#41
Posted 30 March 2017 - 10:29 PM
merged thread "Hey Pgi Its Still Happening"
to the poster's original thread.[/mod]
#42
Posted 31 March 2017 - 12:03 AM
Wasn't sure what to do, didn't want to necro/bump an old thread and annoy you.
#44
Posted 31 March 2017 - 04:26 AM
#45
Posted 31 March 2017 - 08:58 AM
I am fairly certain PGI is aware of the situation, and that they are looking into it. It's probably a complex problem and/or they are having difficulty reproducing it on their end. It takes time to figure these things out and fix them.
I mean, it took my doctors three months to figure out why I was in pain, and technically speaking they still haven't figure it out. They just know what seems to be reducing that pain at the moment.
Whining about it on the forums every day isn't going to help PGI solve the problem any sooner.
Edit: This isn't to say not to bump the thread to remind them. Just, stop counting the days the bugs been in game and complaining about it.
Edited by Tesunie, 31 March 2017 - 08:59 AM.
#46
Posted 31 March 2017 - 01:35 PM
For example, Davegt27's video shows that the entire mech is vulnerable to damage.
If his above mobile link doesn't work, I believe this was the video he intended:
youtu.be/Ov7xnWcUO7c?t=6m41s
Edited by draiocht, 31 March 2017 - 01:43 PM.
#47
Posted 31 March 2017 - 06:56 PM
I asked the other team to shoot the drop ship to see what would happen
I took no damage
Glhf
Edited by Davegt27, 31 March 2017 - 07:17 PM.
#49
Posted 01 April 2017 - 04:17 PM
Tesunie, on 31 March 2017 - 08:58 AM, said:
I am fairly certain PGI is aware of the situation, and that they are looking into it.
Really? How do you figure? Since
1) they have not in the last 4 months even acknowledged it
and
2) It's still happening
I can't possibly imagine that either one of your premises is true.
#50
Posted 01 April 2017 - 04:42 PM
Khalcruth, on 01 April 2017 - 04:17 PM, said:
Really? How do you figure? Since
1) they have not in the last 4 months even acknowledged it
and
2) It's still happening
I can't possibly imagine that either one of your premises is true.
I am sure that SOMEONE has reported it to support. Support being support... well... They should now have the problem ticketed and I would imagine that it's under investigation. PGI doesn't exactly create and maintain a list of known problems that I know of. But most times when someone complains about an issue, PGI seems to typically be on it. Even when the rest of the forums wasn't even aware of the problem. I recall many bugs I never heard of (typically crashes) that got fixed... So...
Unless, of course, you have evidence saying otherwise? I'm going to have to just believe that PGI is well aware of the problem. Especially considering how many times it's been mentioned on the forums, and I'm sure reported to support...
#51
Posted 05 April 2017 - 08:16 AM
#52
Posted 05 April 2017 - 08:22 AM
Terrastras Rex, on 05 April 2017 - 08:16 AM, said:
It seems random when it happens to me... But I can't say if I've observed this either. Honestly, wasn't paying that much attention to what I was pressing upon death.
I'll have to try and be more attentive about that when/if it happens to me again. I had this happen once to me yesterday after several (I think four) matches, where I didn't get dropped with the dropship I was suppose to. No damage happened to my mech though, just a longer wait to get back into the fight.
I think it has more to so with somehow your Dropship not spawning, or you just not spawning inside the dropship correctly... Just a guess.
#53
Posted 06 April 2017 - 11:41 PM
#54
Posted 09 April 2017 - 11:28 PM
Edited by LordNothing, 09 April 2017 - 11:32 PM.
#55
Posted 10 April 2017 - 08:44 AM
LordNothing, on 09 April 2017 - 11:28 PM, said:
SRM hit reg fix.
UAC jam issue fixed. (All UACs on one mech use to all jam at the same exact time, all the time if fired at the same time.)
SSRM hit reg fixed. (Use to be you had to chain fire them, or otherwise only one volley would register damage and the rest of an alphaed SSRM barrage would "disappear".)
Floating Mech Syndrome. Otherwise known as "you got stuck on terrain that you weren't suppose to be able to walk on, so now you float above said terrain unable to move". It's also been fixed.
The spider's "blackhole" belly button. (Which use to also shift all damage over to the nearest Jenner's CT, or so the joke at the time went.)
Well, I'd have to say that PGI is capable of fixing bugs. Sometimes, it just takes this thing call... TIME to do...
As far as engine code, they did have some people (back in IGP days) who left and took all the coding information with them. However, Drop Ship coding is all new code.
I would also note that, anytime I've had to contact support or had any friends need to, support has always been very helpful to them/me. Just in another thread I was in, someone was complaining that PGI's support wasn't helping them with a rather detrimental "screen shake" bug, where their screen would shake even when standing still doing nothing and getting hit by nothing. Support hadn't responded in a while so the went to the forums (I suspect support was looking into it maybe?). On the forums, it was discovered that his computer didn't even meet system minimum specs to even contemplate running this game. There is only so much support can do...
#56
Posted 10 April 2017 - 03:19 PM
#57
Posted 10 April 2017 - 06:02 PM
LordNothing, on 10 April 2017 - 03:19 PM, said:
They have fixed those. As I am not a programmer nor a code expert... I do not know how they fixed it.
From what I can see on the forum activation date, you've been around here almost as long as I have. You must have heard of some of the crashes being fixed and other stuff. I know after IGP got split out, a lot of things have improved (where as before hand it typically didn't seem to see any improvements).
#58
Posted 10 April 2017 - 06:32 PM
Besides which, this is the sort of thing to which bandaid patches ought to apply (rather than drop deck tonnages for balancing). Just set mechs to be invincible until after feet touch the ground. What is lost? - being shot on the way down (and occasionally, while still inside the dropship), potentially a very fast alpha on landing (if your drop zone is being swarmed)... basically situations in which your lifespan is already on the order of 3 seconds. An extra second doesn't matter.
#59
Posted 10 April 2017 - 06:45 PM
Jingseng, on 10 April 2017 - 06:32 PM, said:
Besides which, this is the sort of thing to which bandaid patches ought to apply (rather than drop deck tonnages for balancing). Just set mechs to be invincible until after feet touch the ground. What is lost? - being shot on the way down (and occasionally, while still inside the dropship), potentially a very fast alpha on landing (if your drop zone is being swarmed)... basically situations in which your lifespan is already on the order of 3 seconds. An extra second doesn't matter.
That sounds like a rather reasonable solution. Not only to the bug, but also to spawn camping.
Only part it doesn't address is the time you lose between death, hanging out in the dropship, and actually dropping in for combat. But, at least you wouldn't be damaged then...
#60
Posted 11 April 2017 - 01:17 AM
But like I said, a bandaid would be appropriate here as something to cover up a long standing issue, until it can be thoroughly discovered and fixed.
As opposed to placeholder clan autocannons, drop deck limits to deal with "higher concentrations of elite players", and so on.....
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