nyah ~
You know, like... "Nya~"
nyah ~
You know, like... "Nya~"
Gonna miss you a lot Roxxy, but you're gonna do amazing wherever you go. Just remember to inject catgirl lore in your next job as well. <3
This issue is resolved in the upcoming hotfix.
If its a bug, I get it, no prob.
This is a bug.
Have a speculative fix for this one on the way for the next update, but we won't know how it'll really shake out until Live.
Can you also fix Join Combat trying to send you to an entirely different continent when the one you're on has several perfectly good fights? It's particularly annoying when you had to go through a long queue to get in, since not paying attention can result in you leaving in the middle of an alert with no way of coming back quickly.
That's something we're currently investigating as well.
Those changes have not yet gone Live, as noted in the patch notes. On another note, we're currently working on the bug where Join Combat will sometimes fail to send players to a combat area when the timer hits zero. That should be in the next update, alongside fixes to the spawn system, beacons, and not the Dalton.
Yellowjacket should still be doing siege damage. We'll look into it, thanks for the report.
Just fixed this internally, thanks for the report.
Not supposed to have access to the ones outside your faction's colors, will put in a task to fix it.
Ye olde crouch bug. Wrel can't replicate it though so it doesn't exist.
Not sure why you think that.
its a bug yeah
Correct, you should be able to spawn at all of those Sunderers.
Thanks, that'll be taken care of next update.
In a previous post he said that priority 2 would have to have “the correct conditions” to see the spawn.
I see nothing here detailing what those conditions are specifically and think it’s important to know what they are, rather than leaving it up to a community guessing game.
In this case, it's only the cooldown that matters. Spawn beacons will still functionally be the same, which is to say, they're valid spawn points at any time.
What is the intended way for beacons to work?
Beacons are moving to the new system, and they'll have a standard cooldown like other spawns. We'll need to tune for the correct numbers, but prior to the "fix" last update, they were supposed to sit in the 15 second (priority 2) section.
Beacons are broken after the hotfix though, right? Them resetting every time you die surely can't be intended.
Correct, this is a bug.
/u/DBPaul I tag you because i don't know who else I'm sorry, just a little heads up that you guys are aware of it would be already enaugh <3
We are aware, but it is handled by a different, shared department that is very in demand
This reminds me, a few months back, you mentioned porting interpolation technologies to reduce lag with hits on livestream. Is this happening with this next DX11 update?
Negative. We want to turn it on at some point, but we needed to fix DX11 patch issues before we address it and run some tests.
Basically player position/orientation updates are the packet we send the absolute most, so we want to make sure any changes to those don't explode the amount of data we send/receive.
Whoops! Fix for this coming in the pipes. Warpgates should not be able to be overpopulated XD
A couple crash fixes plus the deployed sunderer terminal being fixed. We are working on a much larger patch that will require downtime right now. Meanwhile the server crashes and unstable warpgate issues are now fixed. We are working as fast as we can.