| CBJ wrote: |
| Here's
a quick review of the points raised. "Bug" lists like this are all very
well, but mixing up opinions with actual bug reports it makes it much
less likely to be read, and much more difficult for testers to pick out
things that might actually need looking into. The most important difference to note is between a game not working as it was intended to work, and not working as you would like it to work or think it should work. The former is a bug and belongs here, the latter is a matter of opinion and, no matter how strongly you hold that opinion, belongs in the general forum (for discussion) or the DevNet ideas forum (for the developers to read, see the note at the end of this post). 1, 2, 2A, 19, 20, 21, 25. These are a lot harder to fix than you seem to think. If avoidance is extended to such a large distance then in busy sectors ships will be pretty much unable to find any route. There is no such thing as an "asteroid plane" for ships to turn out of. All that having been said, there is of course, always scope for improvement in this area. 3, 4, 5. Yes, the first is impossible and I've seen no confirmation from testers of this happening. Ships that are destroyed with no reason given are presumably the ones docked at stations destroyed by the GOD engine. 6, 7. I've seen several reports but no confirmation from testers. 8, 24, 33, 35, 36. Model issues. I believe most or all of these have been reported. 9, 11, 12, 13, 23, 28, 29, 36. These may be bugs, but testers would have to confirm. 10, 15. Not a bug, a feature request. 14. Not a bug. The lasertower fires on the assumption that it is going to hit its target, not miss and hit whatever is behind. If it didn't work like this then you could simply sit between it and the station and be immune from attack. 16. Not a bug, a design decision. Sorry, but just because you don't agree with it doesn't make it a bug. 17. Not necessarily a bug. Who said Tractor Beams were supposed to be easy to find? As long as they don't go completely missing (which has I believe happened to a few people) then this is fine. 18. Not a bug, and not even a practical suggestion. Mutliple capital ships cannot emerge from a gate simultaneously due to space. Tactics simply have to take this into account. 22. Not a bug. Xenon ships are AI entities so they don't have pilots. Kha'ak presumably don't wear space-suits and therefore explode when they eject (or something). 26, 27. Intelligence of upgrade software is always going to have limitations. If it were perfect then there would be little point in playing the game as you could just leave the AI to get on with it! 30. Not a bug. There has to be a balance between turning red too soon and leaving it too long and being unrealistically forgiving. The game has no way of knowing whether your friendly fire is intentional or not, and the current balance is as good as it is likely to get. 31. More of a quirk than a bug. You can remove the homebase by getting into the ship. You could always explain this with some in-game fiction, such as clearing homebase settings requiring manual override with biometric control to prevent pirates from taking over unmanned ships. 32. OOS combat has to draw a fine line between accurate simulation and performance. Balancing so that the outcome is the same as in-sector for every case without grinding the universe to a halt is nigh-on impossible. As with many areas, there is always scope for improvement, but don't expect miracles. 34. Confirmed bug, but very difficult to reproduce and therefore very difficult to fix. All of your "issues" are all actually feature requests, and as such belong in the DevNet ideas forums (with the usual caveat of making sure you follow the strict posting rules carefully). |