Pilot Archive
Thread: RotW Bugs/Issues (Updated 5/11)
The_Yettii wrote:
So far it seems to only be the new npc's added spacificly for attacking miners.
Fighting Tier 2 X-Wings. Just spent the last 35 minutes firing on one that I managed to get disabled from behind and fired on it from the top. Was trying to figure out why I couldn't do any damage to the vessel. Then moved to the rear and opened fire again, and it dropped the chassis % down the way that it should have.
Erratic Movements:
Enemy ships now move in multiple directions during their flight path, which makes lining up the shots near ineffective from long ranges. The targetting reticle doesn't line up correctly with the shots, especially on banks where before, you would be almost certain to hit if you had a lead on your target. Speed changes do not seem to make a difference when an X-wing suddenly looks like it's about to make a sharp turn, does a multiple direction shift in one spot and moves on it's original course.
The_Yettii wrote:
In reguards to the Herky Jerky ships, or Drunken Bees as someone called them earlyer. So far it seems to only be the new npc's added spacificly for attacking miners.
New lvl prototype gun from Eyma: Effect is very well done, looks damn cool. <g> but firing it from a cockpit mounted hardpoint (B-Wing in my trial) induces a very bright full screen flash each time it's fired. I'll try it on one of the wing mounts and see if that makes a difference.
Also the visuals of a mining laser or tractor from a turret are even more blinding... even if they worked from turrets, it's too blinding to track targets.
The Drunken Bumblebee Effect is, as noted, most likely just the result of lag, and I've mentioned it and a number of possible solutions to the devs. I'm hoping something as simple as reducing the lifespan of asteroids would help significantly.
TomoRainer wrote:
The Drunken Bumblebee Effect is, as noted, most likely just the result of lag, and I've mentioned it and a number of possible solutions to the devs. I'm hoping something as simple as reducing the lifespan of asteroids would help significantly.
I agree its lag, my beef is that in many cases its avoidable video lag that was brought on by the new additions to the game and UI. I hope they cut down on the lifespan as you recommend, and I hope they add a toggle for the long range target boxing. I think both measures would help a lot.
I don't go to DS any more unless its known off time when I wont expect anyone, and im jonesing for faction. Why? because even on my well above minimum specs machine, its very nearly unplayable PvE, and certainly unbalanced PvP.
I'm not trying to tell you anything new Tomo, you've heard it all before, and you're on our side. I guess today is just my day to feel energized and annoyed at this issue. I love the new stuff, that's why it hurts so much when a few very minor design decisions make the fun less fun.
TomoRainer wrote:
I suggested adding a toggle for the boxes, too. That's one that'd be nice for immersion as well as lag.
Another "symptom" of the lag or client/server miscommunication, is that if you are real close tailing an enemy ship, you can fire 20 or more shots that all seem to hit the ship body and make the shields flare constantly, but look up at the targets condition and it doesnt change. So, I've started backing off and am now able to take out these same ships 5 or 10 times faster.
To add to the list (after a little more testing and some memory jogging xp):
- Much more frequent crashing in space, half the time in the middle of a battle.
- When I first got into space, the green targetting cursor seemed to work almost just like it used to. Center your reticule on it and fire and you had a good chance of hitting the enemy. After I had travelled around a bit and launched into space from another planet, this stopped being true. I had to target anywhere from 1 to 4 cm behind the green targetting cursor in order to actually hit the ship and do any damage. If I stubbornly stuck to only firing when my reticule was lined up with the targetting cursor, I almost never do any damage -- only when they are coming directly at me or heading directly away would I do any damage. There is absolutely no point to having the targetting cursor if it misleads people to believe that that is the optimal place to fire ahead of their targets. It just isn't working any more and worse that that is very misleading.
- Mostof the time when I can see my shot impacting an enemy ship's shield, there is no effect on their shield numbers in my target window (upper-right corner). In fact, I have witnessed their shield %s regenerate, even as I glance back and forth and see my shots connecting with their shields. Often their shield % will stay at 3 to 5% and their other stats remain almost unchanged (systems around 65% chassis 70%, or whatever) until suddenly they explode. This could just be a lag effect with how often the interface gets updated, but it never used to be like that... and certainly I shouldn't see the shield % regenerating even as I am hitting them. I have seen a Tier 4enemy ship at 50% shields suddenly explode. That would be some lag effect!
- It used to be (correct me if you disagree) that once an enemy ship had taken significant damage the performance of that ship degraded. They didn't turn as swiftly; they slowed down, etc., about the time you started to see smoke trailing them. Not any more. These NPC ships keep flying as if they are in top condition up until they explode. Heck, sometimes they used to try to run for it when the damage got too bad... not any more.
It is not that I can not take out the Tier 3 or 4 pirates that invade my space (all too often) while I am mining. It is just that it takes far longer than it used to, partly because, like Luke, I have to "use the force" to divine where to shoot most of the time. And don't get me wrong, I am good (at least I think so and others have told me so) and I used to have fun taking out ships without targetting them (so I didn't even have the green targetting cursor) so it isn't like I don't have practice doing that already. But having a misleading targetting cursor there screws me up more than half the time in the heat of battle when I am paying attention to many things at the same time.Also, this increased shield regeneration ability for NPC ships, the misses when I can see my shots hitting, or the lack of updates to my interface showing the actual damage, all combine to make taking out even Tier 3 (and sometimes Tier 2) ships take much longer than it ever did before. This makes missions with time deadlines far harder to complete. It isn't that I can't take on 6 Tier 4 enemy ships at the same time (again, I am 3433), but just that I can't seem to take them all out in time to complete my current mission. I do have friends that could help me out, but it is often hard to coordinate, especially during double xp week. Taken altogether, my post RotW experiences in space have been very discouraging.
I have yet to test other weapon slots.
Cedriq