Forums » General
VO 1.8.197
VO 1.8.197 includes:
- In non-fogged sectors, other vessels are no longer visible on the sector list beyond 15km. There is no longer "universal knowledge" of all other ships in the sector, regardless of distance. This may continue to be tweaked and adjusted, moving forward.
This has been a more technically complex change than we originally anticipated. We tried to drop it in last week, and then had to revert while we sorted out some bugs. So, please let us know if you see any issues with this particular feature.
This is also likely to be a feature that comes with some attached controversy. If you'd like to read some of the backstory, check out the five-page 2009 feature-proposal thread on Suggestions (post don't respond to that thread or revive it). Limitations to awareness have always been part of the intended goal here; after all, with limitations comes the ability to alter those limits through various equipment changes, creating a richer and more diverse option selection, as well as making "stealth" tatics more of a possibility.
It's also notable that 15km is pretty far, in the game. We definitely have sectors that have things spread across larger areas, but in most "social" cases (like stations), this pretty easily covers the areas where people congregate. 15km is also a lot of ground to cover to "sneak up" on anyone.
Also, as a reminder, changes like this should be seen as a first step, not a final and absolute statement. We welcome feedback, as always. We may need to tweak distances, or change things based on sector content (beyond fog-vs-no-fog). Perhaps have major station sectors with larger "ranges" thanks to some radar-enhancing feature of stations, while more far-flung sectors have smaller and more claustrophobic visibility ranges (plus variability due to addons or ships, or grouping with capships, etc). All these things are possible, and should be duly discussed on the Suggestions Forum.
- In non-fogged sectors, other vessels are no longer visible on the sector list beyond 15km. There is no longer "universal knowledge" of all other ships in the sector, regardless of distance. This may continue to be tweaked and adjusted, moving forward.
This has been a more technically complex change than we originally anticipated. We tried to drop it in last week, and then had to revert while we sorted out some bugs. So, please let us know if you see any issues with this particular feature.
This is also likely to be a feature that comes with some attached controversy. If you'd like to read some of the backstory, check out the five-page 2009 feature-proposal thread on Suggestions (post don't respond to that thread or revive it). Limitations to awareness have always been part of the intended goal here; after all, with limitations comes the ability to alter those limits through various equipment changes, creating a richer and more diverse option selection, as well as making "stealth" tatics more of a possibility.
It's also notable that 15km is pretty far, in the game. We definitely have sectors that have things spread across larger areas, but in most "social" cases (like stations), this pretty easily covers the areas where people congregate. 15km is also a lot of ground to cover to "sneak up" on anyone.
Also, as a reminder, changes like this should be seen as a first step, not a final and absolute statement. We welcome feedback, as always. We may need to tweak distances, or change things based on sector content (beyond fog-vs-no-fog). Perhaps have major station sectors with larger "ranges" thanks to some radar-enhancing feature of stations, while more far-flung sectors have smaller and more claustrophobic visibility ranges (plus variability due to addons or ships, or grouping with capships, etc). All these things are possible, and should be duly discussed on the Suggestions Forum.
Good progress; Grats Inc. et al.
Thanks for getting this done guys...
:-)
yarr
We've had some reports that the in-sector user list may stop working properly after a period of time. Not sure on this yet, we're still debugging. If you see an issue, please post it to Bugs. As I mentioned, this was a bit more complex to implement than we initially anticipated, so the potential for bugs is increased as well.
did notice I was getting player left sector messages when entering instead of player entered - not sure if it is related....
http://www.vendetta-online.com/x/msgboard/2/25505
I have more pics if u need inc, thats just one of the examples I took. has happened to me at least 2 times now after the update.
I have more pics if u need inc, thats just one of the examples I took. has happened to me at least 2 times now after the update.
This new 15k limit update is fubar. You see ppl, then they are gone.. they they appear (sometimes) etc. Honestly, pull this update and put it on the test server first.
A fix that works temporarily is restarting vo but after a couople hours u see nothing on the list again, dunno what is causing it... maybe warping in/out too many sectors?
I'm working on the problem.
So far, I've been unable to duplicate the problem.
Does the sector list problem happen when no plugins are installed?
So far, I've been unable to duplicate the problem.
Does the sector list problem happen when no plugins are installed?
I've figured out how to reproduce the problem reliably.
It's due to ReloadInterface killing all timers, including internal ones without restarting them. A fix will be available soon.
ReloadInterface is done by some plugins when you log out or back in again, in addition to screen resolution changes and other plugin actions.
It's due to ReloadInterface killing all timers, including internal ones without restarting them. A fix will be available soon.
ReloadInterface is done by some plugins when you log out or back in again, in addition to screen resolution changes and other plugin actions.
Client update 1.8.197.2 is released that should fix this sector list problem.
Consider your contract renewed for the rest of the day...
Good job Ray
Good job Ray
ty ray!
Excellent Ray!