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Team: Suns of Hades
Rank: Soldier
Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Top Gameplay Bugs
1. Vacuum scoops' random tendency to break after a server reset and not fix until the server resets again. Debris just twitches in place if the scoop key is held.

2. Ping Radars have been broken since the radar rebalance or since C2 released. They do not work against cloaked targets.

3. Charging elec bugs out with super items/drones/panels sometimes. Can't be fixed without taking everything off the ship and putting it back on.

4. During a BvB, even after all defending kits have been killed, the timer will still abandon attacker bases until the galaxy is owned.

5. Volatile Projectile Overcharger targeting/range issue. Bases don't "see" their extra range bonus from the super item and the projectile speed doesn't seem to be working.

6. Juxs/Concourses that lead from Wild Space into Perilous Perilous Space. Shouldn't exist in the uni generation code.

7. T22 Aveksaka roamers in perilous don't spawn until invasions happen a few times. (Radex slaves)

8. Event chat doesn't show what's scooped or what you can't scoop if its too big.

9. Warp 0 Earthforce layer doesn't auto reveal for each new universe.

10. Ares Warrior and Stingray Swarms still happen in Perilous Space.

11. After radding an AI, any nearby bases or drones will fire at it. If you cap it before the projectiles hit it, it then dies to the bases. Even in non-PVP zones.

12. HQ forgets it has the Map every time the server crashes/restarts.

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Last edited by ELITE on Wed Apr 06, 2016 6:00 pm, edited 6 times in total.

Thu Feb 04, 2016 4:11 am
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Level: 2016

Joined: Wed Sep 01, 2010 4:24 pm
Posts: 531
Post Re: Top Gameplay Bugs
Lemon has volunteered to help keep track of the top priority bugs in the bug forum. These topics will be kept open so that it can be discussed which bugs are most important (by you, the players), so that I can prioritize which ones to fix when I have time. Try to keep things civil, and hopefully we can help improve the game as much as possible together :)

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Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd.


Thu Feb 04, 2016 4:12 am
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Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post Re: Top Gameplay Bugs
1. Missiles receive 1/3 bonus from class skills. Snipers with missiles do more damage than Gunners with missiles. If this is an intended feature, then Gunners with missiles have no niche advantage over Snipers because Missile Mastery only boosts missile damage.

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Thu Feb 04, 2016 4:52 am
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Team: The Unforeseen Colonies
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Joined: Tue Jul 08, 2008 2:47 am
Posts: 1346
Location: Melbourne, Australia
Post Re: Top Gameplay Bugs
carterstrain wrote:
Gunners with missiles have no niche advantage over Snipers because Missile Mastery only boosts missile damage.

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Still an issue anyway.

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Thu Feb 04, 2016 4:57 am
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Post Re: Top Gameplay Bugs
ELITE wrote:
6. T22 Aveksaka roamers in perilous don't spawn until invasions happen a few times. (Radex slaves)


This isn't actually a bug, the Aveksaka roamers in perilous only spawn when subspace is being "overrun" (the subspace layer ownership is above a certain percent).

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Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd.


Thu Feb 04, 2016 5:03 am
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Team: Eminence Front
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Main: Dark Steel
Level: 9138

Joined: Tue Jan 24, 2006 10:35 am
Posts: 2068
Location: Netherlands
Post Re: Top Gameplay Bugs
SI wrote:
ELITE wrote:
6. T22 Aveksaka roamers in perilous don't spawn until invasions happen a few times. (Radex slaves)


This isn't actually a bug, the Aveksaka roamers in perilous only spawn when subspace is being "overrun" (the subspace layer ownership is above a certain percent).


Rip. Can't get the good radex slaves until we fail to clear aliens :(

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Thu Feb 04, 2016 5:14 am
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Main: GodSteel
Level: 3170

Joined: Mon Oct 18, 2010 9:23 am
Posts: 272
Post Re: Top Gameplay Bugs
Coins run away from me when I'm approaching them quickly. They happen to miss the ship too. Also as solo sniper I've experienced many situations where coins disappeared or teleported thousands of distance units from me.
It usually happens when I kill uber which is more than 2k distance from me and PWI right next to loot.


Thu Feb 04, 2016 5:17 am
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Post Re: Top Gameplay Bugs
Godsteel wrote:
Coins run away from me when I'm approaching them quickly. They happen to miss the ship too. Also as solo sniper I've experienced many situations where coins disappeared or teleported thousands of distance units from me.
It usually happens when I kill uber which is more than 2k distance from me and PWI right next to loot.

While we're at it, please for the love of god make it so ships have higher selection priority than coins.

There is literally nothing worse than clicking 50 times on a dead zerk only for all 50 of those clicks to be on the coins it dropped when it died... and then dying because your hospital drones run out before you can even select it.

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Thu Feb 04, 2016 5:19 am
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Team: Eminence Front
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Location: Finland
Post Re: Top Gameplay Bugs
heylo wrote:
SI wrote:
ELITE wrote:
6. T22 Aveksaka roamers in perilous don't spawn until invasions happen a few times. (Radex slaves)


This isn't actually a bug, the Aveksaka roamers in perilous only spawn when subspace is being "overrun" (the subspace layer ownership is above a certain percent).


Rip. Can't get the good radex slaves until we fail to clear aliens :(

Ok so this is just a bad feature and should be changed.


Thu Feb 04, 2016 6:36 am
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Team: Eminence Front
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Main: Evade
Level: 5731

Joined: Wed May 26, 2010 7:51 pm
Posts: 3829
Post Re: Top Gameplay Bugs
I don't mind player interest conflicts related to Subspace. If you want access to Aveksaka wild slaves, then you have to accept that the Aveksaka in Subspace have to be allowed a certain ownership, which would conflict with the interests of colonists. On top of that, there are players who enjoy the loot profit from killing Uparaksana, but by doing so, they also reduce the chance of Gurujana Ekam spawning as well.


Thu Feb 04, 2016 6:58 am
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Post Re: Top Gameplay Bugs
ELITE wrote:
3. During a BvB, even after all defending kits have been killed, the timer will still abandon attacker bases until the galaxy is owned.


That is by design. The idea is that if you are BvBing, it should be because you actually want to take the galaxy away from the other team. If so, you should have no reason to leave it unowned after the enemy kits have been destroyed.

Am I missing something here?

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Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.


Thu Feb 04, 2016 8:47 am
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Team: The Unforeseen Colonies
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Post Re: Top Gameplay Bugs
yclepticon wrote:
ELITE wrote:
3. During a BvB, even after all defending kits have been killed, the timer will still abandon attacker bases until the galaxy is owned.


That is by design. The idea is that if you are BvBing, it should be because you actually want to take the galaxy away from the other team. If so, you should have no reason to leave it unowned after the enemy kits have been destroyed.

Am I missing something here?

It's pointless.

You BvB, win, drop an outpost then own and unown before blowing the outpost.

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Thu Feb 04, 2016 9:42 am
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Team: Suns of Hades
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Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Top Gameplay Bugs
Masterful wrote:
yclepticon wrote:
ELITE wrote:
3. During a BvB, even after all defending kits have been killed, the timer will still abandon attacker bases until the galaxy is owned.


That is by design. The idea is that if you are BvBing, it should be because you actually want to take the galaxy away from the other team. If so, you should have no reason to leave it unowned after the enemy kits have been destroyed.

Am I missing something here?

It's pointless.

You BvB, win, drop an outpost then own and unown before blowing the outpost.


Feels like an extra step that shouldn't be required of the attackers. They already won. What if they don't have another outpost slot? All of their kits just go abandoned lol.

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Thu Feb 04, 2016 6:01 pm
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Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Top Gameplay Bugs
The ping radar bug is a huge deal and has been around for way to long(like years already), its a gamebreaking bug for those few us who play mostly for pvp. Please please make this top priority.

Deleted a comment that is basically a exploit, ill write a ticket instead.

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Thu Feb 04, 2016 6:55 pm
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Post Re: Top Gameplay Bugs
ELITE wrote:
Feels like an extra step that shouldn't be required of the attackers. They already won. What if they don't have another outpost slot? All of their kits just go abandoned lol.

If they go abandoned in an unowned galaxy, they can just dock at them to claim them again. Or, they can just abandon them when the gal is dead and reclaim.

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Fri Feb 05, 2016 4:12 am
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