Psst, you can all start reporting these little annoyances in....
The NEW Report a Bug forum!
:D
Psst, you can all start reporting these little annoyances in....
The NEW Report a Bug forum!
:D
Thank you very much everyone involved to make this happen!
I guess this thread should soon be retired. Though the original purpose of listing "since 2006" bugs and such has been somewhat corrupted by influx of new bugs working their way here. I will have to consider the situation. Though the "Report a bug"-forum doesn't show bugs of others, so it has its drawbacks too.
One of the drawbacks of the new report-a-bug forum is the inability to see what other bugs have been submitted. I've been tempted to add a bug either here or there about all the invisible geometry above Tir (the city of ...) that prevents a player from being able to fly from the whompa directly to the grid without getting stuck (sometimes irrevocably so) because I'm not sure if someone's already reported it in the new forum or if this thread has died.
Regarding the invisible Tir geometry, I wouldn't mind if there was invisible geometry around the arena since it's a zone within a zone, but the maze of invisible geometry directly south of the grid terminal is really annoying.
As Kintaii said (see http://forums.anarchy-online.com/sho...30#post6039930) :
Don't worry about what already is reported, just report it.
The plan is: You throw whatever bugs you encounter into that forum, and let me/my dept sort them out. :D Should be a lot simpler and easier than the previous systems.
On the note of whether something has already been reported or not - As we process your reports, we try to take some time and give you back some info on what we know about it, if we know of a workaround, etc. We can't do this for all reports, due to the sheer number of incoming reports and limited manpower, but we do make an effort!
Yeah, its simpler for us but seems like a lot of work for you -- sorting out duplicate bugs... whereas your dept should be using your time verifying and working out bug fixes rather than sorting through whether a bug is duplicated.
The act of searching to see if a bug has already been reported before submitting is the least we can do to help reduce the work load, but anyway, sure. Thanks! :D
I think there should be a sticky in the Bug forum with a list of already reported bugs. This should prevent (hopefully) most players from sending a report on a bug which has already been reported and lower the unneeded extra workload for Nirvelle and her Department.
The downside is that the Community gets to see how buggy AO is still, but we're pretty aware of that already anyways. The upside is that the Devs & FC WILL KNOW the bugs by accepting our help with reports and keeping a public list does make the Community feel they're improving the game with the Devs.
Actually, we don't spend much time searching at all. With one exception, we've all been doing this (bug hunting) for at least 2 years, meaning are very familiar with numerous bugs.
As for working out the fixes themselves... That's the Dev's job. BH analyze the bug reports, determine the root cause, and establish a reliable test case for the devs to base their fix off.
*cough* I'm actually a he. As for a known issues list, right now it's buried in the Report a Bug Announcement (scroll down). Because the Report a Bug forum is "blind", we can't put it in a Sticky, no-one would be able to read it. We're working out another, more accessible place to keep it without stepping on too many toes at once.
Please note that the list we have up there now is not comprehensive, but covers the issues that affect the most players. Were we to put every identified and verified bug there, it would easily be 5,000 lines long... :eek:
On that note, I'd like to quickly point out that the devs have been amazing at fixing many of the long-standing bugs. Every patch, we close out at least 3 known bugs.
Section 6: Inspected equipment looks OE even though it isn't
^^^ That one was repaired like year ago.
It was listed as fixed in the 18.4.4 patch notes (June 2011).
No idea if it actually was, or is bugged again, as I hardly ever use inspect...
I'll check when I login later with a toon carrying some OE gear.
I say, if its still broken or rebroken, then leave it so I can continue to live in denial and feel better about myself:
...inspect a random level 215 PvM toon of the same profession in Old Athen, see OE QL 300 CSS in body slot. Feel better about the OE QL 145 Miy's Nano Armor in my body slot.
[PvM215Toon]: So, what do you think?
To [PvM215Toon]: Don't feel too badly. It happens to the best of us...
/me pats PvM215Toon on shoulder and nods sympathetically
PvM215Toon wonders what the heck I'm going on about
I go away feeling reaffirmed that AO is hard for everybody and I'm doing everything right.
Ok, confirmed it is fixed now :)
That's one more green now, then.
Do clan backyard and Galway zoning issues still exist? It came to me in a dream that the issues with those could be linked to high run speed and small zoning "areas" that confuse the client/server sync and prevent zoning as some sort of exploit prevention. :p
havent got any troubles last few times when zoning off BY to Clinic area (which was the cause).
Also, I think its important: zoning to PlayerShops and HQ is HIGHLY dependant on your FPS value O.o.
Clan backyards are "better" now, but yes, high run speed toons should walk across to zone. If you go zooming into the boundary, you can still get the error message and get warped to some corner of the BY. I doubt it's for the sake of exploit prevention, as neither Neutral or Omni BY's suffer the same problem. I think it has to do with where the "zone boundary" is relative to the "edge" of the playfield.
Similarly, City HQ doors can be a problem if you run all the way into them. If you stop just short where the doors open and wait there a second, you will zone into the HQ. I've started doing this and it's worked 100% of the time. The same problem can be seen in the Luxury Goods Shop's door in Newland City and the Advanced/Superior Shop in Hope (and many others). If you run right into the blackness beyond the door (like you would any other zone boundary) you will be warped back a few meters. If you stop short when the door opens and wait, you will zone inside.
I'm not sure which Galway zone you're referring to. The situation where "sometimes" you can't zone out of Galway Shire? I need to check if the Omni-Trade to the ferry landing in Lush Fields zone boundary. I haven't checked that in ages.
City HQ is different since it doesn't start zoning you if you run too far. You don't get the playshifting failed announcement.
Omni and neut backyards are different maps, so probably have different zones too. If the zone border is borked then the server could think you are trying to initiate zoning even though you're not close enough to the border to do so. Because this only happens with a few select borders and enough speed, I still think that this kind of mechanic could be in place and the zone borders are too "thin" in these problematic spots.
As I recall, the border when heading east from Galway Shire from the mechdog encampment was a problematic one. I encountered this lots of times way back when yalming to civilization after collecting bits for shoulderpad quest.
Well I hope you don't mean there are currently thousands of bugs in AO, I'd like to assume that the whole report of 5,000+ lines would include bugs already fixed. This could be clarified by making 2 stickies: "Bug List we're working on" "List of Bugs squashed".
This could be a great balance in the public eye, it would show how much progress it's been done, and that you're aware of what currently needs fixing. With updates on both stickies (moving fixed bugs to the "squashed" list) it can easily help the AO Community notice the great work and those involved.
And sorry, but the nick sounded female, thanks, dude =D