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Hippey
Minmatar
Brutor Tribe
Posted - 2003.07.22 23:30:00 - [1]
 

1) No fix for Local bleed. This is still happening and is seriously hindering gameplay

2) No word on the fix for the reset of demand of NPC items after every downtime. This causes some people to get insanly rich trading right after downtime and it also destoys ANY image of a dynamic real world economy. The supply shouldn't miracolously respawn after every downtime. It should respawn monthly. So that when someone abuses one trade route for 2 days, any supply/demand from the two points will diminish. Now someone can find the perfect supply/demand spot, wait after DT and buy hundres of millions worth of a trade good, go to the demand spot, wait after one more DT for the demand to get reset, and sell it at full demand and make hundres of millions of pure profit.

IMO, this is beyond stupid and I REALLY hope it's a temporary thing due to some database/technical problem. Either way, can we get a word on it please? Rolling Eyes

Muaddid
Gallente
Muaddid Corp
Posted - 2003.07.23 00:46:00 - [2]
 

nothing about office space either :/

Slit
Posted - 2003.07.23 01:01:00 - [3]
 

lol, this game is a joke.

7sunami
Evolution
IT Alliance
Posted - 2003.07.23 01:07:00 - [4]
 

most important bug to fix is definately
- the local channel bug; the names keep building up even though ppl arent in the system. This is hindering pvp and creates lags
- mini asteriod bug; asteriod contain 3 or so mineral. This bug is killing the economy, miners stop mining coz its annoying mining now. Manufacturers stop building coz due to lack of megacyte.

Hippey
Minmatar
Brutor Tribe
Posted - 2003.07.23 01:26:00 - [5]
 

-For the office space, they said it'd be a week or two since Lekjart is on vacation so I'm not too surprised it didn't make it in this cut.. no doubt in next

-Same for the mini asteroids thing. Pann made a post on General Discussion also saying that there's is a temp fix atm but a permanent fix will be implemented as soon as Lejkart comes back from vacation


Trimax
Minmatar
Trimax Trading Corporation
Posted - 2003.07.23 01:59:00 - [6]
 

Edited by: Trimax on 23/07/2003 02:01:17
Also, I do not expect that the lack of corporate hanger asset reporting on Tranquility has been fixed, since it works fine on Chaos.

Please as soon as this patch is applied could we get a current database mirror on Chaos. There have been so many changes since July 2, 2003 and we are testing against the old model.

Jash Illian
Minmatar
Light Brigade Industries L.L.C.
Posted - 2003.07.23 04:19:00 - [7]
 

Gotta toss my wooden nickel in here too:

What about these projectile changes I keep hearing about? Tried logging to the test server but got invalid user/pass

Blood Silver
Amarr
Posted - 2003.07.23 05:04:00 - [8]
 

what about cap bug?

Seer
The Angeleyes
Stainless.
Posted - 2003.07.23 06:17:00 - [9]
 

About AP giving you a stupid long route when short route is only one jump away.

e.g. for instance The system next to Yoma (behins with I) tells you its 22 jumps to murini - then i hop into yoma - reset the ap and then reset murini and suddenly its on 15.

Now either I was taught a diiferent type of maths to icelandic students or its bugged to hell.


Still on AP - STILL NO FREAKIN FIX for the damn ship not jumping at gates randomly?

And what about the fitting bug where half ya modules are offline when you leave the station after logging on? Only to find out 20 jumps into deep space <<<<<<------ THIS HAS BEEN AROUND SINCE ALPHA!!!

Jolo
Gallente
Posted - 2003.07.23 07:18:00 - [10]
 

Here's my list to add. Some redundant.

1) Local Chat Bleed Bug-Local chat showing more people than actually in system. Not a big deal, but why do we have local chat if you can never trust it to work. It's a waste of space right now.

2) Office Space Gone-This will affect my corp soon, because we are opening another corp and we have no offices near us. Yikes! Again, not that big of a deal to most.

3) Cap bug-Watching my MWD use 400 units of cap to activate was cool....I don't know about this one. It happened once and I wasn't in battle so it wasn't a big deal. Although I can see this as a BIG deal to fighters. Getting caught in a battle that you can win, then having all your cap disapear is a death sentance.

4) Fitting room-I set up my maller, and everything was online. I re-loged to be sure. Yup all online. I go into battle and open fire on a Arch Engraver, and I was told I didn't have enough CPU to fire. I docked checked it and fitting room said it was fine. Went out again and still not enough CPU. Oh well!

5) MiniRoid- All new respawns of roids are small and have almost no units of ore in them. Even scordite, and veldspar spawn like pebbles and stay that way. I warped to a belt today that we cleared a week ago, and I got there and thought it was still empty. I looked closer and saw the belt filled with micro roids.

Any devs around to comment??

Serge
Amarr
Seraphin Technologies
KrautbreaK
Posted - 2003.07.23 10:39:00 - [11]
 

Pretty decent listing of broken/bugged issues. Esp interested in an end of this cap-bug! fighting is a pain ...

Knaar
Posted - 2003.07.23 10:42:00 - [12]
 

A lot of the bugs you guys speak of are probably not high priority. The cap recharge bug has been in the game since way before I started playing back in beta days.

The NPC supply/demand is probably something CCP doesn't even consider a bug, though I think it is, since I abuse it all the time to get better prices on minerals when I sell. And trading right now is just a joke... I stopped trading, as have everyone in my corp, because all the decently priced trade goods disappear so fast it's crazy. And since the trade skill doesn't work, and my corp has a tax, I can't make any profit trading anyway.

As for the babyroid problem, I suspect they are fixing it manually by running a little script that injects bigger roids into the game. But on the weekly respawn, it still added babyroids that they haven't manually fixed yet, or are in addition to the manually fixed roids. LekJart will probably fix it when he gets back.

As for the AutoPilot bug, I have never witnessed it. Are you sure you have autopilot set to "shortest route"? If you don't, it's probably plotting a strange route to avoid all the low or high security systems it can, depending on what you have it set to.

Aldebaran
Posted - 2003.07.23 13:33:00 - [13]
 

Edited by: Aldebaran on 23/07/2003 14:07:17
Edited by: Aldebaran on 23/07/2003 13:37:37
This is what is high priority for me:

1) Cap recharge bug: When you drain all your cap, and then recharging it, even though the client apps says you have, say, 100 cap, the client app refuse to turn on your gun, saying that it needs 50 cap and you only have 10. And in the event that it does activate, it promptly eats all your cap 10X the value it should. I think this is a rounding bug similar to the gun reload bug, and it seems to be activated when you have been warp scambled. SOmehow being warp scrambled amkes your guns/mwd/sh booster use 10X the amount of cap they used to require. Same behavior for mwd or shield booster, it just refuse to active the items. I dunno how many player ships have been lost due to this bug. If this bug is not an important one, I dont know what is.
2) Baby roid. It affect the market greatly, enough said
3) Corp office should be dealt with the same manner as factory space or lab space. This has been discussed a lot, yet ignored by CCP.

Hippey
Minmatar
Brutor Tribe
Posted - 2003.07.23 16:22:00 - [14]
 

This cap bug must happen either due to module or ship because on my stabber I have NEVER experienced it. Don't use any modules which increase cap recharge/max cap either.

All of you who have this bug, do you use any modules which increase cap recharge or max cap?

7sunami
Evolution
IT Alliance
Posted - 2003.07.23 16:34:00 - [15]
 

one thing i noticed is that
you dont use much cap when warping in a bestower
lots of caps get used up with warping in a maller

Zeidrich
Caldari
Orion Mining
Posted - 2003.07.23 17:01:00 - [16]
 

Quote:
This cap bug must happen either due to module or ship because on my stabber I have NEVER experienced it. Don't use any modules which increase cap recharge/max cap either.

All of you who have this bug, do you use any modules which increase cap recharge or max cap?


Nope. Happened to me a lot way before I started using cap recharging items.

You use a stabber, and I hear from your posts you use projectiles, I don't know if that's changed.

I'm using hybrids, now, when I'm killing a few higher bounty pirates, chances are I'm going to run out of cap, and have to wait for a recharge.

I've found that the cap bug happens most often when I continue trying to fire my guns after I'm low on cap, or out of cap, constantly draining it to 0.

I know also that as you get closer to 0 cap, your cap recharges slower. Just like when you're close to full cap your cap recharges more slowly, it's best to be between 25% and 75% full for the best recharge rate.

What I'm guessing is that the problem lies when you hit exactly zero cap, for instance, when you turn your gun, which takes 14.1 cap to use on, and you have exactly 14.1 cap left.

This reduces your cap recharge rate to an incredibly low recharge rate, only a few points per second, and after a while, this rate starts to accelerate, but fairly slowly.

The problem lies in the fact that the client doesn't recognize that it's possible for the server to want your cap to recharge that slowly, so the client gets out of sync. So you look like you have 400 cap, but it's still only at like 40.

You can correct this problem by warping to a planet and leaving your system for 10 minutes or so, it gives your cap a chance to actually recharge and accelerate back up to it's normal rate.

It's definitely a bug, and a serverside one, and I'm 99% sure that it has to do with the slowing down of your cap when you get closer to 0.

If this is the case, it's probably why you've not seen it hippey, even if you run out of cap, if you spam your projectiles like we spam our hybrids, those projectiles use 1 cap each before controlled bursts, while stock 250mm rails use 19. Much more of an opportunity to drain it completely.

Aldebaran
Posted - 2003.07.23 17:16:00 - [17]
 

Edited by: Aldebaran on 23/07/2003 17:25:52
Re: Work around the cap recharge problem by warping to a planet.

The point is your ship will be destroyed, since you cannot get away from hostilities. I have lost a few cruisers to this bug.
But I agree with you, this bug must be due to the recharge codes when the cap is low and the server and client get out of sync as far as how much cap remains. (It does not explain why all of a sudden my mwd consume 500 cap points per activation though).

I dont know about others but this bug is my single source of frustration. I am a programmer, and IF I were the program manager for EVE, I would drop everything and ask the person responsible for it to fix it ASAP. I don't need new features when this blatant bug is around for so long with no attempt to fix it since it affect game play in an unfair manner.

Hippey
Minmatar
Brutor Tribe
Posted - 2003.07.23 17:43:00 - [18]
 

Hmmm, you are right in that I use projectiles and though I've been out of cap/nearly out of cap a lot due to running shield boosters and etc., I've still never encountered it.

None of my tribesman that use projectils have encountered it either, only the hybrid users.

It seems the bug isnt in the global "when low on cap" issue, but a "low on cap with hybrids" issue. Though if this happens with laser users too, probably should post here. Anything to help tracking it down.

Lithorus
Minmatar
Sebiestor Tribe
Posted - 2003.07.24 00:54:00 - [19]
 

Edited by: Lithorus on 24/07/2003 00:55:21
/me raises his hand...

Hippey, projectile user here and happened last night. Didn't have to get near zero cap.

Xelios
Minmatar
Broski Enterprises
-Mostly Harmless-
Posted - 2003.07.24 01:35:00 - [20]
 

Has anyone tried running the logserver to try and pin this cap bug down? I realize it would be a big job to wade through all the code that comes up, but if we can get it pinpointed it will be much easier for the devs to fix it up.

Jolo
Gallente
Posted - 2003.07.24 01:55:00 - [21]
 

It's such a random bug, it's really hard. I just had it for the first time 3 days ago. And I've played a LOT since game launch.

I did just change from a thorax to a maller. But I can't remember now if it was on my thorax or maller...

Maybe it's an Amarr thing. What are you guys flying? I always had cap rechargers too on my thorax and never saw a problem..unless it happen to my thorax and i forgot..

Lithorus
Minmatar
Sebiestor Tribe
Posted - 2003.07.24 02:57:00 - [22]
 

Yeah, I haven't had the bug for several weeks. Then a corp member start talking about it happening to him and suddenly it happened to me. He must have jinxed me :)

Mitchman
Omniscient Order
Posted - 2003.07.24 12:01:00 - [23]
 

It happens with lasers too, I've seen it plenty of times with one of our fellows using Large lasers, and it's almost a daily routine.

Velius
Posted - 2003.07.24 12:39:00 - [24]
 

I don't really see how the trade goods demand respawning after downtime is a bug. In real life, efficient JIT factories work on a daily basis. They order parts they need just to complete their production for that day, they probably keep some safety stock around, but not that much. When the next day rolls around, they order more items for their production that day. I think EVE simulates that pretty well with the replenishing demand after downtime (kinda like passing a day). Also I have logged on several hours before servers go down and still found some very profitable routes, it just takes a little more work. Very Happy

Carbon
Gallente
River Deep
Posted - 2003.07.24 12:48:00 - [25]
 

About the cap bug: I was hit with this bug as soon as I undocked in my new Maller a week ago. 95% cap was sucked out of me to warp 26 au. - the same distance wouldn't have drained my Bestower more than 10%! About 50% was then drained to warp to an asteroid belt 500km away.

Seems to happen off and on now - but I think I've seen it happen in a Thorax, too. Also, my shield booster started eating my shields instead of boosting them, while taking 50% cap (med shield booster).. dunno if its related.Confused

Jexter
Caldari
Jokers
Posted - 2003.07.24 12:49:00 - [26]
 

The CAP bug shows up each time we swap ships. Especially when we swap ships in space via the board ship command. Jumping a startgate usually fixes it.

Hippey
Minmatar
Brutor Tribe
Posted - 2003.07.24 13:58:00 - [27]
 

As for cap bug, lickspittle (Richard) has posted on Xelio's thread about it that it's been fixed.

As for the trade item respawn, I asked it during the CSM and Hilmar said it's a temporary thing that will be adressed soon(tm)

Mitchman
Omniscient Order
Posted - 2003.07.24 14:02:00 - [28]
 

Hippey, it seems that the bug he fixed is related to cap recharge _changing_ during play, eg. energy management finishing a level while in space. I don't believe these are related, but one can always hope...

Phaethon
Caldari
Eternal Life
Posted - 2003.07.24 15:20:00 - [29]
 

I have been struck be the Cap darin problem numerous times. ALWAYS while fighting npc pirates, and ALWAYS while having a lowslot module with bonus to powergrid installed.
eg. Reactor Control 10% to powergrid or Power Diagnositc + to powergrid, shield and cap.

jumping to a new system fixes the problem. relogging does not.

#3 - Law of Sonic Amplification,
In space, loud sounds, like explosions, are even louder because there is no air to get in the way.



 

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