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MephistoRoss

Tool Developer
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Posts posted by MephistoRoss

  1. Name: Stuck in loading screen

    Severity: 2

    Location: Loading screen of a RPvE match (motm)

    Reproducibility: Dont know how (yet)

    Description: Getting stuck in the loading screen still happens sometimes. It happened to me after when we finished a RPvE match with a group and the leader started another lobby. One player of the first match left so we were looking for another player. Some players joined our lobby and left until finally someone stayed and we could start the game which resulted in getting stuck in the loading screen. When I got back into the game after restart I didnt see the other players of the match online anymore so I think they got the same problem and didnt login again.

  2. Name: Client gets stuck after wrong password

    Severity: 2

    Location: Login screen

    Reproducibility: 2/2

    Description: When you launch the game, insert an incorrect password you will get a message "Please wait 3 seconds before relog". If you insert the correct password after the 3 seconds and press the login button, the client gets stuck. I waited quite some time and finally had to windows force close the application.

  3. 19 minutes ago, King_Kirby said:

    So all the Money spend in this game is just gone O:?

    It was gone when battleforge was shut down in 2013. The good thing is that the game is completely free now, so you will be able to earn new cards by playing.

  4. 7 hours ago, Asraiel said:

    did loose also cards in trading over market place. did sold a card for 690 bfp had the message and all but no bfp were added to my account sadly. but since i know its beta i didnt report it and nsuff like that can happen. :D

     

    Wait what? How are the devs supposed to fix things in beta if people dont report issues during beta?

    Moriak likes this
  5. 12 hours ago, Pritstift said:

    Hello guys - even with the risk that there will be again an emotional discussion i have to ask again for the bug Halis found out. May this time i will ask in another way...i want to concentrate on the bug itself or bugs in general and not on Halis.

    What we know:

    There is a bug Halis found out and this bug will give you an advantage in some way to finish the map faster. Also the devs are informed about this bug and they informed that they will try to fix this bug. So now there is my question : How we handle pve speedrun times that we performed by using this bug after the bug was fixed by the devs? And for sure we will not know if the bug was used before.

    But i can happen that because of using exactly this bug the time gets pushed in such a way that you will not be able to beat this time after the bug is fixed. E.g. you can say would be like all the times that were done with bloodhorn stampede bug are still in the all-time-rankings - there would be no chance to beat this times. This not just counts for the Halis bug - also for other bugs that are may fixed in future.  So in extreme case there needs to be a neutral person that can check the replay and decide if its still valid or not?

    What is your factual opinion about this ? @ all pve-speedrunners

     

     

    You should view this bigger than just the bug Halis used. A lot of things might or might not change in the future, we just don't know atm. Maybe nothing will get changed. Maybe in the future amii monument will be nerfed, maybe decomposer will only be able to decompose own units, maybe treasure fleet will be fixed so you can't let wagons  start leaving faster or maybe porting through gates will be stopped. All these things can have big impact on speedrunning of one or more maps which will never make anyone able to do new records. Halis bug is just one example that might or might not be changed in the future. I don't see why it should be treated any differently.

    Imo, the only way to deal with this and to still keep competition in the all-time rankings is to evaluate each patch to see what the impact is. If the impact affect speedrunning on several maps than the whole rankings should be archived and started all over. If it just impacts one map (because just the map got changed) just the rankings of that map should be archived and started over.

    With archived, I mean keep a frozen list of the (old) rankings which will never be changed again. So the best time at that point in time will still have credit. Of course it should also be mentioned until which date the rankings was active and what got changed for the rankings to become archived.

    In the past the bloodhorn stampede fix, the second chance fix and the furnace + embalmer fix would all have been examples of when the rankings should be archived and started over again.

    Navarr, Treim and Halis like this
  6. 3 hours ago, Halis said:

    Hopefully the number of full teams will increase to two at the end of this weekend. For the future we can do such events, but I think, there should be at least three active teams to make such events worth it.

    I'm also still looking to form a team or become part of a team. My time to play the game is a bit unstable though, mostly just in weekends.

  7. Interesting. I noticed in rpve that sometimes after killing a spawn building, a new wave would still spawn 1 or 2 seconds later. I never encountered this as the last building I killed though, but I am not surprised that the client crashed because the win condition is met and while the client is doing its final 'ticks' the win condition is not met anymore.

  8. 13 hours ago, Halis said:

     

    @MephistoRossDo the other Admins share that view? I did not used that bug since back then, because I was not sure

    We havent discussed this.

    12 hours ago, Pritstift said:

    You are a shame for the speedrun community?  Officialy asking for green light to use your bug always? Ask yourself how you could finish rpve motm 2 player map (march) alone with this bug and in such a way that you were much faster than Treim or any other experienced rpve-player ever could do without using the bug....this should be answer enough or not? . This is all i have to say from my side to this hypocritical question. Anyway i dont have to decide this...

    Please help me understand, why is it any different than killing a goldwagon in Treasure Fleet to let the next one leave faster? Or when everyone in RPvE used the second chance bug to get an almost instant t4 army? Using this bug also will let you finish way faster than any experienced player who doesnt use the bug.

    Speedrunners in all games always used these 'glitches' to finish a game really fast, so why would we treat them any different? https://en.wikipedia.org/wiki/Speedrun

    Navarr likes this
  9. 4 hours ago, Halis said:

    I do not know, if I should count the Solo in 2-Player Battlegrounds time, since I used a bug. (I am not sure if it is a bug. Could be also intended from the old devs.) I know in almost every map speedrunner are using bugs like taking energy wells through walls (The Darwen Riddle) or triggering an later state of the game before finishing the current mission (Guns of Lyr) and even using the decomposer to transfering energy form one player to another player is already a bug, but used in almost every multiplayer speedrun. (The description of the decomposer explicitly says "decompose an own unit"). But for some reason, some players blamed me for bug abusing, when I used the bug (if it is actually a bug), so I want to know it. Is it now ok, to use bugs to archive better times or is it against rule "13. Game client and bug abuse"?

    The rule against bug abuse is intended for situations like when there was a bug in the AH where the seller would get the card (and the bfp) back instead of the buyer. There were some people actively abusing this bug to scam other players. The rule is not meant against ingame-bug-abuse for bugs that were also existing in the old 'EA' Battleforge. Like you mentioned yourself, there are already a lot of bugs that speedrunners use to complete maps and imo this is part of the speedrunning-game. So if it is an ingame-bug that was also possible in the old Battleforge, than it should be counted. 

    Halis likes this
  10. 38 minutes ago, Kubik said:

    :thinking: one detail to solve what if player disconnect "sometime" during the match?

    A disconnected player should still count as a player imo. So if 4 people start a map and two players disconnect, it should still be counted as 4 players (else it could be easy to cheat by letting others disconnect just before the end).

    Loriens and Halis like this
  11. 5 hours ago, Loriens said:

    Something like this.
    There is a lot of place there for this.
    1111.png.f15cad06e9841da20184dd09a186c5b0.png

    This simple change can attract a lot of players in PvE competitions (and in game eventually)
    Also set as default 2players for 2p maps and 4players for 4p maps.

    For 4 player maps I think '4 players' should be 'all', so if you are faster with 3 players it is also included in this list (so you have the full list).

    For 2 player maps the same.

    Loriens likes this
  12. Name: Trade sometimes doesnt work

    Severity: 3

    Location: Trade Window

    Reproducibility: 1/10, cant really pinpoint the problem

    Description: Chiaki and me were testing trade a bit. First I send him a card (waystation) through trade and it worked fine. After that he tried to send me the same card back but the buttons of our trade window got frozen. We were able to cancel the trade though. The card didnt show up on both our inventories until Chiaki relogged. After relog we were able to trade again.

     

  13. 6 hours ago, Navarr said:

    Hmm why are they so unevenly split btw? For example in Guns of Lyr all the upgrades are much more rare and valuable than Siege of Hope or Encounter with Twilight

    The community voted to spread upgrades based on the theme of the map+card (and not equal rarity), so that is what we did. The thread should still be around somewhere.

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