the game so you could overbuff bad buffs, yes.

The frustration is not that people can't complete BH missions that are in water, the frustration is that such a bug still exists after 2 years.



.::A'ker :: A'noq::.

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