Forums » Bugs
Drop cargo chasing full ship
Playing on hp Chromebook no plugins installed
Rhamus P8@ 17:30gmt +/- 10 minutes period today Friday dec.6
Had just killed Levi ship cargo was full but Levi drops tried to load into ship
Drops would pick up then jettison over and over
Flew away from Levi nest +3000m and drops stayed with me flickering in and out of cargo like they wanted to load
Radar was flickering with drop pink boxes very rapidly
Galactica Actual was there and saw this it was also happening with his ships
Im not sure what device he plays on
Rhamus P8@ 17:30gmt +/- 10 minutes period today Friday dec.6
Had just killed Levi ship cargo was full but Levi drops tried to load into ship
Drops would pick up then jettison over and over
Flew away from Levi nest +3000m and drops stayed with me flickering in and out of cargo like they wanted to load
Radar was flickering with drop pink boxes very rapidly
Galactica Actual was there and saw this it was also happening with his ships
Im not sure what device he plays on
yep, some problems with cargotractor have magnified with the gravity increase.
under ideal network conditions things are generally fine, but less than ideal network conditions and some freaky stuff starts happening, not just dragging the boxes but high speed orbits around the ship..
(which i observe in others but cannot reproduce).
these problems very rarely happen lately but when they do they are more spectacular than before.
frankly i never re-enabled it, as it seems geared toward picking up everything, when in reality its undesirable to pick up everything.. while it may solve a problem for some it compounds issues for others..
it would be better to be able to pluck a single item from a group of drops.. avoiding the ever popular routine of filling your hold, jetting (while being refilled), jetting, jetting, jetting, until you narrow the stack down to the thing you want. this has been a problem since before cargotractor was a thing.
under ideal network conditions things are generally fine, but less than ideal network conditions and some freaky stuff starts happening, not just dragging the boxes but high speed orbits around the ship..
(which i observe in others but cannot reproduce).
these problems very rarely happen lately but when they do they are more spectacular than before.
frankly i never re-enabled it, as it seems geared toward picking up everything, when in reality its undesirable to pick up everything.. while it may solve a problem for some it compounds issues for others..
it would be better to be able to pluck a single item from a group of drops.. avoiding the ever popular routine of filling your hold, jetting (while being refilled), jetting, jetting, jetting, until you narrow the stack down to the thing you want. this has been a problem since before cargotractor was a thing.
The problem arises not only when you are picking up items, but also when you are trying to jettison them in one place.
Not a solution to this problem, but a related suggestion:
https://www.vendetta-online.com/x/msgboard/3/39024
Not a solution to this problem, but a related suggestion:
https://www.vendetta-online.com/x/msgboard/3/39024
frankly i never re-enabled it, as it seems geared toward picking up everything, when in reality its undesirable to pick up everything.. while it may solve a problem for some it compounds issues for others..
No, it has never picked up everything. It specifically excludes scrap, and I believe it also has options for choosing and "limiting" what you would prefer to pick up?
Please be very certain that any issues you report here are absolutely current. We tend to get people saying "Oh yeah, I disabled that because XXYZ", but we fixed their complaints months ago, and they're still raising it in Bugs like it's a current-thing. That ends up wasting a ton of Developer time, as we chase down "why things we already fixed are somehow still broken" and eventually realize that, no, the player was just "posting out-of-date-data like it was current".
under ideal network conditions things are generally fine, but less than ideal network conditions and some freaky stuff starts happening, not just dragging the boxes but high speed orbits around the ship..
Cargo pickups are now local, not network-based. Network latency should not be a factor, unless, of course, something has been implemented wrong, which is probably what's happening.
Anyway, we'll look at the reported issues, thanks.
Not a solution to this problem, but a related suggestion:
Let's not conflate the Bugs forum with Suggestions, we are not here to solve gameplay problems. That belongs in Suggestions alone. You can reference threads Bugs from Suggestions, but not the other way around.
Bugs are for reporting obvious un-intended flaws in existing functionality.
The cargo tractor is a thing, and will always be a thing, and will be improved to be a better thing. I have no problem with also changing other aspects of the game, but that has nothing to do with this thread.
The reason why I'm kind of rigid about what goes into these threads, is that players have a long history of dragging Bugs content off topic onto whatever other-thing they want to resolve, and.. that is not okay, and becomes a big problem.
The point of this forum is to report and discuss the fixing of specific Bugs, and nothing else, full stop. Anything else gets confusing and makes our jobs a lot more difficult.
No, it has never picked up everything. It specifically excludes scrap, and I believe it also has options for choosing and "limiting" what you would prefer to pick up?
Please be very certain that any issues you report here are absolutely current. We tend to get people saying "Oh yeah, I disabled that because XXYZ", but we fixed their complaints months ago, and they're still raising it in Bugs like it's a current-thing. That ends up wasting a ton of Developer time, as we chase down "why things we already fixed are somehow still broken" and eventually realize that, no, the player was just "posting out-of-date-data like it was current".
under ideal network conditions things are generally fine, but less than ideal network conditions and some freaky stuff starts happening, not just dragging the boxes but high speed orbits around the ship..
Cargo pickups are now local, not network-based. Network latency should not be a factor, unless, of course, something has been implemented wrong, which is probably what's happening.
Anyway, we'll look at the reported issues, thanks.
Not a solution to this problem, but a related suggestion:
Let's not conflate the Bugs forum with Suggestions, we are not here to solve gameplay problems. That belongs in Suggestions alone. You can reference threads Bugs from Suggestions, but not the other way around.
Bugs are for reporting obvious un-intended flaws in existing functionality.
The cargo tractor is a thing, and will always be a thing, and will be improved to be a better thing. I have no problem with also changing other aspects of the game, but that has nothing to do with this thread.
The reason why I'm kind of rigid about what goes into these threads, is that players have a long history of dragging Bugs content off topic onto whatever other-thing they want to resolve, and.. that is not okay, and becomes a big problem.
The point of this forum is to report and discuss the fixing of specific Bugs, and nothing else, full stop. Anything else gets confusing and makes our jobs a lot more difficult.
With all due respect, I believe there are more polite ways to communicate with the community, even when we occasionally make mistakes.
GMT is: Sun Dec 29 09:35:23 2024
Dau L-6
My trident's cargo hold is full. Cargo (737 cu of some ore - cannot target it for long enough to read anymore) tractored way beyond the jump point. The cargo is orbiting my ship as I write this and has been doing so for over 10 minutes. It oscillates between 0 metres (?) and over 5 kilometres, repeatedly losing radar contact. This happens several times a second, occasionally triggering the cargo-picking effects. It doesn't seem to matter that my cargo hold is already full.
GMT is: Sun Dec 29 09:35:23 2024
Dau L-6
My trident's cargo hold is full. Cargo (737 cu of some ore - cannot target it for long enough to read anymore) tractored way beyond the jump point. The cargo is orbiting my ship as I write this and has been doing so for over 10 minutes. It oscillates between 0 metres (?) and over 5 kilometres, repeatedly losing radar contact. This happens several times a second, occasionally triggering the cargo-picking effects. It doesn't seem to matter that my cargo hold is already full.
With all due respect, I believe there are more polite ways to communicate with the community, even when we occasionally make mistakes.
I'm not actually sure what part of my response you find objectionable. I re-read it a couple of times. I was polite, but specific in explaining what challenges existed, and why we needed to manage the usage of the forums in a particular way.
Like I wrote, there is a long and difficult history of tremendous amounts of time being wasted in poor usage of the Bugs forum. That was what eventually resulted in a bunch of people being banned from Bugs, and my becoming far more regimented in what content is allowed here. Essentially, no forum on our site is more tightly constrained and rigidly managed than this one.
We have limited resources. That means we're spread very thin. History has shown that if we aren't careful with managing the information reported from players, it ends up becoming detrimental to the game and further frustrating to the userbase.
There are two realities we deal with that are not always widely understood:
1) Bad bug reporting is often much worse than no reporting at-all. If we had the time back from all the hours spent chasing bugs that did not exist, or that stemmed from player misunderstanding, or players who hadn't played recently who were simply grousing about "old problems" they didn't realize had already been fixed.. we could have implemented another entire game.
2) A great deal of my time is spent combating misinformation. This is extremely corrosive to the game, and it can start anywhere, but especially in any kind of public post. I often have to do this every day, on store-review responses, chat systems, social media, our own forums, ticket systems, direct email requests, and so on. For instance, the majority of our recent "bad reviews" (various "stores") are based on objectively false assertions: people claiming the game "doesn't work" when actually what they mean is "it works fine but tells me I have to buy a game controller to play on my TV, which makes me unreasonably angry."
Dealing with misinformation (again, based on prior experience) requires application of common crisis communication practices: A fast response that is definitive, ideally before further rumor-mill issues can get out of hand and escalate the issue.
Being definitive can come across as being blunt, but it is extremely important, because it is the opposite of the vague "We understand your feelings and will look into this" type of canned corporate response that, while "polite" and useful on an individual level, usually ends up escalating crisis situations when dealing with the overall public, through a further degradation of customer faith in the organization.
So, again, not trying to be impolite here, just trying to explain our reality as best I can.
We are deeply appreciative of thoughtful and carefully-reported bugs, and grateful to receive them, and we try to "show" that by acting on them quickly and fixing issues.
My trident's cargo hold is full. Cargo (737 cu of some ore - cannot target it for long enough to read anymore) tractored way beyond the jump point.
Thank you for the report, I have slated this for examination in the coming week.
I'm not actually sure what part of my response you find objectionable. I re-read it a couple of times. I was polite, but specific in explaining what challenges existed, and why we needed to manage the usage of the forums in a particular way.
Like I wrote, there is a long and difficult history of tremendous amounts of time being wasted in poor usage of the Bugs forum. That was what eventually resulted in a bunch of people being banned from Bugs, and my becoming far more regimented in what content is allowed here. Essentially, no forum on our site is more tightly constrained and rigidly managed than this one.
We have limited resources. That means we're spread very thin. History has shown that if we aren't careful with managing the information reported from players, it ends up becoming detrimental to the game and further frustrating to the userbase.
There are two realities we deal with that are not always widely understood:
1) Bad bug reporting is often much worse than no reporting at-all. If we had the time back from all the hours spent chasing bugs that did not exist, or that stemmed from player misunderstanding, or players who hadn't played recently who were simply grousing about "old problems" they didn't realize had already been fixed.. we could have implemented another entire game.
2) A great deal of my time is spent combating misinformation. This is extremely corrosive to the game, and it can start anywhere, but especially in any kind of public post. I often have to do this every day, on store-review responses, chat systems, social media, our own forums, ticket systems, direct email requests, and so on. For instance, the majority of our recent "bad reviews" (various "stores") are based on objectively false assertions: people claiming the game "doesn't work" when actually what they mean is "it works fine but tells me I have to buy a game controller to play on my TV, which makes me unreasonably angry."
Dealing with misinformation (again, based on prior experience) requires application of common crisis communication practices: A fast response that is definitive, ideally before further rumor-mill issues can get out of hand and escalate the issue.
Being definitive can come across as being blunt, but it is extremely important, because it is the opposite of the vague "We understand your feelings and will look into this" type of canned corporate response that, while "polite" and useful on an individual level, usually ends up escalating crisis situations when dealing with the overall public, through a further degradation of customer faith in the organization.
So, again, not trying to be impolite here, just trying to explain our reality as best I can.
We are deeply appreciative of thoughtful and carefully-reported bugs, and grateful to receive them, and we try to "show" that by acting on them quickly and fixing issues.
My trident's cargo hold is full. Cargo (737 cu of some ore - cannot target it for long enough to read anymore) tractored way beyond the jump point.
Thank you for the report, I have slated this for examination in the coming week.
I understand that our points of view differ, and I will not add any more fuel to the fire.
The problem occurred several times. I'm not sure if this is the cause, but the Triden wasn't just full; it was overstuffed. I always ordered it to pick up ore and then docked (+ 150 cu = 950 cu total).
The extremely long distance might be attributed to the ship moving away. I believe the cargo is floating towards the ship and then returning to its original position.
The problem occurred several times. I'm not sure if this is the cause, but the Triden wasn't just full; it was overstuffed. I always ordered it to pick up ore and then docked (+ 150 cu = 950 cu total).
The extremely long distance might be attributed to the ship moving away. I believe the cargo is floating towards the ship and then returning to its original position.
We have tracked down this issue and it should be fixed in the next release. Thanks for all the reports.
This problem still persists and has never been completely resolved. The cargo follows ships, and flying over a single stack of cargo results in multiple sounds. It's not a major problem, as it does "work." I mean, you can pick up cargo. It's just inconvenient, taking more time and ... not exactly perfect.