Author Topic: AWS bug Tracking  (Read 138 times)

Offline Richard "Snakeeyes11" Walsh

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AWS bug Tracking
« on: March 02, 2015, 05:38:42 pm »
This thread is to document and track gameplay bugs only. Any bugs that could effect the economy balance please send direct to dedicated logic via a ticket. The aim of this thread is for a one stop shop of ongoing bugs that can be documented and then prioritised. This first post is to list outstanding bugs. The second post will be to offer the replication steps. The third post will be for fixed bugs once they move off of 1 and 2. Any after this is for other players to post the bugs that they come across along with replication notes.


Below is the list of current bugs reported by the community -


1) No pickable above ground sar stones
2) In the immediate center of NU around the point storage are no pickable above ground ores
3) No choppable trees in game
4) Transport between NU/Sar/Thuransk unavailable
5) when reviving private chat and in game chat doesn't function.
6) Extractors disappearing when UG mining (thought to be fixed?)
7) not all mobs give loot (possibly a feature?)
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Offline Richard "Snakeeyes11" Walsh

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Re: AWS bug Tracking
« Reply #1 on: March 02, 2015, 05:38:55 pm »
Reserved for replication notes.
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Offline Richard "Snakeeyes11" Walsh

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Re: AWS bug Tracking
« Reply #2 on: March 02, 2015, 05:39:14 pm »
Reserved for fixed bugs.
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Offline Event "Janе" Horizon

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Re: AWS bug Tracking
« Reply #3 on: March 02, 2015, 06:53:52 pm »
This type of  thread has been attempted before.
It fails due to the fact that a Forum thread is not designed for Bug tracking.
In addition, Players cannot prioritize bug fixes and Dedicated Logic have their own Bug tracking software that they use internally.


However, best of luck.
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Offline Jarod "Brickwit" McBrickerton

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Re: AWS bug Tracking
« Reply #4 on: March 02, 2015, 11:46:30 pm »
1) No pickable above ground sar stones
Comment: May not be a bug, but since we haven't heard otherwise it should be categorized as one.
Replication steps: Travel the landscape and you'll see that there are no pickable rocks outside of the immediate area around NU's force fields.

2) In the immediate center of NU around the point storage are no pickable above ground ores
Comment: This probably is not a bug since there were never pickable rocks in the immediate area of either NU or QA1, though you didn't have to run so far in QA1.
Replication steps: Travel the landscape immediately around NU's buildings and see that there are no pickable rocks for around 500m (give or take 250m) in any direction.

3) No choppable trees in game
Comment: This is a game engine limitation that the devs were working on, but at least have added random log types and amounts to creature loot to help compensate. The same is true for flowers/herbs.
Replication steps: Try to use an axe on any tree and see that nothing at all happens. Hunt enough mobs to see that logs drop in loot.

4) Transport between NU/Sar/Thuransk unavailable
Replication steps: Try to use the teleporter from a (any?) town other than NU to any other town and see that you are returned to the starting location.

5) when reviving private chat and in game chat doesn't function.
Replication steps: Try to send a message in either chat system and see that nothing happens. (Haven't verified this myself, but I assume this is what happens.)

6) Extractors disappearing when UG mining (thought to be fixed?)
Replication steps: Use a scanner to find an underground metal or mineral resource, locate and claim the resource, place an extractor on the claim, and watch as both the claim and the extractor disappear in under five minutes.

7) not all mobs give loot (possibly a feature?)
Comment: Anti did post that it's expected that not all mobs will give loot, however it seems like a bug that deminers and rudoeds (and possibly other specific mobs) drop loot far less often and have other issues with aggro anyway.
Replication steps: Hunt enough mobs to see that nearly all mobs will sometimes not drop any loot but will aggro normally. Hunt a few deminers and rudoeds near NU and see that they often do not attack if you shoot them, but will attack if you get within their normal aggro range and if you don't kill them before they hit you 22 times, they will move away whether you've damaged them or not; also see that when these mobs have this attack problem the system does not give the "You killed a deminer/rudoed Level 1!" message when killed, do not give any loot, and do not disappear when walked through.
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