Author Topic: Collection of Strategus Issues - the thread  (Read 5670 times)

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Offline Canary

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Collection of Strategus Issues - the thread
« on: June 25, 2013, 05:19:14 pm »
+28
We should have been using a thread like this for a long time. I'll try to watch replies and keep up with a list in the main post about issues we still face in-game and on the strat map that should be addressed by a dev.

If you reply with an issue or a suggestion, please try to keep it to something that is a problem to be fixed, not new content to be added. If you can post a link to an existing thread for an issue, that will also be helpful.





Website - Current count: 12 known issues
  • Ticket count going negative on the map, ceases movement. link
  • Fief owner nighttime is not shown for the fief, but still applies to it.
  • Spawn settings for NA-side of the map still apparently not working. (teleport after losing a defense) link
  • An exploit which allows the defending party to access the roster of a No Faction attacker.
  • Typing in a huge number or a letter for max troop cap reverts it to 0 and all troops are killed off.
  • Roster access remains after a battle has started if the page was already open.
  • Similarly, it is possible to retract from a battle you've taken part in after it has begun but before it ends.
  • Holding over 10,000 crates displays as 0 crates
  • 1/3rd rule for attacking fiefs inhibits attacks from going on. The maximum time limit means there is a threshold for defender tickets which guarantees attackers losing troops to retreat.
  • After quickmarching, when exhaustion runs out, receiving any troops for some time will reinstate exhaustion.
  • Applying to a faction puts you in their color and treats you as a member, even before you're accepted.
  • Certain newer items displaying oversized image thumbnails in shop and inventory screen.link

Siege equipment - Current count: 12 known issues
  • Small siege tower ramp does not deploy when used.
  • Siege equipment cap - the limit on the amount of certain siege items for the server is universal, making it impossible for a team to use them if they other side has placed a certain amount. Made worse because defenders can prepare and use siege equipment before attackers can even spawn. Example: only 5 weapon racks can exist at any one time.
  • Ladder yo-yo - graphical issue that sometimes occurs with one or sometimes more ladders (and can recur even if it gets broken if another of the same type is replaced) that shows your character repeatedly falling through the ladder and all terrain underneath you, only to pop back up repeatedly, bobbing up and down. Ladder functions normally for gameplay but it is highly disorienting.
  • Breaking a piece of siege equipment such as a catapult or siege tower can cause lagspikes server-wide.
  • Broken siege equipment having phantom parts that hinder movement, or block access to new construction in the same spot.
  • A weapon rack (and possibly a construction site) will have a phantom part directly below it that hinders movement if built on a higher floor.
  • Weapon racks and healing tents which have been shot can sometimes become inaccessible to some players.
  • Ladders sometimes catching early and stopping without touching anything when thrown underneath another ladder.
  • Ladders still able to be placed while standing on top of another ladder.
  • Equipment sometimes disappears (or rather, appears on the ground) inside some scene objects when an attempt is made to place them on top, such as on a rooftop. Possibly intended for things like catapults, but detrimental to things like weapon racks.
  • Spawning construction materials from the woodpile doesn't correctly display the lost material in the equipment select screen.
  • Spawning with siege equipment messes with the slot system after using it; Using a 3-slot ladder will leave you one slot to pick up new items in (though you can pick up 2 and 3-slot items, just not multiple items).

General in-battle - Current count: 7 known issues
  • Gear bug 1, unequipped gear - Occasionally spawning without items you selected from the list, even when having the requirements to use them. *can typically be fixed by rejoining the server
  • Gear bug 2, inaccessible gear - If there are too many item slots in use for an army's equipment, things in the bottom left of the weapon equip screen become unable to be selected. Heavily exacerbated by attacks restricting transfers, not being able to remove gear in any way in the field, and the system that causes gear to be broken and reclaimed.
  • Gear bug 3, disappearing gear - Certain slots apparently disappear entirely from an army's inventory before some battles. Notably helmets have been missing from a few armies that had them before the battle started.
  • Disconnect death display - Upon leaving the server and rejoining, your kill counter is wiped but you return with the amount of deaths you previously had. However, sometimes the amount of deaths is bugged and additional deaths are added to the number, which increases the timer for respawning.
  • More of a suggested feature change: Random cavalry spawns can be a detriment to functional gameplay. link1 link2 link3 link4
  • Shot ammunition on the ground will block access to usable items behind it. (weapons, siege equipment)
  • Picking up gear on the ground is bound to the same key as dropping an enemy flag or setting your own spawn flag, limiting precise gameplay.

« Last Edit: August 01, 2013, 10:39:30 pm by Canary »

Offline Kalp

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Re: Collection of Strategus Issues - the thread
« Reply #1 on: June 25, 2013, 06:04:01 pm »
+16
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The goal of Strategus battles shouldnt be to deprive your enemies of players, but to have full roster both sides and have the gear/tactics/strategy win the day rather than lack of merc support.

Offline CrazyCracka420

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Re: Collection of Strategus Issues - the thread
« Reply #2 on: June 25, 2013, 06:34:46 pm »
+4

  • Disconnect death display - Upon leaving the server and rejoining, your kill counter is wiped but you return with the amount of deaths you previously had. However, sometimes the amount of deaths is bugged and additional deaths are added to the number, which increases the timer for respawning.


That's a big problem to me, happened a couple times I lost connection.  Came back and had double or triple the deaths I left with, and my timer was double or triple what it was before.  For example, I was spawning every 10-15 seconds, and it took me almost 5 minutes to spawn when I first came back, and then every respawn after that was well over a minute.

Throw in the 0 kills on the scoreboard, and it looks really bad (not to mention makes you pretty useless when you die).
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Offline Keshian

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Re: Collection of Strategus Issues - the thread
« Reply #3 on: June 25, 2013, 07:46:17 pm »
+25
1)  When siege equipment gets broken - it creates a massive lag fest in that zone with people teleporting back and forth inside it.  Also, rarely it cause a continuous series of explosions on server that can cause many people to have a major fps crash.  If you build catapult in same spot as a broken one it wont work properly.

2)  Cav spawns - I think its intended to be random, but about 1/3rd of the time they spawn directly on enemy flags which makes no sense and creates an unbalanced match-up often resulting in a flag cap.  At the very least their random spawns should be limited to a rnage away from their real spawns like half the map on ally flag side, still flanking but not ridiculous.

3) The phase through ladder thing is when its mostly damaged it seems to go partly pass-through.

4) If a weapon rack or healing tent gets shot a bit it will become unusable for some people while still being usable by others.

5)  If you type in a huge number for max troop caps or a letter then it automatically reverts it to 0 instead of reverting back to the number it was at before and all your troops are killed off.

6)  You can change your roster after a battle has started if you keep the roster page open at the start - those who already joined stay in and those new people hired can then get in as well.

7)  You can retract your application after a battle has already started and it removes your name and doesnt affect your performance and very difficult to track who does it - allowing no shows, griefers and leechers to cover their tracks.

8)  Wooden walls still can't be broken or damaged by catapults

9)  People's performance ranking takes only kdr into consideration and not score - hurts support classes in hiring process.

10)  0 meters is too close to require for battle - often an enemy can be in direct interception path (they are going/coming from a fief) and literally walk over an enemy character at a faster rate of speed and not have the battle register despite intercepting.  50 meters is a pretty reasonable distance - basically you get within shouting range you fight.

11)  Having over 10,000 crates shows your character as having 0 crates on the strategus map

12)  Lot of people have been blocked off from being able to enter strategus battle because of a weird bug involving wes2 where it says incorrect authorization key - either they have to wait a long time or more often they cant get in at all (ends up being 20 out of 50 being able to get on the strategus battle server).

13)  The key used to pick up gear is the same key used to cap flags - results in a massive rotation of picking up weapons instead of capping flags and being without a proper weapon while on enemy flag.
« Last Edit: June 25, 2013, 08:39:41 pm by Keshian »
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Offline dynamike

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Re: Collection of Strategus Issues - the thread
« Reply #4 on: June 25, 2013, 08:06:37 pm »
+3
Not sure what causes it, but construction sites get bugged at times and are rendered unusable.
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Offline bagge

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Re: Collection of Strategus Issues - the thread
« Reply #5 on: June 25, 2013, 08:16:05 pm »
+10
One big issue (imo) is the 1/3 rule when it comes to attacking a fief. Over 10k stacked in a castle for example (how the hell can 10k soldiers live in a castle without complete chaos, diseases etc) is completely unattackable, since you added a time limit for the battles. I agree it should be some what of a limit so people with 100 troops doesn't attack cities or castles just to mess with you etc.

Anyway Kesh summed it up pretty good.
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Offline Vovka

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Re: Collection of Strategus Issues - the thread
« Reply #6 on: June 25, 2013, 09:30:01 pm »
+8
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Offline Keshian

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Re: Collection of Strategus Issues - the thread
« Reply #7 on: June 26, 2013, 02:31:05 pm »
0
14)  If you quickmarch and are exhausted and your exhaustion runs out, for the next several hours after you are no longer exhausted if you are given troops by anyone it restarts the exhaustion and extends it - often significantly if given a large number of troops.
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Re: Collection of Strategus Issues - the thread
« Reply #8 on: June 26, 2013, 06:29:46 pm »
+1
Thanks for putting that list together Kesh

Couple things of input:

12) I believe that has to do with the Taleworlds servers, not c-rpg (it happened once to me, but it was happening on all warband servers, not just c-rpg).  At least I remember hearing about that, and I heard some people had the same issue yesterday.

13) You don't actually have to look at the flags to put them up or down, you can be looking up in the sky as you hit your use key and it will go up or down (as long as no enemies are nearby, including vertically).  I stopped saying that in teamspeak for sieges, but I think I'll start reminding people about this.
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Re: Collection of Strategus Issues - the thread
« Reply #9 on: June 26, 2013, 09:35:51 pm »
-1
Thanks for putting that list together Kesh

Couple things of input:

12) I believe that has to do with the Taleworlds servers, not c-rpg (it happened once to me, but it was happening on all warband servers, not just c-rpg).  At least I remember hearing about that, and I heard some people had the same issue yesterday.

13) You don't actually have to look at the flags to put them up or down, you can be looking up in the sky as you hit your use key and it will go up or down (as long as no enemies are nearby, including vertically).  I stopped saying that in teamspeak for sieges, but I think I'll start reminding people about this.

13) yeah, but its not rally convenient way to handle it with someone spawning right in front of you - you spot a flag by looking down and seeing it and then looking up and constantly spamming f hoping it will go down because enemies far enough away and you get hit from in front because you cant see around you because otherwise you cycle through all the dead bodies weapons.  Just need to change the keybind for it just like they are working on with nudge.
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Re: Collection of Strategus Issues - the thread
« Reply #10 on: June 27, 2013, 07:34:24 am »
+3
8)
 b. textures of broken walls is broken :P
« Last Edit: June 27, 2013, 08:11:52 am by Vovka »
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Re: Collection of Strategus Issues - the thread
« Reply #11 on: June 27, 2013, 08:37:45 am »
+1
Not sure if they fixed it or not.

The ability to change no factioners as a no faction
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Re: Collection of Strategus Issues - the thread
« Reply #12 on: June 27, 2013, 09:11:35 am »
0
Nice summery , but as we can see devs mostly don't care about mod anymore, i can't remember when they fixed something or added something new to mod... :cry:

btw make this thread sticky or something , +1 for thread !
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Re: Collection of Strategus Issues - the thread
« Reply #13 on: June 27, 2013, 10:41:08 am »
+2
The biggest problem of all:

-The fact that 100 people tries to enter the same server when a battle starts, resulting the system to lock itself.
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Re: Collection of Strategus Issues - the thread
« Reply #14 on: June 27, 2013, 10:14:07 pm »
0
Not sure if anybody else has this but, I didn't show for a small battle. Reliability went from 8 to 10. Performance went from 9 to 6
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