CBJ wrote:Here's a quick review of the points raised. "Bug" lists like this are all very well, but mixing up opinions with actual bug reports it makes it much less likely to be read, and much more difficult for testers to pick out things that might actually need looking into.
Thankyou very much for your response.
One of the problems with making such a list is that without some sort of feedback, its often impossible to know what is a genuine bug, what is an actual game decision and what is a bug that was decided to be kept.
We now at last have some feedback to help with this. Thankyou.
The most important difference to note is between a game not working as it was intended to work, and not working as you would like it to work or think it should work. The former is a bug and belongs here, the latter is a matter of opinion and, no matter how strongly you hold that opinion, belongs in the general forum (for discussion) or the DevNet ideas forum (for the developers to read, see the note at the end of this post).
We, the players, would like to think that Egosoft does pay some attention to what we consider are bugs, even if they do not. While a game decision may have been made with the best intensions, sometime the implementation doesnt work in a way that the player likes, or plain doesnt work very well at all. It happens. We accept that. But we would alos like to think that Egosoft will see our considering such things a bug to be a reason for a rethink.
1, 2, 2A, 19, 20, 21, 25. These are a lot harder to fix than you seem to think.
Worked perfectly in X2 1.4.
And the issues may be complex, but the basic problems are incredably obvious. Making a 90 degree turn at full speed far too close to a roid, without checking that the turn direction is clear, is very obviously in need of work. Ships making 180 degree turns at full speed and then turning back again without a proper course correction first, is also obvious. Not to mention the fact that the auto-pilot ignores the actual speed and rudder of the ship and uses hardcoded values based on its original specs, which I suspect is its sale spec, not its fully upgraded spec.
As an Ex-Systems Analyst, how hard it is to fix isnt an issue for me. There are some things in any project that either MUST be fixed, or redesigned so the problem doesnt occur. The auto-pilot is something that must be fixed.
Besides, any programmer worth his salt would be ashamed to say "I designed the auto-pilot in X3". I sure as he.l would have, and I'd be busting a gut to solve it, just for my own piece of mind. How hard the problem is, is not the issue.
There is no such thing as an "asteroid plane" for ships to turn out of.
Of course there is. Almost every asteroid field in the game extends along a loose and not all that thick, plain. When you get far enough away, its very obvious. Take Ore Belt for example. Its an XZ plain (basically) with a Y area of a few kms above and below the 0 point. Pull a roid below or above the plain, and you can safely pull it right accross the middle of the sector without hitting anything.
3, 4, 5. Yes, the first is impossible and I've seen no confirmation from testers of this happening. Ships that are destroyed with no reason given are presumably the ones docked at stations destroyed by the GOD engine.
In the case of 4, this is DEFINITELY NOT the case. Nanook can provide a tester with save games, as can a lot of others. Theres a whole thread on this alone.
26, 27. Intelligence of upgrade software is always going to have limitations. If it were perfect then there would be little point in playing the game as you could just leave the AI to get on with it!
But thats the whole point. Many people WANT to leave the traders to get on with it in background without micro-managing all the time, so they can get on with other more interesting persutes such as combat and still have money coming in.
In my case, I frequently wish to leave the game running so I can just watch my strategic plans run without a hitch. Nothing untoward happening is actually how I measure success in the game !
All of your "issues" are all actually feature requests, and as such belong in the DevNet ideas forums (with the usual caveat of making sure you follow the strict posting rules carefully).
I was afraid that would be the official line. Thankyou for confirming it though.
Having been deemed "unhelpful" in devnet, others will need to make the requests, as the frustration level if I participated would merely tax the moderators to the point where everyone was unhappy. Frankly, the rules there demonstrate so well why many of the things added to the game are only ever half thought out. But that is just my personal opinion, and my personal decision to avoid devnet. Everyone is at liberty to disagree with me.
If you would like to split this thread into genuine bugs which stays here for attention, and developmental issues for devnet, with anything left being put back into Xuniverse where it came from locked, I am very happy for you to do so. If you leave it intact here, I am happy too. Whatever, I'm happy.
But for me, the auto-pilot issues are a game killer, and the only area of the game not affected, ie combat, is affected now by the 1.4 disappearing ships bugs. The end result, is a game that really doesnt play without far too much frustration. Fortunately, for the time being, I am far to busy with documentation and modding issues to have the time to play, so I just live in hope that the devs may actually solve those game-killers by the time I get the time to actually play again.
And that was my aim in starting this thread. Just to ensure that the problems people are making endless threads about were assembled into a single list that the devs could use as a pulse of the players, if they wished to test it.