and "upload a new version" does weird things.... apparently I have to wait for some automated thingy to update it... feh, click the file link and you'll see the new one.
Looks like we are still missing about 5 spots unless these 15 are recycled for all the 20 items. Mark you mind if I switch your red marks for the gold stars to make it easier to see? I can barely make em out./
ENh, yeah, I tried to make them small to not obscure the map, but yeah... they are a bit hard to see.
I think there's at least one missing. I remember doing one(that I didn't make a screen cap of) where it was somewhere along the middle of the south side of the river.
So here is an updated version of the map, now with 16 points plotted on it. I've not had anything new outside of these yet but I suspect there are still 4 more to locate.
If you scan twice and get wildly different vectors then aiming directly where the two vectors meet will lead directly to the artifact.
So if you had vectors like this: >V, then aim where the right side of > and the left side of V meet.
Coupled with a map it's easy enough to head straight for the artifact, i managed to find one with just two scans that way.
Edit: here's a really shockingly bad pic I drew -
[img][/img]
Well, I just thought of something.... The red grid phenomenon that people have been reporting as part of the slow loading issue seems to be the artifact scanning lines... ALL of them! being displayed simultaneously. Which makes me think the imprecise scanning results are due to a fundamental limitation in the minigame. Namely that the red scanning lines are baked into the map and that there's only a limited number of angles to choose from.
If you scan twice and get wildly different vectors then aiming directly where the two vectors meet will lead directly to the artifact.
So if you had vectors like this: >V, then aim where the right side of > and the left side of V meet.
Coupled with a map it's easy enough to head straight for the artifact, i managed to find one with just two scans that way.
Edit: here's a really shockingly bad pic I drew -
[img][/img]
Well, I just thought of something.... The red grid phenomenon that people have been reporting as part of the slow loading issue seems to be the artifact scanning lines... ALL of them! being displayed simultaneously. Which makes me think the imprecise scanning results are due to a fundamental limitation in the minigame. Namely that the red scanning lines are baked into the map and that there's only a limited number of angles to choose from.
So there's some sort of red grid under the main map and the scan only shows you two vectors of that map in you local area?
I'm not sure as the two lines seem to show up exactly where my toon is stood, no mater where on the map I am, that would indicate to me that it's adding them to the game on demand based on your exact location, the same as all the other visual spam we get for powers etc.
I think the red lines may be the cause of the recent issues of freezing lag many have been having when logging into Risa, right at the point before the splash screen transitions to the game screen.
Recently my game screen managed to display during the freezing lag and I saw multiple red lines around me, as if several people were all scanning at the same time, then the lines would disappear when the game unfroze.
I am guessing that the lines are not working as intended, they were probably meant to be more animated and actually guide players to the artifacts, but something is locking them up and that may have the side effect of causing that freezing lag at login.
Just a guess, and at least worth looking into I think.
Another observation: when you click the button to scan, you seem to be interacting with an invisible object. This object temporarily ceases to exist when the scan finishes. It will respawn after a few seconds though.
How does this correlate with the previous observation about the red lines? Maybe the scan interact is interacting with the lines themselves and causing the line object to temporarily move to your location?
Another curious observation I've made is that if I am moving when I initiate the scan the red lines will appear centered on where I initiated the scan and not on my current location. This is in contrast to normal scanning which moves with you and actually can change heading as you move.
If you scan twice and get wildly different vectors then aiming directly where the two vectors meet will lead directly to the artifact.
So if you had vectors like this: >V, then aim where the right side of > and the left side of V meet.
Coupled with a map it's easy enough to head straight for the artifact, i managed to find one with just two scans that way.
Edit: here's a really shockingly bad pic I drew -
[img][/img]
Well, I just thought of something.... The red grid phenomenon that people have been reporting as part of the slow loading issue seems to be the artifact scanning lines... ALL of them! being displayed simultaneously. Which makes me think the imprecise scanning results are due to a fundamental limitation in the minigame. Namely that the red scanning lines are baked into the map and that there's only a limited number of angles to choose from.
So there's some sort of red grid under the main map and the scan only shows you two vectors of that map in you local area?
I'm not sure as the two lines seem to show up exactly where my toon is stood, no mater where on the map I am, that would indicate to me that it's adding them to the game on demand based on your exact location, the same as all the other visual spam we get for powers etc.
I'm not sure how it works, but the red lines DO seem to exist independently of scanning.
From what I can guess, the scan lines are generated "on demand" by a scan, but then "hidden" under the surface instead of being erased.
And/or the erasure sweeps aren't going through...
Which is theorized to be behind the massive amounts of lag (that's steadily increasing) as you attempt to access Risa maps, these lines are building and building...
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
So is the game generating the lines when someone scans and then hiding them but not erasing them, so over time the whole instance fills up with lines? Because certain instances are essentially perpetual this means there could be thousands of hidden lines within a short period of time (50 players per instance all scanning several times per hunt multiple time an hour?). Is there a critical mass of lines that could crash the instance eventually?
I dunno. IF it was player generated then I would expect the locations of the lines to be clustered more. For example, the screencap is of a beach location in the western cost of the map. It's possible for players to run scans in the treeline, but that seems unlikely, yet, there are many scan lines in the treeline. But... it's hard to say, I'd love to get a scan of Qwen's tent.... IF the red lines are echoes of where people have scanned then Qwen's tent should be covered in them.
Well I just had it happen to me briefly after I got DC'd out over the water and when I logged back in over the water there were lines everywhere. This was right out in the water past the end of the eastern most pier and i'm pretty sure there's no way people would be scanning out there.
Plus there's a pic in one of the bug topics that shows lines all up the wall in the resort building inside round the dabo table. Something odd going on for sure.
lines going up the wall is just how the scanner works, I made a pic standing on the pier that shows lines on the pier AND on the water below. Also if you look in that beach picture I posted above you'll see them going up the side of trees.
I'm family sure that these points are random areas where your item could pop up, and you will get duplicate spots, as I've gotten a couple on the ne sand island, and the nw sandy cove. Seems there is only the 16 points, unless new evidence shows otherwise.
lines going up the wall is just how the scanner works, I made a pic standing on the pier that shows lines on the pier AND on the water below. Also if you look in that beach picture I posted above you'll see them going up the side of trees.
Yeah I know that it'll go over terrain and up walls etc, it's just I have never seen anyone scanning in the resort building since day one and I've never had any reason to go there at all. So for it to be full of lines like that seems a bit odd to me.
I mean the only reason anyone goes in there is for the exchange/bank/mail consoles and the occasional dabo game.
Umm... I actually HAVE at least scanned near it.... actually that created a weird glitch with the scan lines. if you're touching the building it'll make a weird pattern with the lines.
But yeah it does seem odd for it to be filled with them. I think the pic Kodan posted was actually the top floor of the promenade though.
I've been lucky enough to only see the red lines during a login once. Thing is, on login, I spawned right at the tent, but there were only a small number of lines compared to the pictures posted here. Considering this spot should have a large amount of scanning going on, I'd have to guess that either they aren't player generated, or the zone had recently reset.
Thanks, BTW, to @lordsteve1 for compiling the map. Very nice tool.
"Logic is a little tweeting bird chirping in a meadow. Logic is a wreath of pretty flowers which smell BAD." - Spock
I have had the slow load many times but never see anything like the video form markhawkman portrays, that's not saying that this is not a factor but it could be just coincidental.
When I think about everything we've been through together,
maybe it's not the destination that matters, maybe it's the journey,
and if that journey takes a little longer,
so we can do something we all believe in,
I can't think of any place I'd rather be or any people I'd rather be with.
I am pretty sure the red vector lines that are loaded is the primary reason for very slow load times because that adds to the amount of data the must be loaded by the game.
I have experienced too many occasions where it takes over 1 minute to load a character on Risa. While I was able to complete 5 Horg'ahn Hunts and a somewhat rare 6 completed hunts (involves both skill and lots of luck) within the 14 or 15 minute time back in 2015. Now with the excessive load times I can only do 3 or 4 complete hunts.
What's the most obvious change between 2015 and 2016? The artifact hunt and the vector map associated with it.
Comments
My character Tsin'xing
Fleet leader Nova Elite
Fleet Leader House of Nova elite
@ren_larreck
I think there's at least one missing. I remember doing one(that I didn't make a screen cap of) where it was somewhere along the middle of the south side of the river.
My character Tsin'xing
My character Tsin'xing
So there's some sort of red grid under the main map and the scan only shows you two vectors of that map in you local area?
I'm not sure as the two lines seem to show up exactly where my toon is stood, no mater where on the map I am, that would indicate to me that it's adding them to the game on demand based on your exact location, the same as all the other visual spam we get for powers etc.
My character Tsin'xing
Recently my game screen managed to display during the freezing lag and I saw multiple red lines around me, as if several people were all scanning at the same time, then the lines would disappear when the game unfroze.
I am guessing that the lines are not working as intended, they were probably meant to be more animated and actually guide players to the artifacts, but something is locking them up and that may have the side effect of causing that freezing lag at login.
Just a guess, and at least worth looking into I think.
How does this correlate with the previous observation about the red lines? Maybe the scan interact is interacting with the lines themselves and causing the line object to temporarily move to your location?
Another curious observation I've made is that if I am moving when I initiate the scan the red lines will appear centered on where I initiated the scan and not on my current location. This is in contrast to normal scanning which moves with you and actually can change heading as you move.
My character Tsin'xing
From what I can guess, the scan lines are generated "on demand" by a scan, but then "hidden" under the surface instead of being erased.
And/or the erasure sweeps aren't going through...
Which is theorized to be behind the massive amounts of lag (that's steadily increasing) as you attempt to access Risa maps, these lines are building and building...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
My character Tsin'xing
My character Tsin'xing
So is the game generating the lines when someone scans and then hiding them but not erasing them, so over time the whole instance fills up with lines?
Because certain instances are essentially perpetual this means there could be thousands of hidden lines within a short period of time (50 players per instance all scanning several times per hunt multiple time an hour?). Is there a critical mass of lines that could crash the instance eventually?
My character Tsin'xing
Plus there's a pic in one of the bug topics that shows lines all up the wall in the resort building inside round the dabo table. Something odd going on for sure.
My character Tsin'xing
Yeah I know that it'll go over terrain and up walls etc, it's just I have never seen anyone scanning in the resort building since day one and I've never had any reason to go there at all. So for it to be full of lines like that seems a bit odd to me.
I mean the only reason anyone goes in there is for the exchange/bank/mail consoles and the occasional dabo game.
But yeah it does seem odd for it to be filled with them. I think the pic Kodan posted was actually the top floor of the promenade though.
My character Tsin'xing
Still seems odd placement.
Any word from any devs on this or will we hear tomorrow after the weekend?
The guy who made that capture posted a video version that shows the zone-in process.
https://youtu.be/hiEygL-TCPI?t=37
My character Tsin'xing
Luckily, I'm down to two more artifacts to find.
That could take all summer to get.
Oh! That's what that is. I thought it was lag and tons of people were scanning at once around me when I first saw it. LOL! XD
I keep getting the same darn ones over and over again.
Thanks, BTW, to @lordsteve1 for compiling the map. Very nice tool.
When I think about everything we've been through together,
maybe it's not the destination that matters, maybe it's the journey,
and if that journey takes a little longer,
so we can do something we all believe in,
I can't think of any place I'd rather be or any people I'd rather be with.
I have experienced too many occasions where it takes over 1 minute to load a character on Risa. While I was able to complete 5 Horg'ahn Hunts and a somewhat rare 6 completed hunts (involves both skill and lots of luck) within the 14 or 15 minute time back in 2015. Now with the excessive load times I can only do 3 or 4 complete hunts.
What's the most obvious change between 2015 and 2016? The artifact hunt and the vector map associated with it.