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Old 2013-05-18, 05:39 AM   [Ignore Me] #286
coconut
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Re: Your top annoying bugs and "quality of life" issues


Here are some bugs I haven't seen mentioned before but irritate me:

- Terminals that don't react when you press E. This apparently happens when you are too close to the terminal. The same goes for overloading and stabilizing generators, hacking things...

- Interacting with deployed sunderers. It often happens that I enter when I want to resupply, or resupply when I want to enter. I don't know how to do it, but it should be easier to do exactly what you want. Maybe add a button "enter vehicle" in the resupply menu, that would solve half of the problem

- Audio feedback when hitting targets, especially the flesh sounds: It disturbs me, gives me the impression I am the one being hit. Let me turn that off, the visual feedback is all I need.
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Old 2013-05-18, 08:18 AM   [Ignore Me] #287
Rolfski
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Re: Your top annoying bugs and "quality of life" issues


  1. See where your outfit is on the map (when operating with multiple platoons)
  2. Full alpha squad should not automatically make platoons unlisted
  3. Scopes and attachments (like 2X reflex, burst fire mode, compensator, etc) to be more consistent and make more sense
  4. Render bullet impact for a longer time and at longer ranges to make the VR basement shooting range more useful
  5. Configure your own daily/bundle sale (premium members)
  6. Add first shot recoil and horizontal recoil to the in-game weapon stats (these are important stats!)
  7. Show friendly/enemy activity and territory control in one single overview without having to switch between filters
  8. Spawn room roofs should have a downwards elevator
  9. Make drawing on the map possible and for your team mates to see
  10. More load-out slots
  11. VR room empty slot bug
  12. Zero respawn time to Warpgate
  13. Gifting SC option
  14. See your ping
  15. Platoon leaders being able to move themselves
  16. Platoon leaders should be in the /leader channel
  17. Platoon leaders being able to set squad waypoints
  18. Visible timer on the cool-down of squad beacon
  19. Multiple (sequential) way points
  20. Ammo counter for drivers
  21. Vehicle refitting
  22. See upgrades in death screen
  23. Remove death icon if an ally can no longer be revived
  24. Pistol always slot 2
  25. Show active mines/C4 deployed
  26. Gunner turret direction indicator for drivers
  27. Configure colors of HUD and map separately
  28. Customizable squad colors
  29. Stats overhaul focusing on team play stats, not K/D ratio
  30. Give Annihilator an edge over the Striker (like dump fire ability)
  31. AV grenades should be sticky
  32. Make flashlights useful
  33. Weapon stability on vehicles
  34. Bug where you accept a revive but the revive notification sticks
  35. Reward members for following squad/platoon orders
  36. Equal rewards for gunners and drivers
  37. Decrease spotting cool-down
  38. Add squad/platoon continent location in social squad screen
  39. Show red dots better on the minimap
  40. Mana turrets to be manned by friendlies default
  41. Secondary non-empire specific MBT guns (like G30 Walker) should be a account wide unlocked
  42. Default class needs access to SMG to give new players the option as CQB infiltrator
  43. Bug that prevents rendering iron sight/scope when entering VR room
  44. Compared to the NV scope, the other scopes are way too jumpy
  45. Make this game default pre-installed on PlayStation 4 :-)

Last edited by Rolfski; 2013-06-13 at 07:54 PM.
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Old 2013-05-18, 09:07 AM   [Ignore Me] #288
Kail
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Re: Your top annoying bugs and "quality of life" issues


Separate keybind for lumifiber and headlights

Edit: OR, the current keybind could cycle through headlights, headlights + vehicle sfx, vehicle sfx

Last edited by Kail; 2013-05-18 at 09:27 AM.
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Old 2013-05-18, 09:12 AM   [Ignore Me] #289
Gimpylung
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Re: Your top annoying bugs and "quality of life" issues


Friendly mines not showing as friendly unless you are a few feet from them is annoying and is forcing drivers to assume they are all enemy mines and then destroying them.
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Old 2013-05-18, 10:42 AM   [Ignore Me] #290
EvilNinjadude
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Re: Your top annoying bugs and "quality of life" issues


Originally Posted by Gimpylung View Post
Friendly mines not showing as friendly unless you are a few feet from them is annoying and is forcing drivers to assume they are all enemy mines and then destroying them.
Or getting out, walking up to them, or shooting them with a pistol... all the while leaving you vulnerable to everything and is a massive waste of time.
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Old 2013-05-18, 10:49 AM   [Ignore Me] #291
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Re: Your top annoying bugs and "quality of life" issues


Something that's always annoyed me is the size of the Grid squares on the map.

In their current size they are useless. When the grid size is larger than the entire base, it's useless to use grid locations.


"Where are you at?"
"I'm at grid I-8"
"Where? That grid covers 2 control points for 2 separate bases."
"I'm not near any point. You see that bend in the road? Well there is a rock kinda thing near that. Kinda has a weird shadow on the map. You know that rock?"
"..."
"Ok, if you're standing on point A and looking east at the bend in the road, look to the left of that and their is a rock. I'm there."
"Uhhh... Ok."




If the grid was smaller or had a grid within the grid (GRIDCEPTION)



"Where are you at"
"I'm at grid I-8, section H-4"
"Roger, on my way"

Last edited by STALKER; 2013-05-18 at 10:59 AM.
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Old 2013-05-18, 11:28 AM   [Ignore Me] #292
Ragekniv
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Re: Your top annoying bugs and "quality of life" issues


Please address the Reaver reticle for Vortex:

Quoting sdfasdfa:

“The short version:
The Reaver's gun is heavily offset, about ~4x as far as that of the Mosquito. In addition, automatic gun convergence to whatever is currently under the sights makes adjusting for this offset unreliable and often impossible. I am not employing hyperbole here or misleading you in any way: There are very likely and realistic situations in which a Reaver cannot land fire on an airborne target no matter what the pilot does.

The offset
The Reaver's so-called nosegun is mounted to it's belly for some bizarre reason. This creates a much larger offset than other empires, by a factor of roughly 4. In the images you below you will see pilot view origins and gun bullet origins. View origins were determined by having a Light Assault climb the canopy while the pilot reports the position of the playermodel, then screenshotting the resulting playerposition. Gun origins were determined by using playermodels to block fire, moving them closer until they ceased to block fire.


Vertical gun offset, Mosquito: ~40 pixels


Vertical gun offset, Reaver: ~160 pixels


Determination of the size of the offset in meters. Assuming average height for a playermodel, this puts it at about ~2.1 meters.


Convergence


In the video above you can observe the gun adjusting to different ranges. Midway through you will see the most dramatic case: The gun is aimed at an invisible entity and pitches up accordingly. A player can expect bullets coming from his gun to be roughly parallel to his view (crosshair on skybox) or as skewed as in the invisible-entity test (crosshair on any closeby geometry).

Note: You can perform the same test with a Scythe and Mosquito. You will get some degree of upward swing largely because their guns are mounted much further ahead of the cockpit. Despite this the maximum angle when shooting the invisible warpgate entity is smaller on those two. If you wanted to be rigorous you would move the gunmount a fixed distance from the archway for all 3 ESFs and then do the test. This is however unnecessary as the behavior is clear: Upwards convergence to the point the crosshair rests on from the bullet origin. The problem is that the Reaver's bullet origin is much, much further from the cockpit than any of the others. At least I assume you've heard me say theta=s/r often enough now to understand that the visual appearance of a first person test with the Reaver's mount will actually dramatically understate the magnitude of the problem.

Determining maximum angle of gun variation
If we say the offset is about ~2.5 meters in size and the closest possible target 5 meters, we get:
Convergence angle = offset/range = 2.1/5 = 0.5 radians = 24 degrees = Omega

This is just to provide you a mental aid that might make the size of the problem more tangible. The gun can jump around in an instant by up to 30 degrees.

Determining the impossible shot
Okay, so it's the same stuff again, but with a twist.
Lead Angle: PVelocity/[Range/traveltime] = Theta1
Offset angle: Offset/Range = Theta2

(Where PVelocity is the component of the target's velocity vector perpendicular to you.)

If Theta1 = -Theta2, you have to aim at the target. However if you aim at the target, you are subject to Omega and therefore cannot actually aim where you mean to.

So the condition for impossibility is easiest described as:
(PVelocity*traveltime)/Offset=1
or
PVelocity=Offset/traveltime

For 75meters that is:
PVelocity = 2.1/0.1 = 21m/s = 75.6 km/h

Which is a pretty common fall+thrustdown speed and range. Of course, the clearest way to showcase this behavior is with a graph of velocities that at the right angle would be impossible to hit:


critical descent velocities (m/s) versus range (m). The line represents impossible shots. Below it you would aim above, above it you would aim below.


Lead angle (degrees) versus target's tangential velocity component (m/s) adjusted for gun offset. Sample range of 50 meters. Angles near 0 are impossible to actually fire.

A word of warning:
Don't get too hung up on the demonstration of impossibility here. Yes, you could roll and use your offset in very exotic ways to after some time make those shots possible (besides the comical difficulty of doing so). This is simply highlighting a case in which a player is effectively disarmed under circumstances that realistically happen in a 1v1 head-to-head fight. The reality of it is, a Reaver's aim point can jump around up to 30 degrees instantly in everyday use, the gun is off the main axis of the craft which prohibits smooth tracking and even when those two things don't bite the pilot in the posterior they are still at a completely unnecessary disadvantage.

In conclusion:
This requires immediate attention. Not even a tiny bit of exaggeration here. This is not a matter of skill - this affects any Reaver pilot more than they probably realize. If anything, inexperienced pilots are more prone to put misses down to user error even, because the situations in which a shot is impossible or very close to are not evident without some analysis.



More videos
Head-on shots demonstrated
Tracking shots demonstrated
Full mag miss. Shot was technically possible, but would have to lead even higher.
Frontal shot ~15-20 degrees above target and killshot completely offscreen
A bit of entertainment (I run out of ammo)”
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Old 2013-05-18, 11:43 AM   [Ignore Me] #293
Hipshot
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Re: Your top annoying bugs and "quality of life" issues


Add a loggout timer 5-10 seconds to limit ragequitters/exploiters
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Old 2013-05-18, 12:39 PM   [Ignore Me] #294
igster
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Re: Your top annoying bugs and "quality of life" issues


Worst bug in the game at the moment is :

Shields don't render at long ranges.
Anything inside the shield can actually be shot by any vehicle far enough away that the shield doesn't render.
A number of people use this exploit to take down sunderers deployed inside shields under a bio lab by backing off a long way until the shield no longer renders.

Pretty major flaw don't you think?
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Old 2013-05-18, 03:45 PM   [Ignore Me] #295
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Re: Your top annoying bugs and "quality of life" issues


The main "Quality of Life" issues I want to see addressed is with regards to commander's ability to lead and work together.

Here are the issues:
-Hard to make an in depth plan / direct forces (i.e. single/two waypoints only)
-Little reasons for players to listen & work together
-Spam on command channels go across continents at all times
-/orders gives you little space to work with, and too far between messages to be effective
-/orders is accessible at a low cert cost allowing people
-Leaders within the same platoon do not have an easy way to discuss or make plans without having the whole platoon listening in
-No way for cross-platoon information sharing / plan making except via the spammed command channel

Potential Solutions:
- Multiple Squad & Platoon Waypoints
- Bonus to fight around commanders & waypoints
- Make command continent only voice & /global (or something) if leaders need to talk across continents
- Re-evaluate command structure cert cost - perhaps require a certain amount of time as SL / PL's before one can access orders
- have a /sl (squad leaders) chat for discussion, potentially a voice channel
- Have a "Command Map" where the Primary Waypoint and Current Location of each platoon (showing leader's name above) is shared with all other leaders. Have potential to use this map to highlight targets/request reinforcements
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Old 2013-05-18, 05:56 PM   [Ignore Me] #296
Shogun
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Re: Your top annoying bugs and "quality of life" issues


a very small quality of life thing:

please give the blue reload circle a small black outline. it´s hard to see against the sky
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Old 2013-05-18, 08:51 PM   [Ignore Me] #297
Red Ketchup
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Re: Your top annoying bugs and "quality of life" issues


The Phalanx turret heat bug, where the turret stops losing the heat caused by firing, eventually making it permanently overheated and unusable until destroyed and repaired. I'm fairly certain that it is caused by your empire losing or capturing an Amp Station while the turret is manned. I reported this bug during beta and it has never been fixed.
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Old 2013-05-18, 09:03 PM   [Ignore Me] #298
camycamera
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Re: Your top annoying bugs and "quality of life" issues


I want a commander mode from bf2142
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Old 2013-05-19, 12:49 AM   [Ignore Me] #299
EvilNinjadude
Second Lieutenant
 
Re: Your top annoying bugs and "quality of life" issues


Originally Posted by Red Ketchup View Post
The Phalanx turret heat bug, where the turret stops losing the heat caused by firing, eventually making it permanently overheated and unusable until destroyed and repaired. I'm fairly certain that it is caused by your empire losing or capturing an Amp Station while the turret is manned. I reported this bug during beta and it has never been fixed.
I too have seen this, it happened once in a rare moment when we were Warpgated. Turret just didn't wanna lose its heat.
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Old 2013-05-19, 05:37 AM   [Ignore Me] #300
Larington
Corporal
 
Re: Your top annoying bugs and "quality of life" issues


When I'm driving a multi crew vehicle, I'd like readouts of the ammo capacity on my gunners weapons so I don't have to ask them if they're low on ammo every 3 minutes.

This is a much bigger request, because of consequences, I'd like a certification that allows me to spawn a version of the main battle tanks that gives both the driver and gunner guns to the gunner. Switching between those guns for the gunner is then simply done using the scroll wheel like in ESF's.
The unfortunate consequence is that I think this necessitates creating a 'B' version of the Magrider that moves the underslung driver gun up to a turret, but I think it's worth doing this to enable the driver/gunner functionality of PS1's tanks & PS2's Harasser on the main tanks in Planetside 2 whilst still allowing the driver to run a 1/2 tank if they so choose.
As far as fitting it into the user interface is concerned, make it an attachment you can put on the primary gun itself and do a check for that attachment when the player spawns the vehicle.

Have a dropdown that allows you to spawn a vehicle with ownership already set to outfit or platoon only. Put a symbol above multi-person vehicles that are free for anyone to jump into.

Last edited by Larington; 2013-05-19 at 05:44 AM.
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