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Cloaking Device.... still bugged?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited July 2012 in PC Gameplay Bug Reports
Cryptic said they fixed the BOff-popup-decloaking bug on all Maps, i did not imagine reading that, right?

Just not on the Maps *where it makes sense for the Story to decloak you*?


So i played a few dailies yesterday and... guess what... every time i pressed on the cloak button almost instantly some BOff Popup or Flyby Text notifcation thingy decloaked my little Bird of Prey instantly.


Question: Can somebody please tell me some missions where this actually was fixed?
Does anybody feel like cloak was actually fixed and works reliable now?
...or did somebody forget to put the actual fix on Holodeck and it is just not here yet?

/confused :confused:

...well at least the visual FX has been fixed, decloaking finally LOOKS right, so kudos to whoever fixed that FX :D
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I think the intent is not to give you an edge when entering combat.

    If a dialogue spawns enemies, it decloaks you. If it's a pure story dialogue or PvP dialogue, it doesn't.

    I'd like some clarification on this though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I think the intent is not to give you an edge when entering combat.

    Isn't that the point of having a cloak in the first place? *facepalm*
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I have yet to encounter any instance where this bug has been fixed, so... Color me 'skeptical'...

    My personal 'skeptical' color: Lime Green ... Mainly due to my evil alter ego... LittleGreenSith! :eek:

    -Big Red :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I don't recall them saying anything about it being fixed. Last I heard they are working on it and it will take awhile because they had to go to each mission to make the needed tweaks to fix it. That is the last I remember.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    SandDog wrote:
    I don't recall them saying anything about it being fixed. Last I heard they are working on it and it will take awhile because they had to go to each mission to make the needed tweaks to fix it. That is the last I remember.

    They said a few days ago that they flipped the fix into S4 and had finished going through thousands of missions correcting it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Contacts and mini-contacts will no longer pull players out of cloak with the following exceptions.
    • If you are interacting with something you will still be pulled out of cloak.
    • We can still have a contact or mini-contact pull you out of cloak if we feel it benefits the mission!

    However, I remain skeptical, having discovered no instances wherein dialogue did not pull a ship out of cloak. (Frankly, unless there is some specific, story-driven reason or mechanic that is forcibly de-cloaking my ship, there really should never be any contact dialogs that pull a ship out of cloak.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I think the intent is not to give you an edge when entering combat.
    Why have cloak then? I am not convinced that this is the intent.

    I seem to remember that cloak was broken the moment the message came. At least once when testing it on Tribble, it seems that the message was not immediately displayed and I had to manually open it. This allowed me to stay cloaked, until I wanted to read the message. Then my ship was still forcibly decloaked.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Why have cloak then? I am not convinced that this is the intent.

    I seem to remember that cloak was broken the moment the message came. At least once when testing it on Tribble, it seems that the message was not immediately displayed and I had to manually open it. This allowed me to stay cloaked, until I wanted to read the message. Then my ship was still forcibly decloaked.

    Which would certainly be an improvement over the current state... Still wouldn't eliminate the underlying problem, but would definitely be a step in the right direction (and, from all indications, was working this way on Tribble... Hopefully, it is just a hotfix away from being implemented on Holodeck.)

    -Big Red
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Definitely still broken.

    It was said that the very first build of Season Four to Tribble had the fix for this, but no such fix seems to have ever been in place. I was decloaking in every build Tribble saw.

    It's still thoroughly broken. :mad:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Still broken for me at Kerrat and in a Defend the Freighter with the stupid notice there are more ships incoming.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    The fact that they have to go through EVERY map to fix this leaves me curious as to how this ability (and perhaps others) is coded into the game. Seems very inefficient if you ask me, but then again I don't know jack about programming or Cryptic's engine. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Not exactly sure what people are talking about here. I have never experienced an OUT OF PLACE decloak. I have been decloaked at the beginning of some DSE's becaue it was ME that was suppose to be getting the surprise of decloaking ships and not vis versa. ("Surprise" is a relative term if you have done those 100's of times.) I can not say I have been decloaked at any other point except in certain story missions that I should not have been.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    It's still bugged in ker'rat, which is the place where it's the biggest nuisance for me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Aoav160 wrote: »
    Still broken for me at Kerrat and in a Defend the Freighter with the stupid notice there are more ships incoming.

    The patch notes weren't very clear here, let me elaborate.

    When the game was shipped, pop-up dialogs and informational inter-actables did not force ships that were cloaked to decloak. The only thing that would force you out of cloak were mission objective inter-actables.

    This was by design. If you could just stay cloaked you could basically just fly to a mission objective, use it, and leave without ever having to fight anything that might be there to protect it.

    Somewhere between Season 2 and Season 3 all pop-ups and informational inter-actables were reclassified in the Engine to all work off the same internal engine feature, prior to this change there were separate systems for each . This change was a good thing for those of us that use the tools daily because it simplified our work flow. However, it had the side effect of breaking people out of cloak whenever you use any inter-actable or get any pop-up etc...etc..

    There has been new tech added to this system as with the latest build that allows us to flag this stuff now on a case by case basis. We also ran a game wide "fix" script that should have caught most of these with Season 4.

    I'm sure that the script probably missed a bunch of edge cases as well, so just report them when you see them and we will crush them as we get the reports.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    well, the Alhena Daily seems to be one of those places where the script didn't work.

    Unless I am mis-understanding how it is supposed to work.

    My assumption is: I do not necessarily have to decloak when a Bridge Officer or other Contact speaks to me, and even if I deliberately open that pop-up, I remain cloaked?

    That's what I would expect, but it's not what I see happening.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    out of curiosity, if ANYTHING, why can't we do the anomolies cloaked?
    Is it really hurting anyone?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Gozer,

    Thank you for the elaboration! I was always wondering a bit more about the cloaking mechanics as to the uncloak on popup "bug"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Staran wrote: »
    out of curiosity, if ANYTHING, why can't we do the anomolies cloaked?
    Is it really hurting anyone?

    Enter system.

    10 Bad guys all within 10 KM of the anomaly.

    Fly in cloaked, farm mission, leave and repeat.

    The above is why you have to decloak to hit an anomaly. In canon you could say to get the most accurate data possible you need to not have a device like a cloak on due to power/interference/etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Staran wrote: »
    out of curiosity, if ANYTHING, why can't we do the anomolies cloaked?
    Is it really hurting anyone?

    What type of missions are you farming anomolies in? If you are doing exploration sector farming just don't ever respond to the first dialog when you warp in and the bad guys won't spawn. It's how I did my Delta Flyer dailies.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    We also ran a game wide "fix" script that should have caught most of these with Season 4.

    I'm sure that the script probably missed a bunch of edge cases as well, so just report them when you see them and we will crush them as we get the reports.

    Um, are you sure you remembered to run said script? Or that is worked on any level?

    Mostly I've been running Cluster missions and I haven't found any where cloaking works appropriately, and in the story missions I've run, well, it hasn't worked there either.

    I honestly have yet to find a single instance where it's fixed. Which leads me to believe that bug reporting all of the instances where cloaking doesn't work would be a waste of time and just ticket spam. Essentially it seems like you should just assume they're all broken and start going through each one at a time, since if it's not the case that they're all still busted I haven't seen a single shred of evidence to support it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Rexy wrote:
    What type of missions are you farming anomolies in? If you are doing exploration sector farming just don't ever respond to the first dialog when you warp in and the bad guys won't spawn. It's how I did my Delta Flyer dailies.

    Not farming anomalies in any mission.
    As a KDF, I am doing the patrol missions, after I defeat this one node, i cloak to get the 'buff' for my next encounter, only to find out I have an anomalie beforehand. All about efficiency, man.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    The patch notes weren't very clear here, let me elaborate.

    When the game was shipped, pop-up dialogs and informational inter-actables did not force ships that were cloaked to decloak. The only thing that would force you out of cloak were mission objective inter-actables.

    This was by design. If you could just stay cloaked you could basically just fly to a mission objective, use it, and leave without ever having to fight anything that might be there to protect it.

    Somewhere between Season 2 and Season 3 all pop-ups and informational inter-actables were reclassified in the Engine to all work off the same internal engine feature, prior to this change there were separate systems for each . This change was a good thing for those of us that use the tools daily because it simplified our work flow. However, it had the side effect of breaking people out of cloak whenever you use any inter-actable or get any pop-up etc...etc..

    There has been new tech added to this system as with the latest build that allows us to flag this stuff now on a case by case basis. We also ran a game wide "fix" script that should have caught most of these with Season 4.

    I'm sure that the script probably missed a bunch of edge cases as well, so just report them when you see them and we will crush them as we get the reports.

    All I know is that when my Gorn goes into nebula clusters and does exploration missions ... In space combat where you are defending an outpost or ship .... Every time my BO decides to tell me that we have another enemy on sensors, my BoP decloaks.

    THAT ... is not the way it should be, so I would say yes .... the system definitely missed more than a few.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    so... the script ran?


    ... uhm... can it be, that this script was the reason that the Foundry Missions got all screwed up and is now offline? ...that would suck :o


    Anyway i don't get what the Dev's are talking about, i did read it now a few times in Dev posts that people could cloak and use interactables while cloaked?
    From my experience that was never the case, every singe interactable (like scanning, repairing, beaming) allways decloaked me.
    If anything i rather had some rare cases in the game where an interactable was overseen and people could exploit that, instead of making the decloaking the default for everything unless a Dev presses a special button that allows you to stay cloaked?

    Since almost nothing is really supposed to decloak you, that sound like 100 times the work for the Dev's.



    Anyway i have yet to hear of a single mission that was actually FIXED?
    Somebody give me a name of a mission so i can see for myself, please?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    The patch notes weren't very clear here, let me elaborate.

    When the game was shipped, pop-up dialogs and informational inter-actables did not force ships that were cloaked to decloak. The only thing that would force you out of cloak were mission objective inter-actables.

    This was by design. If you could just stay cloaked you could basically just fly to a mission objective, use it, and leave without ever having to fight anything that might be there to protect it.

    Somewhere between Season 2 and Season 3 all pop-ups and informational inter-actables were reclassified in the Engine to all work off the same internal engine feature, prior to this change there were separate systems for each . This change was a good thing for those of us that use the tools daily because it simplified our work flow. However, it had the side effect of breaking people out of cloak whenever you use any inter-actable or get any pop-up etc...etc..

    There has been new tech added to this system as with the latest build that allows us to flag this stuff now on a case by case basis. We also ran a game wide "fix" script that should have caught most of these with Season 4.

    I'm sure that the script probably missed a bunch of edge cases as well, so just report them when you see them and we will crush them as we get the reports.

    Gozer, I was told that the decloaking on dialog in B'Tran was intentional. I'm sorry, but I don't buy it. With all due respect, it was bad spin for an unfixed bug, and I felt lied to. I hope you can understand our frustrations with that. *At no time in canon* did communications or sensor scans drop a cloak; only taking weapons fire, the need to fire your weapons, and using the transporter did (yes, picking up item drops or delivering requessted goods *should* count as using the transporter). Please take a look at how things are done re: the game engine and fix it once and for all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Zanshi wrote: »
    Gozer, I was told that the decloaking on dialog in B'Tran was intentional. I'm sorry, but I don't buy it. With all due respect, it was bad spin for an unfixed bug, and I felt lied to. I hope you can understand our frustrations with that. *At no time in canon* did communications or sensor scans drop a cloak; only taking weapons fire, the need to fire your weapons, and using the transporter did (yes, picking up item drops or delivering requessted goods *should* count as using the transporter). Please take a look at how things are done re: the game engine and fix it once and for all.

    Actually, using the transporter did not force decloak.

    See ST 4 The Voyage Home
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Zanshi wrote: »
    Gozer, I was told that the decloaking on dialog in B'Tran was intentional. I'm sorry, but I don't buy it. With all due respect, it was bad spin for an unfixed bug, and I felt lied to. I hope you can understand our frustrations with that. *At no time in canon* did communications or sensor scans drop a cloak; only taking weapons fire, the need to fire your weapons, and using the transporter did (yes, picking up item drops or delivering requessted goods *should* count as using the transporter). Please take a look at how things are done re: the game engine and fix it once and for all.

    I'm not sure who told you this, but it wasn't anyone who works for Cryptic on the Content Team. There are exactly 3 people at Cryptic that know the history of the issue and I am one of them.

    I'll check again tomorrow and find out what's going on. I'm giving you the exact information that was given to me by the Programmer that "fixed" the issue. No one is trying to spin anything, no one is lying to you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Iceroid wrote: »
    Actually, using the transporter did not force decloak.

    See ST 4 The Voyage Home

    Also, Unification. Among other episodes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    yeah, cloak seemed to have rebroken for me tonight. Was 'ok' last night but not everything is uncloaking my brell
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    So this confirms that the engine was globally modified to support a behavior change in the timeframe of the Cloaked Intentions series, perhaps for a single mission.

    It also suggests that once the problem was diagnosed, there might have been ways Cryptic could have backed out those global changes and tagged or reclassified new events so the engine could process them correctly for that single mission. But they didn't.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Yeah, I can also confirm this still happens, was in Undine missions in Fludic space today with a couple fleetmates and it occured a couple times, much to our mutual discontent...:(
    Sometimes, it doesn 't matter, other times it makes all the difference...
    Sure would be nice to get it back to the way it used to work, no issues at all other than bringing you to a stop.
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