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[dropship random-drop leg-damage bug]



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#21 Tesunie

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Posted 07 March 2017 - 10:15 AM

View PostWillard Phule, on 07 March 2017 - 05:11 AM, said:


Especially when it takes away from the time dedicated to coming up with new mech packs.

Ignore the bug..er..feature....would you like to buy a new mech pack?


So, lets have artists dig through coding instead of designing mechs... Because they will be so much better at bug fixing than they will be at mech designing compared to the people who are hired and work on fixing bugs...

Hey, maybe I should just start performing brain surgery even though I have no qualifications to do so. That sounds like a great idea. Want me to start poking inside your skull now? I'm sure I'll figure out what I'm suppose to do and get it all right...

#22 Lyons De Flamand

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Posted 07 March 2017 - 10:45 AM

View PostTesunie, on 06 March 2017 - 02:05 PM, said:


You do know that the people who design mechs, the people who design maps and the people who fix bugs are all different teams filled with different people?

....

PGI is a business...


Paid from the same purse. Maybe they have too many artists and too few gamecode developers. True PGI is a business. It's bad business to release a buggy game. It's worse business to not fix your bugs. Even Bethesda isn't getting away clean with that anymore...

*edit: spelling error*

Edited by Lyons De Flamand, 07 March 2017 - 10:46 AM.


#23 Tesunie

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Posted 07 March 2017 - 11:10 AM

View PostLyons De Flamand, on 07 March 2017 - 10:45 AM, said:


Paid from the same purse. Maybe they have too many artists and too few gamecode developers. True PGI is a business. It's bad business to release a buggy game. It's worse business to not fix your bugs. Even Bethesda isn't getting away clean with that anymore...

*edit: spelling error*


I think they only have 4 or 6 people who design the mechs specifically. Concept artist (Alex), cockpit artist, texture artist... Compared to the rest of their staff numbers, I believe Mech Design has the fewest people in it. I could be wrong though of course, as I do not work at PGI and thus don't have first hand knowledge of this. I only know of this from the interviews they did with some of them...

#24 Khalcruth

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Posted 07 March 2017 - 03:57 PM

View PostLyons De Flamand, on 07 March 2017 - 10:45 AM, said:


Paid from the same purse. Maybe they have too many artists and too few gamecode developers. True PGI is a business. It's bad business to release a buggy game. It's worse business to not fix your bugs. Even Bethesda isn't getting away clean with that anymore...

*edit: spelling error*


This guy gets it.

#25 Tesunie

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Posted 07 March 2017 - 04:15 PM

View PostKhalcruth, on 07 March 2017 - 03:57 PM, said:


This guy gets it.


So then, what would you propose? Fire one of the 4-6 people who develop mechs to hire more coders/bug fixers? Then, when you need to develop a new mech, what do you do? Fire one of the (insert category here) and hire a new mech artist?

Really, they have more people working on coding than they do new mechs. I'm fairly certain of that. They also can't treat employees like a rotating door, fire and rehire them. No one would stay or willingly go back to a place that may dump them out the door a few months later...

#26 draiocht

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Posted 15 March 2017 - 01:43 PM

[mod]Removed 'bump' posts and discussion of moderation from end of thread.

Continued 'bump' posts may lead to closing of thread.[/mod]
Demands for public response from PGI staff is not permitted on the forums.
Nevertheless, this thread remains available if staff finds opportunity to usefully reply.

#27 Fake News

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Posted 15 March 2017 - 10:16 PM

look, you guys are looking at this wrong, this is immersion. pgi is giving you a random encounter with a drunk pilot.

#28 Tesunie

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Posted 15 March 2017 - 10:29 PM

View Postebolachan, on 15 March 2017 - 10:16 PM, said:

look, you guys are looking at this wrong, this is immersion. pgi is giving you a random encounter with a drunk pilot.


Oh. It's a bug. A rather annoying and potentially nasty bug alright.

However, that doesn't mean that PGI can just correct the problem "so easily". It takes time to solve some issues. They are probably aware of this issue, and are trying to find it. They may be having problems replicating it on their side to see how the problem is happening.

I'd rather believe that PGI is aware of the issue, considering how many people have complained about it on the forums and other places.

#29 justcallme A S H

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Posted 16 March 2017 - 04:30 PM

View Postdraiocht, on 15 March 2017 - 01:43 PM, said:

[mod]Removed 'bump' posts and discussion of moderation from end of thread.

Continued 'bump' posts may lead to closing of thread.[/mod]
Demands for public response from PGI staff is not permitted on the forums.
Nevertheless, this thread remains available if staff finds opportunity to usefully reply.


so we need to be one of the 20 people on twitter that PGI listens to?

:P

#30 Khalcruth

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Posted 18 March 2017 - 03:23 PM

Yet another set of patch notes, yet another failure to fix the problem. Way to go PGI.

Keep emailing support folks, it's obviously working! The problem is SURE to get noticed next month!

#31 Tesunie

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Posted 18 March 2017 - 04:25 PM

View PostKhalcruth, on 18 March 2017 - 03:23 PM, said:

Yet another set of patch notes, yet another failure to fix the problem. Way to go PGI.

Keep emailing support folks, it's obviously working! The problem is SURE to get noticed next month!


I'm starting to feel people are having unreasonable expectations...

#32 meteorol

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Posted 19 March 2017 - 07:25 AM

Never seen this myself.

What really annoys me though is when you drop on your second mech, but somehow the scoreboard stays on screen, and the droptimer just restarts, even though the mech is already standing on the battlefield.

Sometimes i'm losing like 2.5min just staring at the dropscreen because the timer just starts over from 0:30 again. No idea what causes this.

#33 Van mw

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Posted 20 March 2017 - 01:34 AM

[Redacted]

Back to topic, there are a lot of threads about this issue all around the forums. For example, here is mine.

Edited by draiocht, 20 March 2017 - 07:12 AM.
unconstructive, reply-chain removed


#34 Tesunie

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Posted 20 March 2017 - 10:16 AM

View PostVan mw, on 20 March 2017 - 01:34 AM, said:

[Redacted]

Back to topic, there are a lot of threads about this issue all around the forums. For example, here is mine.


I just want to say that your thread only was closed because it became archived with that patch's feedback when the new patch came out.

Just FYI, though you didn't sounds upset by it.

#35 Marius Evander

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Posted 30 March 2017 - 05:05 PM

http://imgur.com/a/6UMvv

when are you going to address this like you said you were going to 3 months ago ?

#36 MischiefSC

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Posted 30 March 2017 - 05:09 PM

View PostCadoazreal, on 30 March 2017 - 05:05 PM, said:

http://imgur.com/a/6UMvv

when are you going to address this like you said you were going to 3 months ago ?


It's on the list and they have people working on it.

ETA is 90 days after Open Beta.

#37 nehebkau

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Posted 30 March 2017 - 07:05 PM

View PostMischiefSC, on 30 March 2017 - 05:09 PM, said:

It's on the list and they have people working on it.

ETA is 90 days after Open Beta.


That made me LOL.... then cry when I realized it was true.

#38 naterist

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Posted 30 March 2017 - 07:09 PM

Its a feature to make leg armour on bigger mechs relavent.

#39 BLOOD WOLF

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Posted 30 March 2017 - 07:10 PM

I bet you didn't send it to support. Just wanted to start another useless thread.

Edited by BLOOD WOLF, 30 March 2017 - 07:10 PM.


#40 Deathlike

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Posted 30 March 2017 - 07:40 PM

I'm pretty sure a bug report was filed... with video to boot.





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