CCRogerWilco Posted March 6, 2019 Share Posted March 6, 2019 3 hours ago, Vendral said: HOLD ON A DAMN SECOND.... You mean to tell me that this was known almost a MONTH ago and they still released this garbage?? WTAF WC..... Well more a week than a month, by the looks of at least the quoted post. Link to comment Share on other sites More sharing options...
dcrago Posted March 6, 2019 Share Posted March 6, 2019 55 minutes ago, CCRogerWilco said: Well more a week than a month, by the looks of at least the quoted post. That post was after the last update unfortunately, was broken before then. 4 hours ago, Vendral said: HOLD ON A DAMN SECOND.... You mean to tell me that this was known TWO MONTHS ago and they still released this garbage?? WTAF WC..... Fixed. Was reported day 1 which was Jan 11, today is Mar 6, just shy of 2 months. Link to comment Share on other sites More sharing options...
ilias Posted March 6, 2019 Share Posted March 6, 2019 Well done WildCard! Thank you for giving us the opportunity to give you feedback. But, what is the point of asking for feedback, if you don't read it? Link to comment Share on other sites More sharing options...
Kirbyphix Posted March 6, 2019 Share Posted March 6, 2019 So to the Ark Dev's - Are we going to have an official reply to the utter clusterfck that you have caused with the implementation of the S+ to base game? I do believe that we as a community are entitled to know what is going on. Please acknowledge that you are working on this issue and also please give us some feedback. We don't like to be ignored. Link to comment Share on other sites More sharing options...
Dolphinsong Posted March 6, 2019 Share Posted March 6, 2019 Do remember folks, the coding is slightly different between beta and live release. Such differences can cause a few issues when it goes live that cannot be test for Link to comment Share on other sites More sharing options...
ExcessEvil Posted March 7, 2019 Share Posted March 7, 2019 15 hours ago, Dolphinsong said: Do remember folks, the coding is slightly different between beta and live release. Such differences can cause a few issues when it goes live that cannot be test for That's BS. When they know about an issue, their job is to test it internally to confirm and reproduce it BEFORE they start working on a fix for it, then push the fix out on the beta server, rinse and repeat until they get it right, then push the update to the live version. Beta testers are just there to test stuff and catch bugs and then report them so the dev team can do the rest. That's common practice. Some bugs may occur and slip past the cracks, but not on this scale. Not after being warned about these issues multiple times. There is no excuse. They have at least one QA who is responsible for making sure this does not happen. Stop trying to defend them. White knighting does far more harm than it does any good. Link to comment Share on other sites More sharing options...
Dolphinsong Posted March 7, 2019 Share Posted March 7, 2019 6 hours ago, ExcessEvil said: That's BS. When they know about an issue, their job is to test it internally to confirm and reproduce it BEFORE they start working on a fix for it, then push the fix out on the beta server, rinse and repeat until they get it right, then push the update to the live version. Beta testers are just there to test stuff and catch bugs and then report them so the dev team can do the rest. That's common practice. Some bugs may occur and slip past the cracks, but not on this scale. Not after being warned about these issues multiple times. There is no excuse. They have at least one QA who is responsible for making sure this does not happen. Stop trying to defend them. White knighting does far more harm than it does any good. Not defending them, explaining a possible cause for why some new issues have occurred. I've studied in this and even have a degree in game design and the code altering between beta and live IS a thing. Hell I've beta'd many games in the past, one of which when it went live severely hurt it to the point it didn't last very long (When game went live, it was as if it was in Alpha all over again) I am sad to see that several issues that were brought up didn't seem to of been resolved prior to it going live which is a glaring mistake on their part as we were nice enough to report the issues we've come across and never got seen fixed so we can test the fixes. Link to comment Share on other sites More sharing options...
ExcessEvil Posted March 7, 2019 Share Posted March 7, 2019 33 minutes ago, Dolphinsong said: I've studied in this and even have a degree in game design and the code altering between beta and live IS a thing I heard WC is hiring.. As i also mentioned, some stuff DO slip through the cracks, obviously because of some code being altered for the updated code lines, but not to this extent. This is just incompetence above anything else. This is more likely a case of missing code, not altered code. 36 minutes ago, Dolphinsong said: Hell I've beta'd many games in the past I've been a paid and non-paid tester for years both for pre-alpha, alpha as well as beta, and this is by far the worst i've come across. Testers being ignored to the point where all the bugs reported during beta have made it into the live version. It's just simply unacceptable on so many levels. The QA did not do their job at all here, and the internal testing was a joke. Link to comment Share on other sites More sharing options...
InfernoRodan Posted March 7, 2019 Share Posted March 7, 2019 None of the stairs or triangle foundations show up in any of my crafting inventories unless I search for them. So, for example, if I go into my inventory > structures > wood, the wooden stairs and wooden triangle foundation aren't there. But if I type them in the search bar, they show up and are craftable. Link to comment Share on other sites More sharing options...
Vythri Posted March 8, 2019 Share Posted March 8, 2019 @Jen S+ still isn't working properly. Triangle foundations aren't snapping to square foundations, and they also aren't stacking like normal. Triangle sloped roofs are not even close to snapping in the correct place. Collision is also messed up. I can't fit through this door even though my head doesn't touch. I have to duck. I found these things within 5 minutes of trying to build. I guarantee there is more that I haven't discovered yet. Link to comment Share on other sites More sharing options...
Dolphinsong Posted March 8, 2019 Share Posted March 8, 2019 56 minutes ago, Vythri said: @Jen S+ still isn't working properly. Triangle foundations aren't snapping to square foundations, and they also aren't stacking like normal. Triangle sloped roofs are not even close to snapping in the correct place. Collision is also messed up. I can't fit through this door even though my head doesn't touch. I have to duck. I found these things within 5 minutes of trying to build. I guarantee there is more that I haven't discovered yet. S+ the mod or the integrated version? I know the mod itself is current semi broken cause of the code changes dealing with the integrated stuff. Also, make sure to check mods that might be affecting them. I've had no issues getting in and out of the double doors but do still hate that my report about how they sit outwards and down was ignored. Link to comment Share on other sites More sharing options...
Vythri Posted March 8, 2019 Share Posted March 8, 2019 2 hours ago, Dolphinsong said: S+ the mod or the integrated version? I know the mod itself is current semi broken cause of the code changes dealing with the integrated stuff. Also, make sure to check mods that might be affecting them. I've had no issues getting in and out of the double doors but do still hate that my report about how they sit outwards and down was ignored. The s+ mod. I'm not using the integrated version. The server i'm on has that ini setting set to false as well. The point being that they implemented a fix in the last patch, and the fix did not fix everything. Link to comment Share on other sites More sharing options...
Dolphinsong Posted March 8, 2019 Share Posted March 8, 2019 5 hours ago, Vythri said: The s+ mod. I'm not using the integrated version. The server i'm on has that ini setting set to false as well. The point being that they implemented a fix in the last patch, and the fix did not fix everything. It is the mod itself that needs updating, as even tho the ini is set to false for the integrated, it has still altered the codes to the structures and thus the S+ mod no longer able to snap to the default structures for the most part. Link to comment Share on other sites More sharing options...
ilias Posted March 8, 2019 Share Posted March 8, 2019 On 1/21/2019 at 9:10 AM, dcrago said: Only tested in SP so don't know if unofficial servers will have the same problem but; if you place any of the integrated S+ structures, next time you start your save with the S+ mod installed all integrated S+ structures will change to modded S+ structures. And side note: all modded S+ structures don't have snap points when on the beta build. This was posted at January 21st. Two weeks later, this bug was in the final release! Link to comment Share on other sites More sharing options...
عبدالله Posted March 13, 2019 Share Posted March 13, 2019 Hxfshbsggh Link to comment Share on other sites More sharing options...
dodogal Posted March 13, 2019 Share Posted March 13, 2019 the metal fence support has 100 HP this is a bug right? ? Link to comment Share on other sites More sharing options...
TheHubby Posted March 19, 2019 Share Posted March 19, 2019 What I'm trying to understand here is why the devs didn't just take over maintenance and upkeep of the actual S+ mod, you know, the one that worked before the devs come up with this neutered clusterfark called Homestead. Sad when the modders are more skilled than the paid devs. I mean, was it from jealousy? "Everyone uses S+ because our building system sucks, we'll show them!" Bah. Link to comment Share on other sites More sharing options...
Orfew Posted March 20, 2019 Share Posted March 20, 2019 Tek Dedicated Storage -> More one bug, do not store Gacha Crystal, by removing it from the stock to consume it, instead of winning certain items your content will be clean without drop. Link to comment Share on other sites More sharing options...
Mean2u444 Posted March 20, 2019 Share Posted March 20, 2019 idk if this has been posted or tested yet, but is anyone else having issues placing a tek teleporter on triangle cielings? no matter what i do i just keep getting the 'is obstructed' message. I have plenty of space around and above it, and it allows me to place it on normal pillars/ceilings, so it has me stumped... Link to comment Share on other sites More sharing options...
Dolphinsong Posted April 9, 2019 Share Posted April 9, 2019 Don't recall this being mentioned during the beta but its defently something to note with the Fence Supports. Currently been trying to use the Wood Fence Supports to do the nice even wall alignments and I noticed that when placing it on the bare ground and then placing walls on it.. there is a good size gap between the ground and the wall placement. This isn't what I want when trying to build a fence and I don't like using normal fence foundations since they don't make for even walls. Link to comment Share on other sites More sharing options...
ilias Posted April 9, 2019 Share Posted April 9, 2019 9 hours ago, Dolphinsong said: Don't recall this being mentioned during the beta but its defently something to note with the Fence Supports. Currently been trying to use the Wood Fence Supports to do the nice even wall alignments and I noticed that when placing it on the bare ground and then placing walls on it.. there is a good size gap between the ground and the wall placement. This isn't what I want when trying to build a fence and I don't like using normal fence foundations since they don't make for even walls. This is the way that works in the mod S+. This is why nobody mentioned it. Just put another wall below and the gap will be filled. Link to comment Share on other sites More sharing options...
Dolphinsong Posted April 10, 2019 Share Posted April 10, 2019 17 hours ago, ilias said: This is the way that works in the mod S+. This is why nobody mentioned it. Just put another wall below and the gap will be filled. Sadly this isn't really an option if you don't want to disable placement collision Link to comment Share on other sites More sharing options...
ilias Posted April 10, 2019 Share Posted April 10, 2019 4 hours ago, Dolphinsong said: Sadly this isn't really an option if you don't want to disable placement collision Oh sorry. I always forget that. Link to comment Share on other sites More sharing options...
girlygirlgamer322 Posted July 1, 2019 Share Posted July 1, 2019 Where are the automatic s+ torches that turn off during the day? Where are doors that automatically close behind you? Devs are forgetting so many of the reasons people used s+, because of the QoL features. Please implement these, it's ridiculous that you haven't already. Link to comment Share on other sites More sharing options...
Sleiva Posted July 9, 2019 Share Posted July 9, 2019 @Jen When you remove one stone triangle ceiling from building its can remove 6-8 stone triangle ceiling instantly. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.