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Post by tim on Jul 25, 2013 14:31:16 GMT -5
Hi all, welcome to Build 60!
* Added Automeld for short-term and long-term storage * Added a confirmation dialog for purchasing items * Added a market plot when listing items for sale
Again, vacation means there are less changes than usual, but what changes there are are pretty neat if I do say so myself. With this build, we've added automeld capabilities to both item storage areas. You can turn automeld on or off for each storage area using toggles in your inventory menu. While automeld is on, whenever you get a new item, the game will attempt to automatically meld that item if possible (and the same for any resulting item, and so on).
We hope this not only makes inventory management easier and less time-consuming, but also makes purchasing small items to meld up easier. You can purchase small items and not have to log back in to meld them up and make your buyoffer valid as well. We hope this will also help people who want to sell small items, as this should increase the demand for those items, and thus increase their value.
The other changes this week add market plots for users when they list an item for sale, and in the new purchase item confirmation dialog. These let you see what a reasonable price for this item might be, based on previous sales. The confirmation dialog also means that you can't accidentally buy something through a misclick. It should also make it clearer when you can't purchase an item due to lack of coins or storage space.
Please post feedback or bug reports in this thread. As always, we thank you for your time and help in testing Grid12.
Tim
Update 7/26: We've pushed a hotfix that fixes the ghost items bug and changes some of the automeld logic. Now, here is the way the toggles work: If you have automeld longterm on only, you can automeld in combinations of long+long, long+short, short+long. If you have automeld shortterm on only, you can automeld in combinations of short+short If you have both on, you can automeld in combinations of long+long, long+short, short+long, short+short.
This hotfix should also should stop some of the problems causing recent server downtime.
If you continue to see the ghost items bug, please report it in this thread.
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Post by Ood on Jul 25, 2013 14:43:18 GMT -5
Hurray automeld!
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Post by A Nonny Muse on Jul 25, 2013 15:42:44 GMT -5
Seems like having automeld turned on for both inventories disallows transferring storage space into long term.
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Post by lordax on Jul 25, 2013 15:53:35 GMT -5
On one of my comps it says to reload my browser but it works on the other one. :/
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Post by tim on Jul 25, 2013 16:28:58 GMT -5
Seems like having automeld turned on for both inventories disallows transferring storage space into long term. I can't replicate this bug. can you provide more detail / if it's still happening? Does the transferring work if you turn automeld off?
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Post by tim on Jul 25, 2013 16:33:24 GMT -5
On one of my comps it says to reload my browser but it works on the other one. :/ Have you tried a force reload? Ctrl + F5
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Post by Ood on Jul 25, 2013 16:37:43 GMT -5
On one of my comps it says to reload my browser but it works on the other one. :/ Have you tried a force reload? Ctrl + F5 Or empty cache and reload.
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Post by tarbomb on Jul 25, 2013 17:42:37 GMT -5
Automeld is buggy and can leave ghost items in the inventory.
I had a 15dmg in my cold storage and another 15dmg dropped from a convoy. Since automeld was turned on for both cold and volatile storage, the two turned into a 16dmg, but a "ghost" 15dmg was left in volatile storage. The "send to long-term" button did nothing; attempting to use it made the ghost disappear without causing any effect.
Overall automeld isn't something that I would use due to two drawbacks:
1) There's no control over what gets melded and what doesn't. The 15dmgs I mentioned above were items that I didn't want to meld.
2) Seemingly random order of melding: the automeld system doesn't seem smart enough to try and complete meldchains when possible. This makes inventory management (especially with near-full inventory) a pain, and can force me to delete items that I wouldn't need to delete if I had manually melded them.
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Post by Ood on Jul 26, 2013 10:35:21 GMT -5
Hornet overdrive seems buggy still Data: Cd region + 12 cd hornet + Flawless (4.2) + Exquisite (4.4) 10 overdrive shots (same instance) CD region + 12 CD hornet + Pulch (5) + exquisite (4.4) 10 overdrive shots Refreshed CD region + 12 CD hornet + pulch + exquisite 10 overdrive shots (same instance) same as above 9 shots (same instance) cd region 12 hornet, pulch, auroral (4.8) 9 shots Refreshed cd region 12 hornet, auroral, resp (4.7) 9 (same instance) cd 12 hornet, pulch, auro 9 Same cd, 12 hornet, auro, res 9 Refreshed, cd, 12 hornet, auro, res. 9
The above are all my tests, generally at 60 fps.
Craw - cd region 0 cd hornet exq flaw 8 shots amit - cd reg 0 cd hornet flaw 8 shots
Don't get me wrong, I like shooting 10 shots even if it is only sometimes... but this behavior isn't expected, usually I get 9 shots with pulch.
I don't know if this only occurs with the hornet, I am testing with it because it is so easy to count shots.
Rob, can you share some more info about hornet overdrive and perhaps I can figure it out myself? Just the time it lasts would be enough, I don't think it increases rate of fire any.
Edit: Rob says hornet overdrive is 7.5 seconds. In CD region base fire rate of 0.75 second/shot - means unauged unprismed hornet should get 10 shots. For 10 aug, pulched hornet, fire rate is 0.525 second/shot - giving 14 shots.
I want my extra shots! Actually, that would make the hornet OP (unauged/prismed could almost kill drill with 1 overdrive and pulched could do it easily[in a cooldown region at least])... but, is there any reason there should be such discrepancy between theory and practice?
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fsm
Courageous Tester
Posts: 38
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Post by fsm on Jul 26, 2013 17:17:16 GMT -5
So long as what you can meld is restricted by the number of long term slots automeld will not be a useful feature without an interface that allows a lot of choice in what gets melded.
You might want to modify the loot system, especially for Zetas. Anyone who did a reasonable percentage of damage and doesnt teleport away should be eligible for loot.
As it is currently Zetas are an opportunity for bomb dragging/team killing. And a tank getting zeta loot will typically drag bombs. Its a bad incentive structure.
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Post by Kelsoo on Jul 26, 2013 23:58:53 GMT -5
Everything seems to be working fine.
*Chat bug where it resets to a certain position far back forcing you to either try to type to get back or pgdown it is still there. Some people are reporting it going even blank.
I tested out the pulchs not carrying over when you log on and it seems I was happily wrong.
Have not found anymore bugs at the moment, but as for the auto melding, its working better but I still won't trust it for bigger things, though it is helpful for deleting lower level prisms.
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fsm
Courageous Tester
Posts: 38
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Post by fsm on Jul 27, 2013 8:37:21 GMT -5
Minor bug: Ive had issues with my triggers not working right after chatting. Chatting again then fixed it.
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Post by rickhasselhoff on Jul 27, 2013 8:45:12 GMT -5
I really like the automeld addition, but like fsm said it really isn't extremely useful since long term storage needs an empty slot. One thing that I thought might help with this issue is if a melded augment would just appear in short term but the time would be reset to 24 hours. Another possibility would be a third storage area that melded augments go to; it would still be timed like short term.
I'd just really like to see the long term storage be more of a bank than a melding station. Although this could just be me wanting to be overly organized. Sorry if this has already been mentioned, I'm still pretty new here.
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fsm
Courageous Tester
Posts: 38
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Post by fsm on Jul 27, 2013 16:18:56 GMT -5
You should make an interface that lets you know what level a specific augment is at for all of your tanks. Id find it very helpful for low level melding
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Post by gingerbear on Jul 28, 2013 14:58:15 GMT -5
Requoting myslef from about 8 builds ago: Another question is the "automeld" function at build 54. I'd say this could wait, and is not that important, even dangerous if done wrong. Namely, - What if automelding my stuff would result in getting a level 13, 11, and 10 items, but I do not want to waste precious space for the lower tiers? Or the other way around, what if I'd like to have the lower ones as a result, hoping that if I find 1 or 2 more of those tiers my meld chain can go even further? (In this case, the pre-melding would be there to "save" a state in case of a death). It actually boils down to: Can I see the results of automelding beforehand and can I select a desired result? - Similarly, if for example I can craft a lvl 6 item by melding two lvl 5s or eight lvl 3s, can I choose which bunch I'd like to meld first? It's not always the highest is desired (might want to keep it for meld chains), and it's not always the lowest, either (fast progression or expiration of high meldables at hand). I think being able to sort equipment by type and level aside from the default expiration time would help more in the first round than using an automeld button. The questions still hold, I think.
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