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So how many more days do we have to wait for the door fix?


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#51
GrommitSmit

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For how many doors must a key fail to drop, before you can call it a patch? The answer my friend is blowing in the wind. The answer is blowing in the wind...

This is seriously an annoying bug. I have been fortunate to only experience this twice since installing the DLC. However, this is mostly because the teams I have played with, without co-ordination via mics, have focused down the creatures first... Go community...

As for those people stating this is the game with the most bugs, or that you can't remember one with more, having played a largely buggy and incomplete Destiny at Launch, having friends who loved but had to give up on GTA V Online until it was playable, having friends astounded by the number of bugs in AC: Unity, both SP and Co-op, I am surprised not more of you have played a larger number of games.

This appears to be an industry wide problem, regardless of Development house. QA seems to have either gone by the wayside, or the pressures to create games for 5-6 different consoles while on networked servers, in quick succession to fit a industrialized game design model, might me a little too much to ask. I understand the frustration here, I share it, but the hyperbole of "most broken" is neither accurate nor fair.

The SP experience is largely fixed, and this appears to be what most of the critics dedicated their time to playing, as a number of them stated the MP player base was non-existent when they played advanced copies. The depth and breadth of experience and storytelling and character development there is the reason for the GOTY status. This does not diminish our desire for a largely bug free MP, nor remove the accuracy of the description of the number of issues present at current.

Hopefully soon, just like the largely buggy ME3MP at launch, GTA V Online at launch, we will see a game that functions most of the time. I give it until after the Holidays. Until then, I will continue to give this a shot and play SP, as my Quizzy is still lower level than most of my MP characters.

I do hope they patch this soon, and believe Penguin Fetish that they will...

TL: DR

Game is broken, but just as broken as many other games at / shortly after launch.

Bug is annoying as hell, but hopefully will be fixed soon.

Hyperbole on the interwebs suxxor...

Happy Holidays ;)
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#52
wKmike

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I'm kind of in the same boat as the developer... I leveled my keeper from level 16 to 20, and my templar from 1 to 6 the other day.. Never had a single door glitch out...Hopefully fixed soon so I don't have these problems >.>



#53
Hurkaleez

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Oh look, another armchair developer. A fix is in the works. When its done i have no doubt it will be announced, just like every other fix thats been announced so far.

I was the one who reported this damn bug and i feel like im the only person who isnt throwing all their toys out of the pram. Its very easy to replicate and therefore very easy to avoid. Kill animals last and 99% of the time, the key will drop.

 

There is another bug which is causes the key not to drop(not invisible assassins either). Last night we made sure to kill animals first and leave demons for last kill and it happened 3x in a row so we just all gave up and suicided on 4th reset(host leaving). 



#54
Rolenka

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We're definitely looking into it, but it's unfortunately not as simple as "do this thing, result: game is broken".  I wish it was.  It's more like "do this thing, result: sometimes the game is broken", or more likely it's a different factor that is exacerbated by trying to kill the animals last, causing this repro strategy to have a higher success rate in occurring.  Or perhaps there's 2 separate ways to cause the key to not drop, which could explain why some of the bug reports seem to have irreconcilable differences.

 

I've played a dozen games since the DLC released and I've seen it happen personally only once.  Forcing a host migration did reset the match to a state where we could progress through the match.  However, the other 11 matches did work without any issue.  I'm wondering what I'm doing different if other people are getting it with a remarkably higher frequency.

 

Might it be easier and faster to make a fail-safe end-run around the problem?

 

Add a heartbeat-type script that checks for enemies. If none are alive and no key has been awarded, award the key.


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#55
GrommitSmit

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Might it be easier and faster to make a fail-safe end-run around the problem?

Add a heartbeat-type script that checks for enemies. If none are alive and no key has been awarded, award the key.


Cool can it make the pinging sound like the monitor in Aliens... Ohh wait... Wrong game...

#56
Sephlezar

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TBH guys the problem isn't the animals it is the spawn rate of the animals. The reason keys are not dropping is because some of the animals, wolves in particular, do not spawn in correctly giving the illusion that a key didn't drop when in fact there is just an enemy on the field that you cannot access. 



#57
TheThirdRace

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Why are there keys to begin with?

If someone wants to breeze thru and not kill anything, why not? It's not like he's gonna have more XP or gold by skipping enemies... Think outside the box Bioware...

#58
Shinnyshin

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It's not like he's gonna have more XP or gold by skipping enemies...

Pretty sure you could run some extremely cheesy speed-farming strats if we didn't have keys at all.  And it'd completely change a lot of challenges.



#59
Sephlezar

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Why are there keys to begin with?

If someone wants to breeze thru and not kill anything, why not? It's not like he's gonna have more XP or gold by skipping enemies... Think outside the box Bioware...


The MP is supposed to be focused on teamwork which slows the pace of the game. It isn't our fault that threatening isn't very threatening once you have gear and perilous is periless with a good group.

#60
Vire

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I am not sure what we did differently than people who aren't ruining into the bug but the past 2 nights we tried to play this game with a group of 4 friends and it happened to us on nearly every single game. we played about 6 games and 4 of them we had the key bug. there were even times when we had to the host migration multiple times in a row because it kept bugging on the same door. We played on PC on threatening with the elven ruins and the chateau.

 

We got so incredibly frustrated we just stopped playing. We tried everything from killing the animals last to killing the demons / red templars last. Neither would work and it seemed completely arbitrary and out of our control.

 

Maybe there could be some kinda work around with a manual door lever that you have to channel to open in the mean time that way if you get stuck you can still keep playing? Or if you try to open the door when one of these bugged enemies is still alive it just respawns it next to you? Or even giving the key to one of the enemies in the last pack.

 

I understand not wanting people to speed run through the levels but this just seems to be a mechanic right now that punishing people for playing the right way as well.



#61
ChaosBlades

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I was opening my last chest before giving up on this crap until it is patched after 2 of 6 none bugged games then staff of the Void dropped... All is forgiven.

#62
TheThirdRace

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Pretty sure you could run some extremely cheesy speed-farming strats if we didn't have keys at all.  And it'd completely change a lot of challenges.


Speed farming what exactly? You kinda need to kill things to get XP and you need to break urns, get chests and beat area 5 to get gold. So if you avoid all of those to speed run, what are you farming then?

As for challenges, meh... Except for the "complete X operations on Routine/Threatening/Perilous", what else can be done without killing anything. Hero? (lol)...

It would defeat the purpose of the game to speed run the levels, but what do you care if a couple morons do that as long as you're not forced to quit matches because the key didn't drop?
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#63
Vire

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Speed farming what exactly? You kinda need to kill things to get XP and you need to break urns, get chests and beat area 5 to get gold. So if you avoid all of those to speed run, what are you farming then?

As for challenges, meh... Except for the "complete X operations on Routine/Threatening/Perilous", what else can be done without killing anything. Hero? (lol)...

It would defeat the purpose of the game to speed run the levels, but what do you care if a couple morons do that as long as you're not forced to quit matches because the key didn't drop?

 

Actually the more I think about it the more I agree the keys seem really pointless.



#64
almond_tea

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I like the idea of scraping the keys. Add a 30s to 60s lever to open door to next zone. If a person wants to bypass minions, let him. If he is too weak, he'd be killed anyways. If he's overgeared, it doesn't really matter. He'd be bypassing xp and gold (his choice). And surely some of the challenges can be altered to to make them more consistent with out the keys.



#65
Catastrophy

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We're definitely looking into it, but it's unfortunately not as simple as "do this thing, result: game is broken".  I wish it was.  It's more like "do this thing, result: sometimes the game is broken", or more likely it's a different factor that is exacerbated by trying to kill the animals last, causing this repro strategy to have a higher success rate in occurring.  Or perhaps there's 2 separate ways to cause the key to not drop, which could explain why some of the bug reports seem to have irreconcilable differences.

 

I've played a dozen games since the DLC released and I've seen it happen personally only once.  Forcing a host migration did reset the match to a state where we could progress through the match.  However, the other 11 matches did work without any issue.  I'm wondering what I'm doing different if other people are getting it with a remarkably higher frequency.

From my off-host experience I haven't experienced the key not dropping, but I noticed a significant longer delay of the key dropping after killing the last enemy. Like it used to pop almost instantly before compared to 2-3 seconds now.



#66
Snake_Squeezins

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Maybe they could eliminate keys if they just insta-aggroed all the previous level's enemies who you bypassed (causing them to pursue you through the subsequent levels), or added them to the spawn count of the final fight.  It wouldn't be desirable to race to gate 5 and then get trapped/stomped by 200 enemies.

 

ANyway, I was thinking of getting back into MP to see how the new DLC changed things, but it seems like kind of a bad time for that.  And that is really unfortunate - I think a lot of people are going to get DAI for Christmas, try out the MP component, get frustrated, and then never try it again.  Re-launching/re-branding a 'working' version later will be an uphill fight, I assume a lot of people will just stay out of it after one bad experience.



#67
KalGerion_Beast

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Maybe they could eliminate keys if they just insta-aggroed all the previous level's enemies who you bypassed (causing them to pursue you through the subsequent levels), or added them to the spawn count of the final fight.  It wouldn't be desirable to race to gate 5 and then get trapped/stomped by 200 enemies.

 

ANyway, I was thinking of getting back into MP to see how the new DLC changed things, but it seems like kind of a bad time for that.  And that is really unfortunate - I think a lot of people are going to get DAI for Christmas, try out the MP component, get frustrated, and then never try it again.  Re-launching/re-branding a 'working' version later will be an uphill fight, I assume a lot of people will just stay out of it after one bad experience.

only problem is once you enter a new section it closes off the former.



#68
shadophox

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just like to point out that the reason bioware has not got their nose to the grindstone on this, at this very moment is because they are likely at home enjoying the holidays with their families, as they should be. Have a little patience, they will get back to it, but they are human beings with lives, too.

 

Also, the problem with having 200 mobs running around in a small area, is that they would likely bog down processors/servers. add player input, spell effects, etc. and you would probably end up with a massive cluster-frack of a techno-meltdown. Too much info to propagate all at once between 4 people of various network speeds....not that it would matter much , I guess, cause you would prolly be toast in seconds.



#69
Guest_Mortiel_*

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You could add a loot chest beside the zone door that acts like chest rooms, but has a guaranteed faction enemy spawn (strongest mob for that zone). That mob would drop the key on death, and also give people a little extra gold/loot for completing each zone.

If Bioware wanted to be even more ambitious, each of those zone-end chests would progressively give a little more gold for each zone based upon preset parameters for the difficulty level (like 25 gold/loot up to level 5 for zone 1 increasing to 50 gold/loot up to level 10 for zone 4 on Routine difficulty).

That was just my thought on it.


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#70
TripGodblossom

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Near locked door - Have any players had aggro for 2 minutes? If no unlock door. 


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#71
SoulWeaver

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Just to add some info: I've seen a host migration fix this issue and I've seen several host migrations not fix this issue. Perhaps it is a combination of the map configuration + the RNG spawns...



#72
Storm_Changer

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Just to add some info: I've seen a host migration fix this issue and I've seen several host migrations not fix this issue. Perhaps it is a combination of the map configuration + the RNG spawns...

 

As far as I can tell it's linked to map configuration, RNG spawns [which can spawn in walls or outside the map] and certain enemies [dlc mainly] not always registering as dead [or solid - I've seen the dog-type enemies run through walls.] - certain abilities [firestorm from ele?] may be triggering this. It seems like a pretty complex issue, all things considered. 



#73
Jeremiah12LGeek

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If it's anything like the cable guy, make sure that you're home between Tuesday 10 a.m. and forever.



#74
thepalehunter

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As far as I can tell it's linked to map configuration, RNG spawns [which can spawn in walls or outside the map] and certain enemies [dlc mainly] not always registering as dead [or solid - I've seen the dog-type enemies run through walls.] - certain abilities [firestorm from ele?] may be triggering this. It seems like a pretty complex issue, all things considered. 

 

Will be interesting if they let us know what the cause was after it's fixed.  While I've had it happen with ele's using firestorm and animals being killed last, I've also had it happen without these things.  

 

Once we had the key bug, host dropped, we did the exact same map with firestorm and animal dead last, but the key dropped.  

 

Your idea that the respawns are happening outside the map is interesting - esp. considering the occasional player being loaded out there. 



#75
Storm_Changer

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Will be interesting if they let us know what the cause was after it's fixed.  While I've had it happen with ele's using firestorm and animals being killed last, I've also had it happen without these things.  

 

Once we had the key bug, host dropped, we did the exact same map with firestorm and animal dead last, but the key dropped.  

 

Your idea that the respawns are happening outside the map is interesting - esp. considering the occasional player being loaded out there. 

 

I've had the exact same experience as you - the bug lacks consistency. I honestly lean towards respawns being the major issue. As you've pointed out, it happens to players. Players also join games unable to move, so maybe that's what is happening to some mobs. Hard to say, really.