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Team: The Forgotten Colonies
Main: Mikkel
Level: 1609
Class: Engineer

Joined: Mon Aug 10, 2009 3:59 pm
Post Re: Testing the new visibility system
Battlecruiser23 wrote:
Markoz wrote:
whens the eta of this patch pls?



Oh, and your current avatar is FREAKING AWESOME

/siiiiiiiigned!!

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Thu Oct 22, 2009 5:08 pm
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Team: None
Main: Gamepro07
Level: 1818
Class: Seer

Joined: Fri May 16, 2008 8:03 pm
Post Re: Testing the new visibility system
Mikkel wrote:
Battlecruiser23 wrote:
Markoz wrote:
whens the eta of this patch pls?



Oh, and your current avatar is FREAKING AWESOME

/siiiiiiiigned!!

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Thu Oct 22, 2009 8:03 pm
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Team: Heaven
Main: Kangaroo_blob
Level: 3102
Class: Berserker

Joined: Wed Oct 18, 2006 9:37 pm
Location: Married to: CSE
Post Re: Testing the new visibility system
Mikkel wrote:
Battlecruiser23 wrote:
Markoz wrote:
whens the eta of this patch pls?



Oh, and your current avatar is FREAKING AWESOME

/siiiiiiiigned!!

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Illegitimi Non Carborundum


Sun Oct 25, 2009 5:49 pm
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Team: The Forgotten Colonies
Main: Llessur
Level: 2808
Class: Engineer

Joined: Sun Nov 20, 2005 4:26 pm
Location: Feilding, New Zealand
Post Re: Testing the new visibility system
The new visibility system is not working.


Things are far too hard to spot.

I have had a dreadnought suddenly dissapppear at short range, (I was trying to squad him at the time)

The radar display is far to cumbersome to cope with the vis/detection issue.
I suggest we revert to the system that worked and wait for C2. If C2 cannot cope with it just scrap this new (and horribly flawed system)


Tue Oct 27, 2009 10:59 pm
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Team: None
Main: Demiser of D
Level: 20
Class: None

Joined: Tue Jun 07, 2005 6:46 pm
Location: Listening to Fire On High, best song ever.
Post Re: Testing the new visibility system
The trouble is that, without multiplication, many things are far too low vis. On the other hand, since i never had any vis to start with, i didn't get any boost at all on my sniper....i think it could work, but it would take a lot of tweaking. I Would vote that you temporarily switch back to the old system, and then once C2 is out, you can dedicate full time to rebalancing every vis stat in the game to something more balanced.

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JeffL wrote:
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Battlecruiser23 wrote:
Fuck you, Cygnus.


Tue Oct 27, 2009 11:19 pm
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Team: Admins
Main: Jeff_L
Level: 1028
Class: Sniper

Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post Re: Testing the new visibility system
I don't want to go back to the old system. I think the new one is functional. Please just let me know what you think is still too high or low vis so I can make adjustments (besides asteroids).

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Tue Oct 27, 2009 11:38 pm
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Team: None
Main: Demiser of D
Level: 20
Class: None

Joined: Tue Jun 07, 2005 6:46 pm
Location: Listening to Fire On High, best song ever.
Post Re: Testing the new visibility system
Ok, then....you asked for it.

What I believe you have to do is go through and compare side by side every item in the game, and change their vis so in a Normal Gal, they can be seen from teh same distance, as on the original vis system. Then, it will be (Mostly) fixed.

I might be wrong though.

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JeffL wrote:
That's it. I quit!


Battlecruiser23 wrote:
Fuck you, Cygnus.


Tue Oct 27, 2009 11:40 pm
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Team: Eminence Front
Main: Myrtok
Level: 1620
Class: Speed Demon

Joined: Sun Jan 13, 2008 3:43 am
Post Re: Testing the new visibility system
JeffL wrote:
I don't want to go back to the old system. I think the new one is functional. Please just let me know what you think is still too high or low vis so I can make adjustments (besides asteroids).

Debris is still too hard to see. You can detect it on radar from a long distance, but it can only be seen from a short distance away with normal radar setups.

Some AI bases that I could see fine in the past (like the one in Graveyard) are now invisible to vision and detection until you get close, but some bases that are supposed to be completely invisible all the time are easily seen even from a distance ( I made a ticket about one of those).

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Wed Oct 28, 2009 5:53 am
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Team: Dark Traders
Main: Getsuga Tenshou
Level: 1799
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Joined: Tue May 19, 2009 7:25 pm
Post Re: Testing the new visibility system
I still think ai's are targeting 0 vis ships from too far away.

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Wed Oct 28, 2009 7:33 am
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Level: 20
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Joined: Tue Jun 07, 2005 6:46 pm
Location: Listening to Fire On High, best song ever.
Post Re: Testing the new visibility system
Yeah...in C7, i had 0 vis on my sniper, WITHOUT cloaking, and when i cloaked they were shooting at me from ~100 distance...

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JeffL wrote:
That's it. I quit!


Battlecruiser23 wrote:
Fuck you, Cygnus.


Wed Oct 28, 2009 9:33 am
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Team: M.A.D.
Main: Golden Salvation
Level: 20
Class: None

Joined: Sat Mar 01, 2008 9:32 pm
Location: At my computer, late at night.
Post Re: Testing the new visibility system
JeffL wrote:
I don't want to go back to the old system. I think the new one is functional. Please just let me know what you think is still too high or low vis so I can make adjustments (besides asteroids).

hmm can u make creds and loot 10000 vis? cuz in a vis 0 galaxy, i cant c my loot....

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Thu Oct 29, 2009 5:08 pm
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Team: Aidelon
Main: RevolutionPower
Level: 3838
Class: Speed Demon

Joined: Sat Dec 03, 2005 10:45 am
Location: UK
Post Re: Testing the new visibility system
Is a seer with 3 radar augs/a t20 radar/ seeing scoop etc etc really not supposed to physical see panthers unless he's directly on top of them?


Sun Nov 01, 2009 5:29 am
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Team: Death Mental
Main: Elryk
Level: 2208
Class: Gunner

Joined: Sat Oct 15, 2005 12:34 am
Post Re: Testing the new visibility system
JeffL wrote:
I don't want to go back to the old system. I think the new one is functional. Please just let me know what you think is still too high or low vis so I can make adjustments (besides asteroids).


I hate to say it like this, but, what you want, and what should be done are likely 2 VERY different things in this case. What you want should ALWAYS come second to what is good for the game. When a Dreadnought can TOTALLY disappear without a cloak, with a Giga GnT and loads of radioactive gear, and other gear that adds vis, you know you've messed it up, that's not good for the game. I'm not saying that you must wait until client 2 to release the visibility system, but you really need to revert it back to a system that works CORRECTLY and as expected until you work out all of the kinks of the new system. As it stands right now, radars, stealth, and visibility are beyond screwed up, the word simply does not exist to describe it.

You wanted to know what we think, there it is. Making adjustments should take place on the test server at this point, and at any point where the content/fixes/changes are not nearly perfect. As I've said before, you need a SELECTED TEST GROUP that can consistently test stuff like this so major screw-ups are not put on the main server for all to see and be forced to deal with for months at a time.

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Sun Nov 01, 2009 10:04 am
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Team: Dark Traders
Main: Getsuga Tenshou
Level: 1799
Class: Berserker

Joined: Tue May 19, 2009 7:25 pm
Post Re: Testing the new visibility system
Kyrle wrote:
As I've said before, you need a SELECTED TEST GROUP that can consistently test stuff like this so major screw-ups are not put on the main server for all to see and be forced to deal with for months at a time.

/Signed
I would also sign up for this aswell :wink:

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Sun Nov 01, 2009 3:34 pm
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Team: Death by Wingsheep
Main: Nabaco's Fort
Level: 20
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Joined: Wed Aug 01, 2007 4:59 pm
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Post Re: Testing the new visibility system
If it gets put in, let me test the F2P stuff!

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Sun Nov 01, 2009 10:14 pm
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