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#51
Tybo

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Cyonan wrote...

tyhw wrote...
I'd also add that the CSMG has ~10 less shots than advertised (randomly distributed double ammo bug 10 times per clip).  The CSR has ~20 less shots than advertised.  Double ammo conumption on most shots (not all), burst fire seems to stop the double ammo consumption.  The Reegar also has this bug, but to what degree is unknown.


My tests show the Reegar losing ~10 rounds per clip to this. I have also noted it on many other weapons while under the use of Marksman, as well as the GPR while not using Marksman.

In addition:

> Snap Freeze primes everything, and does 2x CE damage
> According to what BioWare has said, I would suspect that the Typhoon's DR is not working as intended
> Chris recently mentioned that the Crusader is not working as intended, but that they have no intentions of fixing it at this time.
> Medi-Gel being used to reload cancel on PC was not intended, but again there is no intentions to fix it
> Evolution 5 of N7 Demolisher's passive has a visual bug which causes it the tooltips to not update until you switch characters
> N7 Paladin's Energy Drain is based off of base shields rather than max shields like the Salarian's.
> Enemies sometimes do not appear at all(this happens the most on Condor)


Using the GPR and marksman, we did not see any ammo loss.  You can see the logs here

#52
Autumnal Skies

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Scions, Primes and rocket troopers shooting through walls.

#53
Xendless

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Is the Justicar's power damage still effed?

#54
Cyonan

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randomfoo wrote...

> I have also noted it on many other weapons while under the use of Marksman, as well as the GPR while not using Marksman.

Have a link in a thread?


Not to one with tests involving the other weapons, as my thread only posted with the Collector weapons. I can run them again later tonight though if people want numbers.

randomfoo wrote...
> Snap Freeze primes everything, and does 2x CE damage

Damn, I know I added these before but I think I had two editors open and overwrote them. Do you have links to testing threads? I think peddroelmz did the initial work on the 2x CE damage right? 


I think it was Peddroelmz that did. Unfortunately BSN search leaves a lot to be desired =P

Someone else should have a link to it, though.


randomfoo wrote...
> According to what BioWare has said, I would suspect that the Typhoon's DR is not working as intended
> Chris recently mentioned that the Crusader is not working as intended, but that they have no intentions of fixing it at this time.
> Medi-Gel being used to reload cancel on PC was not intended, but again there is no intentions to fix it

Have links to this, hadn't seen followup discussion?


The second two don't leave much room for a followup discussion, since they're not intended. It's basically been filed under "glitch that they don't intend to fix".

As for the first one, BioWare mentioned that the gun retains some of the DR you get for being in cover, but it does not. You still take less damage while in cover because of the loss of the out of cover damage bonus(which is very often incorrectly referred to as damage reduction), but this is the case with every gun in the game.

randomfoo wrote...
> Evolution 5 of N7 Demolisher's passive has a visual bug which causes it the tooltips to not update until you switch characters

Ah, never knew this was the cause of the visual bug - do you have a link for discussion?

> N7 Paladin's Energy Drain is based off of base shields rather than max shields like the Salarian's.

Interesting, know who tested this? Wish BSN search wasn't so useless...


There's been a lot of discussions about the N7 Demolisher bug. I know I posted in a thread about it today(title was asking if Arc Grenades didn't benefit from power damage), but as you said BSN search isn't exactly that great =P

You can find a link to my thread about the Paladin's Energy Drain here. If people want numbers, I can post those.

#55
randomfoo

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staindgrey wrote...

Kalas321 wrote...

Huntress cloak needs weapon damage


No, she doesn't.

The fact that this is even still a topic baffles me. :?


FYI, regardles sof whether the Huntress "needs" weapon damage, I chased down the link w/ the post from Eric Fagnan that states that this is indeed a bug.

She is supposed to have a weapon damage bonus from her cloak just like regular cloak, so this is a bug.


Modifié par randomfoo, 03 février 2013 - 10:01 .


#56
.458

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[quote]randomfoo wrote...

Is anyone maintaining a current list of Multiplayer bugs that are still active post-1.05?

Here's my current list (Sorta a list here), primarily gameplay bugs:

Matchmaking/Joining:
- Bad matchmaking/inability to filter or see ping
- Matchmaking doesn't update properly/will sometimes drop users into games they did not request (ie, Gold when requesting Silver)
[quote]randomfoo wrote...

Very likely a side-effect of the UDP network and/or origin caching game status and sending people to games they USED to be in. In the case of sending someone to the incorrect match level (e.g., sign up for silver get sent to gold), you can be pretty sure it is the UDP network implementation. In the case of a wrong map or opponent, likely server side cache.
[/quote]
- Inability to actually pick Unknown/Unknown (receiving bonuses, avoiding farming matches)
[quote]randomfoo wrote...

[/quote]
Same as above.
- Inability for certain players to host or voice chat each other (network related?)
[quote]randomfoo wrote...

I actually think this one is more complicated. Often it is related to NAT, and this is a real issue. When it is a case of the infinite wait screen...especially when we can hear voice chat...it is pretty much a guarantee of an outright bug.
[/quote]
- When joining an ongoing game, can be killed/sync-killed before being loading finishes when spawning
- Players can get stuck joining a game; no ability to cancel/quit when stuck "Loading"
[quote]randomfoo wrote...

See above note. FYI, I had a petition out long ago to add a cancel button.
[/quote]

Game Breaking:
- Drone escort objective can still get stuck in the floor, requiring the host quitting (restart round)
[quote]randomfoo wrote...

Possibly from the game engine they use. I haven't seen it get stuck lately on FB hydra, but FB vancouver has this often enough.
[/quote]
- Enemies still get stuck at some spawn points, requiring splash damage to kill or host quitting
[quote]randomfoo wrote...

Believe it or not, I think this is related to networking. A lost event.
[/quote]
- Banshees can teleport to upper/inaccessible levels/locations on maps permanently, sometimes requiring host quitting (White, Reactor, Glacier, Jade, Giant)

Objectives:
- A player can activate and then quickly leave a Hack and remain counted as uploading

Maps:
- Hydra Exploit
- Rio Box of Shame
[quote]randomfoo wrote...

This isn't a bug or exploit. Working as intended. I've seen rumor though that it will be changed. Makes me wonder if that will be in this Tuesday's balance change.
[/quote]
- Vanguards can get stuck below the map on Rio
[quote]randomfoo wrote...

Everyone can be at moments dropped below a map under certain conditions, especially death. They had done a good job on a prior patch at stopping this bug. Possibly the most recent patch reverted the bug fix and put the bug back in...that's one to ask the developers.
[/quote]

Characters/Powers:
- Shadow Strike can't target Atlas
- Blade Armor doesn't properly reflect damage; worse on higher difficulty levels
- Paladin's fire explosions center on character not enemy
- Biotic Charge and Shadow Strike not able to target even for host w/ LOS
- Volus shield boost can cause off-host teammates to not be able to shoot/use powers until heavy meleeing or dying

[quote]randomfoo wrote...

Network issue. Roughly the same mechanism that allows missile glitching.
[/quote]

- Recovery powers (ED, Stim Packs, Biotic Charge, AR, Shield Boost, etc) can fail to regenerate shields if damage is taken while activated
- Frag Grenade AP/SO evos don't work
- Tactical Scan HS damage perk doesn't work
- Asari Huntress TC is intended to also give weapon damage bonus
- Drell kits have aim/camera problems w/ Beam Weapons (PPR, CSR)
- Enemy Health blinks, but Fire Explosion does 0 DoT
[quote]randomfoo wrote...

Lag and network loss. Everyone runs a local copy of the game, but only the host has an authoritative copy. When your local copy hits something, that blink is instant feedback...actual damage or kill only occurs after the host verifies it.
[/quote]
- FE 0 DoT can override Incendiary Ammo DoT, interfere w/ stacking, cause 0 damage
- Snap Freeze and Electric Slash Tech Combo evo doesn't affect TB, FE, or CE
- Incinerate freeze combo still doesn't work with snap freeze vs health- Engineering Kit gear boosts damage of "tech grenades" (Arc, Homing) but Sabotage's Vulnerability evo doesn't (have other tech vuln evo's been tested?)

Weapons/Mods:
- Harrier recoil is lower out of cover than in cover 
- Reegar does less damage with Warp
- CSMG, CSR, Reegar suffer from random double ammo consumption

Enemies:
- Collector Damage bugged
- Phantom DR on host makes them near invulnerable
- Geth Rocket Trooper can shoot multiple rockets at a time
- Geth Hunter can shoot even while staggered, frozen, in stasis etc
[quote]randomfoo wrote...

Probably just a weakness of all networked applications. Doubt anything can be done about this, except if it occurs to a host. The round trip time for off-host to verify through host means actual stagger occurs later than the off-host sees. Once the enemy starts firing, it completes its full volley...even if it is a series of attacks and not a single bullet. Host is the only one who will truly see any bugs on this.
[/quote]
- Geth Hunter not affected by certain powers (like Sabotage) when cloaked
- Enemies can shoot you while facing a different direction (GRT, Praetorian)
- Enemies can melee/sync kill through walls
- GRT and Banshee Warp can shoot through solid cover
- Geth Bombers immune to some powers (like Overload, Submission Net)
[quote]randomfoo wrote...

They are not immune, but require exact aim most of the time.
[/quote]
- Magnet hands sync kills happen, even on host
- Enemies can walk through the reactor door on reactor hazard
- Projectiles that follow you (Atlas missiles, Banshee Warp) can make impossible turns or hit you even after you Biotic Charge / Teleport elsewhere on the map
- Guardian does not take Incendiary Ammo or Inferno Grenade damage

Network/Lag Related:
- Tactical Cloak cooldowns can desync when immediately decloaking offhost
[quote]randomfoo wrote...

Another case with a similar mechanic to missile glitching.
[/quote]
- Empty Grenade throws offhost
- Raider can fire extra shot offhost
- Ammo pickup/counts often desync, require firing/thermal packs to fix
- Invisible Banshees/Turrets still happen
[quote]randomfoo wrote...

The banshee one is interesting, it's a case of an actual bug (not network). It happens to the host, and then everyone off-host inherits this. As many things as there are which are network issues, this one is not.
[/quote]
- Characters may sometimes not be able to shoot until heavy meleeing
[quote]randomfoo wrote...

Related to the same issue as missile glitching (combinations of network weaknesses and how data is sent across the network). The actual network issues are hard to fix, how the data is sent is much easier.
[/quote]
- Ops packs will be consumed even when ineffective due to lag
- Laggy clients/teammates can cause the host to lag?
[quote]randomfoo wrote...

I doubt this is actual host lag in the usual sense, but a host, like everyone else, has to get a response from the off-host to see what they are doing. Not really something you can blame BW for.
[/quote]
- If briefly sustained offhost, Geth Heavy Melee will consume shield but not cause any enemy damage
- While offhost, guns may occasionally show more than the max amount of spare ammo than you can normally have, this is a sign that your current magazine is not actually full: e.g. a normally 4/10 gun showing 4/12, meaning your current magazine is 2 instead of 4.
[quote]randomfoo wrote...

The thrill of distributed computing with independent components...and unreliable messaging over a UDP network.
[/quote]

Bugs in player's favor:
- Incendiary/Warp Ammo - DoT stacks wonkily
- Pre-DLC weapons are not affected by weight-adding weapon mods
- 66666 Character Points (bannable)
- Havoc Double Strike
- Snap Freeze cryo explosions on chilled targets
- Atlas Triple-Hit
- Sticky Grenades apply ammo consumable damage and effects based on % of active weapon
- Snap freeze cyro explosions always do 2x damage
- Volus shield boost can be used to stack DR over 100% w/ Heavy Melee shell (in-game tooltips say the cap is 90%)
- Cloaking while firing a ramped Striker doesn't break cloak (no other ramped fire guns do this)
Guardian takes ammo damage for shield and body hit
- Shadow strike gets damage bonuses from power damage passives and consumables and Tactical Cloak bonuses as a melee attack and power
- Sync kills can only happen when the player and enemy are at the exact same vertical height (ie immune on ramps, etc)

Platform specific:
- PC: Shockwave Radius evolution can bug out (disable) Shockwave in-game
- PC: some sounds/parts of sounds fail to play between left/right speakers
[quote]randomfoo wrote...

Lost network event during initialization...wouldn't happen with TCP. The UDP reliability layer has flaws.
[/quote]
- PC: screen overlays can duplicate or be incorrectly proportioned when running on windowed mode in a different aspect ratio from the monitor (pic)- PS3: Collectors/maps cause freezing for some people

Misc:
- Blood overlay can stay visible when regenerating shields. Will only disappear after shields are taken down and "naturally" regenerated
[quote]randomfoo wrote...

Network. Lost event. Organization of events over a UDP network makes this inevitable.
[/quote]

Working As Intended (not bugs):
- Reload Cancelling (also)
- Pizza Running
- Typhoon DR
- Crusader Aim Delay
- Squad Elite Challenge can only be completed once

Is it a bug?:
- Reload Covering

Are there any that I've missed? Does Rio still crash consoles? I'm sure there are at least some more lag-related bugs. I'll update this list as people post things. For non-well known bugs or damage related stuff, links to discussion threads would be appreciated.[/quote]

FYI, here is a short description of all those things I've blamed on networking:
http://social.biowar...1769/7#15745364
Rearranging how events go across the network could fix a lot of these bugs.

Modifié par .458, 03 février 2013 - 10:05 .


#57
kazumasoju

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 Heres a link for the Crusader Aim Delay http://social.biowar...8183/4#14259011 And also the Blood Overlay goes away also if you use an Ops Pack ( even if your shields are full ) :wizard:

Modifié par kazumasoju, 03 février 2013 - 10:07 .


#58
kazumasoju

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Xendless wrote...

Is the Justicar's power damage still effed?


This was fixed and it was all Asari Justicar trees

#59
randomfoo

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> I have also noted it on many other weapons while under the use of Marksman, as well as the GPR while not using Marksman.

Have a link in a thread?


Not to one with tests involving the other weapons, as my thread only posted with the Collector weapons. I can run them again later tonight though if people want numbers.


I don't need numbers, although does what tyhw just posted about his testing contradict? Mostly I'd just like to be able to have links to discussions for the bugs reports - in the past the bad thing I noticed about the "comprehensive" bug lists is that they usually didn't have enough context to them, so having links to longer discussions/confirmation is just something that would be nice.

What do you think the bug should be formulated - when weapon RoF reaches a certain level ammo usage isn't counted properly? I guess that'd be a weapon bug - probably a known problem and why the Hurricane fires doubled up shots like it does...

> Snap Freeze primes everything, and does 2x CE damage

Damn, I know I added these before but I think I had two editors open and overwrote them. Do you have links to testing threads? I think peddroelmz did the initial work on the 2x CE damage right? 


I think it was Peddroelmz that did. Unfortunately BSN search leaves a lot to be desired =P


Found it in my history. Sad that Chrome has better search than BSN. ;P


randomfoo wrote...
> According to what BioWare has said, I would suspect that the Typhoon's DR is not working as intended
> Chris recently mentioned that the Crusader is not working as intended, but that they have no intentions of fixing it at this time.
> Medi-Gel being used to reload cancel on PC was not intended, but again there is no intentions to fix it

Have links to this, hadn't seen followup discussion?


The second two don't leave much room for a followup discussion, since they're not intended. It's basically been filed under "glitch that they don't intend to fix".

As for the first one, BioWare mentioned that the gun retains some of the DR you get for being in cover, but it does not. You still take less damage while in cover because of the loss of the out of cover damage bonus(which is very often incorrectly referred to as damage reduction), but this is the case with every gun in the game.


Like I said, mostly looking for URLs I can point to for reference.  ie, the link I have right now points to Chris saying Crusader was working as intended, so if there was a followup that was like nope, is fishy, I'd love to point to that, as well.

Have work to do today but will put the rest in followup list. Any info you have (like who posted the medi-gel cancel statement, etc) would be useful for me to try to search for.

Speaking of visual bugs, the Destroyer devestator mode overlay animation disappearing is one as well right?

#60
brazen_nl

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Heat Sink does not work on the CSMG.

#61
Kittstalkur

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The Drell bug isn't on "beam weapons," it's on infinite ammo weapons. People have had the same issue with the CSMG as they have the CSR and the PPR.

#62
randomfoo

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.458: I'll dig through this and re-evaluate which might be better placed as network issues. One of two you mentioned as networking issues aren't (ie, 0 FE DoT/0 DoT interactions happens on-host) 

As you mentioned there are many bugs that are related to networking issues but can be worked around w/ better sanity-checking and client/host corroboration dealing w/ lost packets and some that are unrelated to networking protocol...

* For matchmaking where you're dropped into games that aren't what you're asking for, the obvious solution is that when you connect to a new host's game that you simply have the actual game configuration (map/enemy/difficulty) exchanged in the handshake, and if it doesn't match your filter then you go back and requery the matchmaker (and if the design were smart it would also update the matchmaker, possibly w/ a signature or triggering a direct check if you're worried about some obscure spoofing attack)

* Unknown/Unknown - this is just a straightup bug where you don't really have an option of choosing UU. It mostly just treats that as Random/Random from what I can tell if you're joining. It'd be nice to be able to actually specify whether you don't care or do care about getting U/U (this not only affects bonuses, but the type of people you'll get in a PUG)

* For a lot of the clipping issues, including drones, dropping through levels, etc, seems like they just need to have a loop/queue that does better occassional bounds checking. Obviously for performance reasons you wouldn't want to do it constantly, but even having a sanity check every few seconds would solve most of the game breakers.  Player outside bounds? Respawn them (this happens sometimes already?) - do the same for enemies (heck you may want to do that automatically if an enemy position hasn't changed after x amount of time - probably means they're stuck) and drones.

* Many of the desync issues, again, while affected by network events (lost packets) just need better client sanity checks - I can't think of any reason that firing a weapon shouldn't force TC decloak on the client-side, especially when the timer is obviously client controlled when you time out. Same with the ammo issues - sure there can be dropped packets, but when at an ammo crate, seems to be a perfect time to do a sanity check. Instead things get stuck in weird states w/o a good way to reset them. Almost all of the actions that require HM to fix are the same way - there's no reason for them to get stuck as they are, and if they are and a user initiates an action, it should really sanity check why you wouldn't be able to do them. These don't have to happen every frame. Almost all of them can be event driven to simply check when it makes sense, or set for every x cycles, or w/ a bg thread/lock that'd have a minimal effect on performance. Even though ME3MP is more complex than most FPS's, at the end of the day, the data structures for a character's gamestate should be trivially tiny.

#63
sageofgods

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What about not being able to see your allies, or enemies during a match? Your allies don't appear on the score list and you can't see them, but they can see you. All enemies are invisible you can;t see any of them, but they can still hurt you. I had these happen to me, at the same time once. Horrible match.

#64
Corleone-Kun

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Something is happening to me a lot latelly,everytime i try to play a private solo match in reactor,condor or ghost and especify the enemy my game disconnects to the server,everytime. And is just by putting enemy to unknow or adding someone to the lobby that i can play normally.
Anybody else got this problem?

#65
ClockworkSpectre

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This doesn't happen to often, but I have noticed when playing some biotic classes, that if you use a projectile type skill (warp as an example) it can fly up at a steep angle into the sky. It is something that has got me killed so I suppose it can be a big issue at times.

Also, while not really a bug I suppose, that geth primes can deploy turrets through walls.

Modifié par ClockworkSpectre, 04 février 2013 - 02:46 .


#66
GunWraith

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PC - Online pass errors after opening a Commendation pack.

#67
Eckswhyzed

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@randomfoo

Hurricane using 2 ammo per shot is intended behaviour. It's a clever trick to make you think it's firing at 1200 RPM when it's really 600 RPM.

I assume you've looked at the Numerical Testing thread? http://social.biowar.../index/13855086

#68
Hafoc

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Speccing Marksman Power with accuracy bonuses in excess of 50% and wielding a shotgun with a smartchoke mod will result in negative accuracy.

#69
Hyperglide

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Some that you missed in the OP at the time of this post:

Annihilation Field appearance glitch/bug. Reverse activation bug off-host. It will appear off when on and vice-versa.

Barrier appearance glitch/bug. Same as Annihilation field bug. You cannot determine if the power is activated or not.

Condor Map bug/glitch with Ammo Boxes not restoring grenades or ammo at all or infrequently.

Geth Bombers still able to shock you after staggering them.  Overload and Energy Drain not stripping their shields at all.

Visual bug with some certain class/kits not showing the power icons correctly AGAIN or are missing layers, since the Resurgence DLC was released in the character selection screen and in the lobby.

Certain banners specifically the special challenge ones such as Hero of the Last Days, Hallowed Hero, Corsair, etc. and the new special packs Arsenal and Reserve pack images take to long to load or do not load at all.

Certain maps have problems with enemy factions getting stuck in spawn points such as the landing pad on White, enemies dropping from the rafters in Reactor.

Modifié par Hyperglide, 04 février 2013 - 04:11 .


#70
randomfoo

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Eckswhyzed wrote...

@randomfoo

Hurricane using 2 ammo per shot is intended behaviour. It's a clever trick to make you think it's firing at 1200 RPM when it's really 600 RPM.

I assume you've looked at the Numerical Testing thread? http://social.biowar.../index/13855086


Yeah, the bug is that if you have an uneven # of rounds it gets stuck (won't clear or autoreload), which is a bug. Even if you just dropped the last bullet, that'd be preferred behavior than what happens now.

#71
randomfoo

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Hey guys, I'll catch up on updates in a couple days, have some work deadlines that snuck up on me.

#72
udinbak4

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Nice work, OP.

Bookmarked.

#73
peddroelm

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randomfoo wrote...


> Snap Freeze primes everything, and does 2x CE damage

Damn, I know I added these before but I think I had two editors open and overwrote them. Do you have links to testing threads? I think peddroelmz did the initial work on the 2x CE damage right? 


Probably corlist (since  tyhw already posted in the thread and did not claim it)  or corlist+ tyhw  .. Or vironblood (he had special intrest in the paladin class)

#74
.458

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sageofgods wrote...

What about not being able to see your allies, or enemies during a match? Your allies don't appear on the score list and you can't see them, but they can see you. All enemies are invisible you can;t see any of them, but they can still hurt you. I had these happen to me, at the same time once. Horrible match.


Failure to initialize because of network bugs (software bugs on a 100% functional network).
http://social.biowar...1769/7#15745364

#75
ClockworkSpectre

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Had one today, on Glacier hazard, effected the whole team. No one could see the swarm, it was moving around and damaging/killing people, but invisible and silent.  Along with that, the shuttle never left after the start of the match.

Modifié par ClockworkSpectre, 05 février 2013 - 03:39 .