[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 consumptionEnemies:-
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 damageNetwork/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 peopleMisc:- 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 onceIs it a bug?:
-
Reload CoveringAre 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#15745364Rearranging how events go across the network could fix a lot of these bugs.
Modifié par .458, 03 février 2013 - 10:05 .