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Bug Report - Player Housing Beta
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Consultant
1834 Posts
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34
May 11, 2022 - 7:16 am

Just a couple of comments here. In response to the original comment of ssutcliffe, we went through and manually added an additional 100,000 dust to every single character that was active in the Beta. This occurred on the second day of the Beta. In SoH, you can see your dust total on the lower right hand corner of the screen, always. But just in case 100,000 was not enough, we announced a new character called the "Beta Janitor" on the second day as well. Anyone who clicks on the Beta Janitor gets an immediate gift of 5,000 dust. There was no limit on the number of times you could click.

We have devs monitoring the forums and the support emails 24 x 7 during every Beta so can identify problems and fix them during the events. Depending upon the time of day, we often have one or more devs just hanging out in the city, so you can broadcast for help and we will come and see.

As for Iris Mission Four being hung up, and also as for a missing enemy on Mission One, we have not been able to replicate these bugs. Several hundred people successfully completed the whole Iris Arc, all missions, during the recent housing Beta. It surprised us that there was so much interest. Specifically on the issue of the hang-up of the mage students, it is possible that this can happen if a player accidentally skips a roomful of enemies. But we don't actually know what happened in your case. Anyone that has had an issue, let us know and one of our devs will play the arc with you during the next event so we can see what is happening and find a fix, if the problem re-occurs.

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mattwo
6 Posts
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33
May 11, 2022 - 1:44 am

ssutcliffe said
I've been doing missions since you don't get any dust. Mission 4 (escort lots of mages) seems to be bugged so badly it's not completable. I've had to restart it over and over because mages constantly get stuck in the terrain.

I couldn't even get that far because the first mage mission in the marketplace had a missing enemy.

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Integral
55 Posts
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32
May 9, 2022 - 9:25 am

Thank you Valethar for these constructive comments. We run Betas to get this kind of specific feedback.

Valethar
3 Posts
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31
May 9, 2022 - 1:27 am

A continuation of my earlier observations, some of which are touched upon again because they definitely need attention.

8) Vendors placed in homes can't be picked up or moved after they're placed.

9) Vendor windows are porous. If the window is in front of another vendor, clicking on something in the vendor window instead 'clicks through' and opens up the other vendor's window instead.

10) Item placement is clunky and difficult. The current move mechanic doesn't work well at all. Instead of being able to adjust whatever we're trying to move, it treats the item as a new placement, basically forcing you to start all over again. Attempting to line up wall sections, carpets and other items is frustratingly difficult if not outright impossible. We definitely need a more refined process for item placement and movement.

11) It would be very helpful if we could see the actual item we're placing/moving, instead of a colored mask. For example, when trying to line walls up, we can't see the actual pattern/texture of the wall, which results in an excessive number of re-placement attempts in order to line up wood grain, patterns, etc...

12) Despite the workaround mentioned earlier in the thread, the character avatar still gets in the way of item placement far too often, making things much more difficult than they should be.

13) The largest of the houses is priced at 1 billion dust? I'm fairly certain that wasn't the case before the update, so I'm guessing it's a bug? I mean, I know the housing market is booming, but.. O.o

Didn't have as much time as I'd have liked to test, with the holiday this weekend. Hopefully I managed to help some. Things are definitely looking good though, looking forward to the next one!

Blastor
3 Posts
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30
May 8, 2022 - 8:44 pm

Reporting floor texture errors.

House Type: 2 floor

Location: Entrance level, lefthand side, near staircase

Faulty Textures: Checkerboard Mosaic, Honeycomb Mosaic, Padded, Tech Tile

Screenshots at: https://www.mediafire.com/fold.....90p7sp0e45

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JestersGhost
921 Posts
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29
May 8, 2022 - 4:27 pm

death5114 said

Oh, thanks for the report. I'll take a look at Expeditionary Force soon! I had the area mapped out so the mages would rarely ever get stuck. Something must have happened to the navigation.  

fwiw I played through it yesterday and had no problems, so it's obviously rare or intermittent.

quantum sufficit

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death5114
1 Posts
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28
May 7, 2022 - 9:29 pm

ssutcliffe said
I've been doing missions since you don't get any dust. Mission 4 (escort lots of mages) seems to be bugged so badly it's not completable. I've had to restart it over and over because mages constantly get stuck in the terrain. I've gotten it to the point where I've killed all the prometheans, and the boss - but it still says I need to 'protect the mages'. I have them all with me - don't know where I need to go to finish it, and every time someone gets stuck ion the terrain, it's back to square one.

This is awful. On escorts like this, they need a teleport self to get themselves unstuck if they get stranded and the hero gets to a certain distance. And with little dust, it's not really possible to get a good test on the base building - which was what this was about.

As for bugs in the base builder, I found a bad one when trying to place a bathtub. It was scaled really small, but when I scaled it bigger the base builder suddenly started lagging so badly it was impossible to place. I Was using the transparent night city walls with windows - though when I changed the wall, that didn't seem to matter - it still seemed to do it.  

Oh, thanks for the report. I'll take a look at Expeditionary Force soon! I had the area mapped out so the mages would rarely ever get stuck. Something must have happened to the navigation.

Dev. Mission Designer. Also Gerry the Goblin.

Maltar
1 Posts
(Offline)
27
May 7, 2022 - 2:18 pm

The foot IK should not happen when stepping on paper/cardboard etc. it really looks awfully contorted. I have screenshot but this wont let me upload

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JestersGhost
921 Posts
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26
May 7, 2022 - 5:58 am

Oh, an actual bug report (as opposed to things to add which I should have put in the other thread) - lots of wall placeables freak out if you have two walls layered - either making a "double thick" interior wall by placing two "base walls" parallel, or placing a base wall over an exterior wall to change how a section looks. In both cases things like the magic portals, sinks, shower shelf, etc. freak out as they try to snap to all the different wall surfaces, turning perpendicular or placing backwards (the sink for example would regularly place on the back of the wall I was looking at).

quantum sufficit

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ralexpdx
1 Posts
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25
May 6, 2022 - 8:56 pm

Here's some things I found. Two floor apartment. Vendors placed (In this case against wall). Upon exit and re-enter vendor models are half buried in the floor near the middle of the room. The interaction trigger is still where I placed them. I'd attach a screenshot, but I don't see any option for that here. Also, can place the small shelf in mid-air and floor, but not above floor against wall. Can't place things you would want to place on tables or tops of cabinets etc. On desk, can place monitor/keyboard and mouse, but can't place mouse near the keyboard (It's red and won't place)

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JestersGhost
921 Posts
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24
May 6, 2022 - 6:58 pm

Things I forgot.

Several of the exit doors to bases aren't actually lined up with the surrounding area. Either not centered on a wall, or not lined up with the textures behind it. Generally it would be *really* nice to be able place the door yourself.

Having floor and ceiling "chunks" like the base walls that can be used to raise sections of the floor, lower bits of ceiling and change the respective textures in an area.

Placeable doorways. like the base walls, so, as has previously been mentioned, you can do things like bathrooms, or make smaller room sections out of larger areas. Currently if I want to section off a bedroom in the huge bases my only "doors "go floor to ceiling and have to be just an open gap.

And obviously more "stuff" is always a good thing - more kitchen pieces (breakfast bar, bowls, plates, cups, cutlery, kitchen sink), bathroom pieces (an actual shower, hot tub), more "styles" of items, like different sofa designs. Bean bags, armchairs, etc.

quantum sufficit

ssutcliffe
3 Posts
(Offline)
23
May 6, 2022 - 6:38 pm

I've been doing missions since you don't get any dust. Mission 4 (escort lots of mages) seems to be bugged so badly it's not completable. I've had to restart it over and over because mages constantly get stuck in the terrain. I've gotten it to the point where I've killed all the prometheans, and the boss - but it still says I need to 'protect the mages'. I have them all with me - don't know where I need to go to finish it, and every time someone gets stuck ion the terrain, it's back to square one.

This is awful. On escorts like this, they need a teleport self to get themselves unstuck if they get stranded and the hero gets to a certain distance. And with little dust, it's not really possible to get a good test on the base building - which was what this was about.

As for bugs in the base builder, I found a bad one when trying to place a bathtub. It was scaled really small, but when I scaled it bigger the base builder suddenly started lagging so badly it was impossible to place. I Was using the transparent night city walls with windows - though when I changed the wall, that didn't seem to matter - it still seemed to do it.

Vicktor
7 Posts
(Offline)
22
May 6, 2022 - 4:46 pm

yes ma'am

Integral said

Hello Viktor,

You are not missing anything on this. The collection of furnishing should be considered a sampling on which we will build based on what players request. We are hearing a request for kitchen stuff here. Correct?  

yes, more kitchen items, more musical instruments, more exercise equipment, arm chairs, recliners, maybe some scaffolding to attach the overhead monitors to when you have a large house. the monitors are way too high in the air to look like they belong with any kind of equipment sitting under them. an actual shower for bathrooms, and perhaps base walls that have doorways, right now you have to kind of set up a screen out of walls if you want any pretense of privacy in a bathroom. ceilings that could cap those walls off if they don't meet the ceiling in the house

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Integral
55 Posts
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21
May 6, 2022 - 4:14 pm

Vicktor said
it is AMAZINGLY annoying how your body gets in the way of placing items...that needs to be dealt with, some games zoom your view point in all the way when in decoration mode, some make you an immaterial silhouette, either would be better than being a road block  

Not minimizing your point, here is a trick to deal with this while it is the way it is. Move your character out of the way with the right mouse key. Then use the left mouse key to change your camera angle. This will allow you to see where you want to place your object.

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Integral
55 Posts
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20
May 6, 2022 - 4:09 pm

JestersGhost, you have very interesting suggestions. Thank you!

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Integral
55 Posts
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19
May 6, 2022 - 4:05 pm

Vicktor said
unless I'm missing it on the vendors, there is no kitchen sink, only a bathroom style sink, which doesn't look like it matches the stove or fridge at all  

Hello Viktor,

You are not missing anything on this. The collection of furnishing should be considered a sampling on which we will build based on what players request. We are hearing a request for kitchen stuff here. Correct?

Vicktor
7 Posts
(Offline)
18
May 6, 2022 - 2:15 pm

it is AMAZINGLY annoying how your body gets in the way of placing items...that needs to be dealt with, some games zoom your view point in all the way when in decoration mode, some make you an immaterial silhouette, either would be better than being a road block

Vicktor
7 Posts
(Offline)
17
May 6, 2022 - 2:09 pm

unless I'm missing it on the vendors, there is no kitchen sink, only a bathroom style sink, which doesn't look like it matches the stove or fridge at all

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JestersGhost
921 Posts
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16
May 6, 2022 - 1:58 pm

GOOD:

- Love the amount of control over placement, sizing, orientation and colours of items.
- The skybox walls/ceilings look amazing.
- Excellent range of types of decoration (tech/magical/classical/etc).

BAD:

- Default sizing on some objects is inconsistent (eg. bath as already mentioned)
- The largest bases are bigger than you can make the extra walls: https://photos.app.goo.gl/VXKN.....Fb1v9zctFA
- There needs to be some of "snap to grid" option for placing pieces and ensuring textures line up. Complete freedom is nice at times, but mostly it is more useful to have things line-up without gaps.
- No way of setting different wall/ceiling/floor textures on multi-floor layouts. Makes skybox ceilings completely unusable on them since they apply to the ground floor ceiling as well. Generally would be nice to have smaller areas in the bigger bases that can each have their own textures.

I'm not completely sold on the "buy a layout then customise it" way of doing bases. I'd rather build a layout up out of smaller shapes, a bit like the old CoH bases were. Might make it easier to support the "different texture sets in different base parts" option mentioned above.

It would also be nice to be able to preview a base before buying it. Especially the first few times it was impossible to get a feel for exactly how big the space would be or what it would look like.

I'd like to see more "big" options to better fill the space in the larger bases. Large scale technical or magical furniture, and more ways of "zoning" other than just the walls, eg. more ceiling and floor decals, placeables that define an area (stage, raised platforms, large holographic projector, that kind of thing).

quantum sufficit

Vicktor
7 Posts
(Offline)
15
May 6, 2022 - 1:33 pm

holding down shift or control doesn't do anything when i'm trying to align items, i end up having to return items to my inventory and placing myself very carefully so i'm not in the way, and can clearly see how to align the new item with previously placed items

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