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View Full Version : Spare time to fix Apocalypse?



Johnny Dbag
05-25-2017, 10:37 AM
Seeing as how we have a two week break here, does this mean the devs will have a little spare time to fix the Apocalypse once and for all? It has been bugged for quite some time now and would be nice to see a fix for the duds it shoots as these were obtained with bits or real money, and it's disheartening to not see a fix or any word of even an attempt in a while.

BruceOpulent
05-25-2017, 11:25 AM
I traded mine but then bought one again when i saw destro tell us they'd fix it. This was 2 months ago and it's still broken.

Johnny Dbag
05-25-2017, 04:12 PM
Pretty sweet how Destro can take the time to say arkforge payouts have not been altered but cant seem to find the time to let us know about Apocalypse. Seems like threads have to be about pvp, arkforge or karma to get attention.

Johnny Dbag
05-26-2017, 11:30 AM
Any word on a fix?

Fallen_Aingeal
05-26-2017, 11:40 AM
Won't happen. Here's why. Yes, I'm quoting myself:


Unless the "problem, bug, or glitch" is solely revenue related, submitting a ticket is senseless.

Think of the umpteen issues brought to their attention every day. The only ones that get a "fast fix" are those directly involving "current or present" income revenue.

Hence, the reason the Apoc hasn't been fixed yet. They are already paid for. If you recall, during the event a patch was made for it, that did absolutely nothing to fix the issue. Nothing since. Why? Because they are already paid for, nonrefundable commodities. They have precisely no incentive to fix things. Ppl are still playing and paying, most of the time for stuff they suspect will be borked.

And, if/when ppl stop playing and paying, it's as simple as hitting the off switch...

So, unless you're a glutton for even more punishment from the game, by all means, continue submitting those "fix-it" tickets...

If the compassion that was declared was even slightly proven, things may be different...JS

Tashinka
05-26-2017, 01:25 PM
I would think not fixing the apocalypse could affect their income stream
Players might be less likely to buy boxes in the future, especially when there is a fair to decent chance the jp they are trying for will be broken and never fixed

Johnny Dbag
05-26-2017, 01:47 PM
Your statement if very well put Reb, and sad, but true it seems. Tash also has a good point. What's the incentive to but more stuff if it's broken and will not be fixed? Kinda like the mass lobber that shoots to the left that was never fixed from one of the bundles.

crasher
05-26-2017, 10:20 PM
Your statement if very well put Reb, and sad, but true it seems. Tash also has a good point. What's the incentive to but more stuff if it's broken and will not be fixed? Kinda like the mass lobber that shoots to the left that was never fixed from one of the bundles.

New players buy stuff, not knowing that the previous stuff is broken and wasn't fixed.

Seasoned players have generally spent most of what they might spend, and can be written off. Nobody cares about player retention passed the break-even point, else they would have fixed end-game, and the infrastructure to make end-game worthwhile to pursue.

Probably why all those pages of bugs never get fixed.
New players don't know what they are yet, and vet players are leaving anyway.

Fallen_Aingeal
05-28-2017, 05:45 PM
New players buy stuff, not knowing that the previous stuff is broken and wasn't fixed.

Seasoned players have generally spent most of what they might spend, and can be written off. Nobody cares about player retention passed the break-even point, else they would have fixed end-game, and the infrastructure to make end-game worthwhile to pursue.

Probably why all those pages of bugs never get fixed.
New players don't know what they are yet, and vet players are leaving anyway.

Not only new players..

The vets are so used to the rng system of the game, that several will "gamble" that a gun will actually be released without any issues...LOL

Johnny Dbag
05-29-2017, 11:14 PM
Good deal on the loyalty bonus, how about fixing stuff we already paid for?

Johnny Dbag
05-31-2017, 09:26 AM
Any word on at least an attempt or a fix is on the way?

Johnny Dbag
05-31-2017, 04:21 PM
Ok, so I went ahead and submitted a ticket, and the ticket response was to keep an eye on the forums for word on this issue. Pretty much the trion "f off we aint doing squat" response. Especially when there is a thread right here about the issue and no dev input. Not stoked on that at all.

ZamboniChaos
06-01-2017, 08:22 AM
This team has actually tried several potential fixes for this weapon, but it's proven to be a troublesome little bug. They're still working on it though, so we'll let you know once we have a fix.

Johnny Dbag
06-01-2017, 09:31 AM
Thanks for the update Zamboni, appreciate the response. As a suggestion, has it been tried to alter the way it arcs down at the end of the shot? Maybe that has something to do with the duds. Maybe if it was changed to shoot more like a regular rocket launcher it would detect collision better?

Light Energy
06-01-2017, 10:06 AM
This team has actually tried several potential fixes for this weapon, but it's proven to be a troublesome little bug. They're still working on it though, so we'll let you know once we have a fix.
Thanks Zamboni, that's good to know :).

Do you know if anyone (in Trion) looked at the post quoted below? Because if they did, there was no post by a dev etc acknowledging such :(. It would be nice to hear more about the specific mechanics from the dev's side :).


~snip~
Some additional thoughts on the behaviour…

The problem (which also may be the reason why some have mentioned an aim bot) is due to the unique behaviour required to get the mushroom VFX to render correctly (i.e. to match reality).

https://s9.postimg.org/5ypjd3hm3/def_apoc_stages.jpg (https://postimg.org/image/5ypjd3hm3/)

Stage 1: The initial rocket flies in a slight arc towards the target.
Stage 2: It changes trajectory and homes in on the ground.
Stage 3: Impact! It hits the ground and triggers the mushroom VFX.

The VFX is not aware of gravity, it is just a pretty animation :). Without the last ground homing stage, the mushroom would not always be perpendicular to the ground and would look strange:

https://s9.postimg.org/x80wrlip7/def_apoc_no2.jpg (https://postimg.org/image/x80wrlip7/)

A side effect is that the projectile does not always go where you expect it to go! If you aim it at something inert like the ground, it may fall and detonate just before it gets there:

https://s9.postimg.org/56mvdwdez/def_apoc_short.jpg (https://postimg.org/image/56mvdwdez/)

Been trying to work out some possible solutions, but dealing with a lot of unknowns here (including the Havok engine etc).
Can stage 2 be minimised as far as possible? As long as the vector is perpendicular to the ground, perhaps it doesn’t need to hit the ground to detonate? Just an idea (I'm sure the devs have tried a few already).

https://s9.postimg.org/m5vtt5omj/def_apoc_min2.jpg (https://postimg.org/image/m5vtt5omj/)

ZamboniChaos
06-02-2017, 02:01 PM
Thanks Zamboni, that's good to know :).

Do you know if anyone (in Trion) looked at the post quoted below? Because if they did, there was no post by a dev etc acknowledging such :(. It would be nice to hear more about the specific mechanics from the dev's side :).

I'm not sure if the team is already aware of this, but I'll pass it along to Destro for you.