Pilot Archive

Thread: JTL Pilot issues list, version 1.04

ImaTwilek
Sat Nov 20, 2004 2:58 pm
#170


YT-1300 issues:


1 - After boosters are engaged, control stick operates in reverse, until normal speed is acheived.

2 - ***When equiping with 2 projectile weapons, there should be 2 weapon access panels appearing side by side,I am only getting1. (I vaguely recall see 2 when I 1st loaded mine, can anyone confirm this please)


OK confirming this bug. Had 2 weapons loaded, tried even reloading different weapons, still only 1 panel showing. Logged off for a few hours, then found 2 panels when I logged back in.

Message Edited by ImaTwilek on 11-20-2004 04:25 PM



I didn't come here to win, I came here to fight!
Ahazi: Lelan 2 3 4
HanseSOE wrote:
For those who cry nerf...
The technical term for this is "systems balancing", prior to release. After release, it's still balancing, but changes can be considered nerfs or enhancements.
Since you don't have it yet, if you cry nerf, I'll make sure your name is on the list to spew chicken feathers as your characters talk.
Shivash
Sat Nov 20, 2004 5:39 pm
#171

Current Imperial AI is horrid. Jousting just isn't part and parcel of this physics model. The old AI was much nicer.



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EnFERn0
Sun Nov 21, 2004 4:58 am
#172

Weapon Groupings:
Cannons: I use 2 advanced blasters. If both liked in one group only, it seems only one will actually shoot.

Using 2 groups, 2 cannons in one and 1 in the other.
Picking the group with 2 cannons and both will fire.

But frequently after a salvo it shifts to the other group automatically.

Ammo Loading:
You can't tell the difference on crated and uncrated ammo.
And it allows you to arm crates with ammo instead of just subtracking 1 item from the crate.



-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

-----------------------------------------------------------------------------------------------

Iniaes
Mon Nov 22, 2004 5:38 am
#173

Some to add to the Rebel list:

  • The Nova has the same problems as the YT with the controls reversing after using the booster and the alarm not shutting down properly.

  • Mute Droid shuts off the important alerts, like when stuff starts getting disabled, but doesn't shut off the standard "idle" noise astromechs make. They chirp every few seconds, just like they do on the ground. I'd rather shut this off and still have the actual alerts.

  • For some reason our NPC backup move (R&R) has restrictions, but the other classes don't. We can't use them in a POB ship. We can't use them in Kessel or Deep Space. I can understand not wanting the big ships to get repairs (they want to keep the repairs done by the crew), but we should be able to call for reload in them. Same goes for getting R&R in Kessel or Deep Space... you're a stationary target for 5 minutes. It's not like it's danger-free.

  • Back in beta they switched the POB ships to use flight computers instead of droids. I guess it was because Rebs were the only ones using droids to begin with. That being said, I'd love it if the Nova went back to taking a droid.

Arryth
Mon Nov 22, 2004 6:51 am
#174

The rebel ace helmet is still not wearable by Mon-Calamari... At least my mine any way..Also PLEASE add the issue of missiles and armor to the list.. These items are very expensive for the amoun tof use you get from them.. Both should, I think see drastic cuts in resourse requirments. Also ask them to give back our reward engins. They arw needed when trying to dog fight the crazy fast A-wings and Tie intercepters in Deep Space...and lets face it.. Speed is fun.



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
Arryth
Mon Nov 22, 2004 6:53 am
#175

Oh.. also.. Could we get increased pay outs on some missions and off kills..



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
Kyyrtek
Mon Nov 22, 2004 10:01 am
#176

Not sure if anyone else has run into this, but last night I ran into a new bug I havent seen anyone post.


I had just entered a system that I had a mission in, and I ran into another player right at the jump entry point. I sent him a /tell and asked if he wanted to group and we'd do his mission and then mine. So we grouped, and all through his mission his enemy npc's would con yellow for me until I shot one while trying to target next enemy. Then they would go red, one by one. This was fine until he started getting in trouble, and when he had one targeted, although it was on his tail and killing him, I couldn't fire on it. Every time I hit it I got the 'friendly fire' doink and no hitpoints were taken off. When he finally got blown up, the npc turned on me, started firing missles, and I still couldn't target it, and when I hit it I still got the 'ff' doink. I tried for awhile, since it should have been an easy kill, but couldn't do anything to it. When I tried to leave it alone to start my mission, it followed me and kept shooting missles at me until I hyper'd out of the system.


Possible important things that may or may not be a factor:

- we grouped after we met in the system, after we had each received missions for the same system

- he was doing a tier 2 mission, I was on tier 3

- he had been workin over the npc and had its damage down, so I could've been considered 'kill stealing'


Kyyrtek



< < < Kyyrtek > > >
Master Bounty Hunter
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Iron Bantha

|r|o|l|l|b|a|c|k|
my anti-NGE

TalonKarrdeTN
Mon Nov 22, 2004 10:38 am
#177






_Smoke_ wrote:








Profession-wide Issues:




  • Invulnerability: This issue affects every pilot every time they launch into space, from the novice recruit to the seasoned Master.



    • Top/Bottom: A fairly well-known bug. Certain firing angles result in no damage to the enemy ship.


    • "Disablement": [UPDATE: As many of you have so wisely conjectured, this is not a bug but rather an intentional window to prevent players from accidentally destroying a ship they were trying to disable. Item removed (thanks a million to GreenMarine, who provided this official clarification!).]





  • Lag and Warping: Many Pilots are reporting problems with lag and lag-warping in various degrees of severity. The level of dissatisfaction with network performance has been steadily increasing and I expect to see it become the subject of outright ranting sooner rather than later. Any progress in this area would be much appreciated by the entire community. [11.2: FIXED. Please let me know if this issue is not resolved to your satisfaction after 11.2 goes live.]





In my experience, both the ship warping/rubberbanding/"drunken bees" bug/issue actually is interrelated/goes hand in hand with alot of the invulnerability problems (you mention lag, but after a ton of testing/observation/analysis, I honestly don't think lag factors in here hardly at all.....it seems to be some sort of synchronization problem between the server and the game client that has nothing to do with lag, because I experience this stuff alot still and my ping rates stay between 85-125ms at least 95% of the time).


I understand the 'top/bottom' invulnerability at times is an isolated/separate bug, but when a ship is seemingly totally invulnerable, that's due to the synchronization problem.Sometimes I get the "drunken bees" effect with the ship, to varying degrees of 'inebriation' (for lack of a better way of putting it ); sometimes the 'drunkness' is very light and sporadic instead of literally being all over the place......but then other times the ship won't be doing the spastic/erratic flying at all but will go into a flat circular turn that's otherwise linear (i.e. I just have to maintain the same speed/turn rate myself and can keep shooting at it), and no matter how many times you hit the ship and see the shield splash effect or hear the effects of you hitting the shields or the hull if you'd already worn them down, you register no additional damage.


In every one ofthose cases though, eventually the server and the game client get back in synch and you experience the 'rubberband snap-back', and suddenly everything's fine again. I've also noticed that whenyou're unsynchronized, you don't hear any of the projectile weapon effects from the ships attacking you (you do still hear your own weapon effects), and as soon as you hit the snap-back those sound effects kick back in.At any rate, both of these issues still need addressing in a big way, not just the invulnerability problems alone.

Message Edited by TalonKarrdeTN on 11-22-2004 11:39 AM





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Scoooter
Mon Nov 22, 2004 11:23 am
#178

1) PVP damage is still too high even at 25% reduction. Imps with emergency overcharge can still one shot kill most everything

2) Like ground decay should be removed from pvp to sncourage pvp. Who wants to risk these expensive ships and components in pvp with no gain especially since you can be one shot killed.



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Ahnuld
Mon Nov 22, 2004 11:51 am
#179


Smoke- Thanks for the issue list. There is one more I would like to see addressed, but I'm not sure where it should go.


When boarding and looting freighters, we'resupposedly getting goodies, but they are not appearing in inventory. Here's a thread...


http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=3668



Any suggestions would be appreciated.



-+-+-+-+-+-+



That which doesn't kill me...
Has been nerfed
ImaTwilek
Mon Nov 22, 2004 12:03 pm
#180






TalonKarrdeTN wrote:






_Smoke_ wrote:








Profession-wide Issues:




  • Invulnerability: This issue affects every pilot every time they launch into space, from the novice recruit to the seasoned Master.



    • Top/Bottom: A fairly well-known bug. Certain firing angles result in no damage to the enemy ship.


    • "Disablement": [UPDATE: As many of you have so wisely conjectured, this is not a bug but rather an intentional window to prevent players from accidentally destroying a ship they were trying to disable. Item removed (thanks a million to GreenMarine, who provided this official clarification!).]





  • Lag and Warping: Many Pilots are reporting problems with lag and lag-warping in various degrees of severity. The level of dissatisfaction with network performance has been steadily increasing and I expect to see it become the subject of outright ranting sooner rather than later. Any progress in this area would be much appreciated by the entire community. [11.2: FIXED. Please let me know if this issue is not resolved to your satisfaction after 11.2 goes live.]





In my experience, both the ship warping/rubberbanding/"drunken bees" bug/issue actually is interrelated/goes hand in hand with alot of the invulnerability problems (you mention lag, but after a ton of testing/observation/analysis, I honestly don't think lag factors in here hardly at all.....it seems to be some sort of synchronization problem between the server and the game client that has nothing to do with lag, because I experience this stuff alot still and my ping rates stay between 85-125ms at least 95% of the time).


I understand the 'top/bottom' invulnerability at times is an isolated/separate bug, but when a ship is seemingly totally invulnerable, that's due to the synchronization problem.Sometimes I get the "drunken bees" effect with the ship, to varying degrees of 'inebriation' (for lack of a better way of putting it ); sometimes the 'drunkness' is very light and sporadic instead of literally being all over the place......but then other times the ship won't be doing the spastic/erratic flying at all but will go into a flat circular turn that's otherwise linear (i.e. I just have to maintain the same speed/turn rate myself and can keep shooting at it), and no matter how many times you hit the ship and see the shield splash effect or hear the effects of you hitting the shields or the hull if you'd already worn them down, you register no additional damage.


In every one ofthose cases though, eventually the server and the game client get back in synch and you experience the 'rubberband snap-back', and suddenly everything's fine again. I've also noticed that whenyou're unsynchronized, you don't hear any of the projectile weapon effects from the ships attacking you (you do still hear your own weapon effects), and as soon as you hit the snap-back those sound effects kick back in.At any rate, both of these issues still need addressing in a big way, not just the invulnerability problems alone.

Message Edited by TalonKarrdeTN on 11-22-2004 11:39 AM




I agree. Strangley I have place my recticle on the ship itself, between 5-20 m behind it, which are complete misses, and they registered as hits as I saw his sheilds % going down, and the sound they make when you know your hitting their armor and chassis. I have even hit them with proton torpedos dealing damage, with the explosion happening way behind them.


These seem to consistently occur when I'm grouped. Sometimes it fixes itself (rubberbanding back) within a minute, sometimes up to 5 minutes, and you are completely vunerable to enemy fire.





I didn't come here to win, I came here to fight!
Ahazi: Lelan 2 3 4
HanseSOE wrote:
For those who cry nerf...
The technical term for this is "systems balancing", prior to release. After release, it's still balancing, but changes can be considered nerfs or enhancements.
Since you don't have it yet, if you cry nerf, I'll make sure your name is on the list to spew chicken feathers as your characters talk.
ImaTwilek
Mon Nov 22, 2004 12:13 pm
#181

Adding another bug:


Last night I wanted to take some screenies of the ISD in Deep Space. I'm neutral, so went and declared, hypered in, and found the awesome thing (great job on those that worked on that thing), all alliance crafts were naturally red dots. So after taking numerous screen shots to use as desktop wallpaper, I hyper out of deep space back to Dathomir. Then I go to the Last Nav station to enter Kessel, and all alliance NPC's are red dots? OK, (I think) maybe its a TEF in space, takes time to come off. So I hyper to Corellia, all player alliance crafts are white dots. Wait there for about 10 minutes, then hyper back to Kessel. Same thing, all alliance crafts are red dots. Now, I didn't stick around to see if rebel player crafts are red dots also, so I cannot add any feedback on that.



I didn't come here to win, I came here to fight!
Ahazi: Lelan 2 3 4
HanseSOE wrote:
For those who cry nerf...
The technical term for this is "systems balancing", prior to release. After release, it's still balancing, but changes can be considered nerfs or enhancements.
Since you don't have it yet, if you cry nerf, I'll make sure your name is on the list to spew chicken feathers as your characters talk.
MexicanMafioso
Mon Nov 22, 2004 2:58 pm
#182

Privoteers need their own master lvl ship. Many of us would like to see the star viper. Thanks!

Link to the thread here



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Rifleman Since SWG Week 1 ~ Neutral

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