******Official Star Citizen / Squadron 42 Thread******

They've managed to mess it up even more. It's truly quite impressive. And I work in a software company.

You're money might get reset to 20k when you login. Every time you login.

Dev post on the forums: "a bug happening to some. Our engineers are deep in investigation and we'll share more info as soon as we have it."


-They gave everyone Way to much money.
-Waited long enough so everyone that logged in on patch day could spend it on ships and items before reseting everyone's money down to almost nothing.
-They did not wipe any items or ships people bought. (they possibly did if you bought 5x hammerheads etc.)
-Created a new money bug that resets most players money to 20k on login.
-Assigned Devs off existing work to this new bug to fix it.
 
They've managed to mess it up even more. It's truly quite impressive. And I work in a software company.

You're money might get reset to 20k when you login. Every time you login.

Dev post on the forums: "a bug happening to some. Our engineers are deep in investigation and we'll share more info as soon as we have it."


-They gave everyone Way to much money.
-Waited long enough so everyone that logged in on patch day could spend it on ships and items before reseting everyone's money down to almost nothing.
-They did not wipe any items or ships people bought. (they possibly did if you bought 5x hammerheads etc.)
-Created a new money bug that resets most players money to 20k on login.
-Assigned Devs off existing work to this new bug to fix it.
All on top of regressing on lots of old bugs like Elevators not working. Frustrating isn't it. Really hard to defend them at times.
 
They claim to have fixed the 20k credits bug.

Yeah, it's one step forward and then fall on your face. Elevators from what I've seen/heard are only an issue if there's too many people trying to use them. Did have a comical time with them and warping back to beds on a server before it 30k'd.
 
Ooooof, CiG screwed up here. Gave everyone who played the previous patch some extra cash, but completely cocked up the calculations and gave everyone way more money than they should have. Rather than resetting the game and redoing the payout losing ~2 days of content, they've dropped everyone's credit down after announcing that was their intention but are letting everyone who went and spent all the extra money quickly keep the stuff they bought. So loads of people who didn't take advantage of that are absolutely raging on Spectrum!
CiG really need to work on how they manage things like this.
I don't get it. the game is in alpha it's not like they borked the release version. and it will ultimately be wiped. they should just have announced that they screwed up and for players not to expect this again next wipe and let them keep it
 
They've managed to mess it up even more. It's truly quite impressive. And I work in a software company.

You're money might get reset to 20k when you login. Every time you login.

Dev post on the forums: "a bug happening to some. Our engineers are deep in investigation and we'll share more info as soon as we have it."


-They gave everyone Way to much money.
-Waited long enough so everyone that logged in on patch day could spend it on ships and items before reseting everyone's money down to almost nothing.
-They did not wipe any items or ships people bought. (they possibly did if you bought 5x hammerheads etc.)
-Created a new money bug that resets most players money to 20k on login.
-Assigned Devs off existing work to this new bug to fix it.
Its comical really and I too work in a software development field.

How the **** did they even manage to miss a decimal point in calculating what the starting auec should be...

How the **** did they mess that up... How did they even get employed? Probably blagged it on the interview stages or cig hiring process is as dumb and stupid as many FAANG companies forcing you to go through 10 stages of mostly pointless interviews and expecting u to basically memorise libraries and how Einstein invented how to travel through time in a algorithm...

Or where was the testers? What the **** did the QA test?

All they ******* had to do was create say thousands of test accounts, manually inject various kinds of "play time" and boom, test the calculations and see if it all looks fine..

It's ****** really.

I will bash and slate cig and this game when needed
 
I don't get it. the game is in alpha it's not like they borked the release version. and it will ultimately be wiped. they should just have announced that they screwed up and for players not to expect this again next wipe and let them keep it
This. But really and truly they should not have ****** up in the first place.
I expect them to **** up when implementing the new persistence entity streaming and the server meshing but simple math /calculation...

How the hell are they supposed to create the actual dynamic economy...
 
Have done siege of orison twice now, far better the 2nd time around in daylight. We did have to jump server as the elevators stopped working to get to the platform. That's also when we spotted the Carrack. There was also a Cutty trying it but it lawn darted. :D We did manage to get a Pisces landed down there, to avoid the autopilot bubbles they had to cut the engines but it worked. Until they flew us into the path of a shuttle bus...

yJu9OVG.jpeg
 
Also FYI Alpha 3.17.2 - aUEC Stipend Update #2

TL;DR
- Tested the 'fix' internally
- When attempted in LIVE, caused more problems
- Found previously hidden bugs with the system
- Resolved these issues for 3.18
- As an apology, every account will be granted 1 million aUEC (early next week)

Please read the full article for more information.
 
6ofw4t.jpg


edit:

This is the real kicker. I get the same pathetic lines from projects and devs at work. Oh well it ran locally ok...

"We conducted some tests on internal servers and found that the program ran in just 10 minutes. Yet once we deployed the fix to live servers, we found it took far longer than anticipated, at nearly 12 hours."
 
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6ofw4t.jpg


edit:

This is the real kicker. I get the same pathetic lines from projects and devs at work. Oh well it ran locally ok...

"We conducted some tests on internal servers and found that the program ran in just 10 minutes. Yet once we deployed the fix to live servers, we found it took far longer than anticipated, at nearly 12 hours."
On the balance of things, it has been decent release of a patch.

But it could have been epic. The auec **** has put a damper on all the great positive effort they done in doubling the player count, adding navmesh and adding the best dynamic even they have ever done..

Edit: maybe they should have tested this stipen script on ptu ?
 
This new patch is just an absolute mess! SOOOOOOOOOOOOOOOOOOO many broken missions that either dont end when you meet the criteria for completion, or they dont trigger the next step in the mission, or just fail to load correctly to start with. I'm wasting 20-30 minutes each time and achieve absolutely nothing for it at the end.
Oh and bunker auto cannons can now shoot through mountains... so when doing bunker missions its a 2k hike or its a toss up if you even have a ship to come back to.

I'm on the verge of putting this on the shelve until 13.8. Its so ******* broken its no longer fun.
 
This new patch is just an absolute mess! SOOOOOOOOOOOOOOOOOOO many broken missions that either dont end when you meet the criteria for completion, or they dont trigger the next step in the mission, or just fail to load correctly to start with. I'm wasting 20-30 minutes each time and achieve absolutely nothing for it at the end.
Oh and bunker auto cannons can now shoot through mountains... so when doing bunker missions its a 2k hike or its a toss up if you even have a ship to come back to.

I'm on the verge of putting this on the shelve until 13.8. Its so ******* broken its no longer fun.

I found a fun bug earlier doing a missing persons mission that totally didn't waste my time.....

I had to go to a derelict on a moon at the ar*e end of the system to find someone and confirm he died, I had to shoot my way through what seemed like 10 x NPC's, Search all crews bodies and the one body who I know for a fact it was, Was not searchable, Yay.......
 
Played Siege of Orison for a few hours last night. Good fun working around the various platforms as a team, healing each other as required and nursing the tier 1 and 2 injuries preventing us move or see clearly. Hit detection issues were non existent, which made a nice change, biggest complaint for the majority was the AI being a bit dopey. All went well until the admin platform where the final lieutenant didn't spawn (or did so in a floor) so we couldn't finish the mission...
As per the previous 2 posts, it's so frustrating how many missions are broken by such niggly issues. I can turn a blind eye to performance issues and others caused by the sheer scale/complexity of the game, but surely ensuring an objective is interactable or an enemy spawns is pretty simple to do at a logic level. Really feels like they need to add in some automatic validation and correction of mission entities when a mission begins.
 
This new patch is just an absolute mess! SOOOOOOOOOOOOOOOOOOO many broken missions that either dont end when you meet the criteria for completion, or they dont trigger the next step in the mission, or just fail to load correctly to start with. I'm wasting 20-30 minutes each time and achieve absolutely nothing for it at the end.
Oh and bunker auto cannons can now shoot through mountains... so when doing bunker missions its a 2k hike or its a toss up if you even have a ship to come back to.

I'm on the verge of putting this on the shelve until 13.8. Its so ******* broken its no longer fun.
13.8!!! hopefully by version 13 point 8, they game will be finished? LOL
 
Played Siege of Orison for a few hours last night. Good fun working around the various platforms as a team, healing each other as required and nursing the tier 1 and 2 injuries preventing us move or see clearly. Hit detection issues were non existent, which made a nice change, biggest complaint for the majority was the AI being a bit dopey. All went well until the admin platform where the final lieutenant didn't spawn (or did so in a floor) so we couldn't finish the mission...
As per the previous 2 posts, it's so frustrating how many missions are broken by such niggly issues. I can turn a blind eye to performance issues and others caused by the sheer scale/complexity of the game, but surely ensuring an objective is interactable or an enemy spawns is pretty simple to do at a logic level. Really feels like they need to add in some automatic validation and correction of mission entities when a mission begins.
i do wonder how many of these issues are down to the server tick rate. Is the severs just not capable of spawning the LT in siege of orison whilst another bunch of players are doing a derelict mission over the other side of the star system, and another bunch of guys doing the 890 mission etc etc?

My hope is that many of these issues are down to server tick rate(which sould be fixed on SM) and not some underlining issues with the missions themselves?
 
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