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


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#76
Drogonion

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I guess it was just bad luck, but I received the bug on my second game twice (after the host migrated the bug repeated) - causing me to log and wait till a fix is put in.  Receiving the bug in the second game did not give me enough confidence to otherwise continue.



#77
Chroptus

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Had this bug three times in a row earlier today. Everytime because of some animals in the last group.

Very annoying as im usually the host, so i have to leave for host migration, and that causes me to lose alot of xp and etc every time.



#78
Stinja

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I'm wondering if it's a syncing issue?

 

This is because i've never had the door bug when soloing.

I've never had the door bug with people geographically close to me, all with good connections.

It does tend to happen with random groups, with slight to noticeable lag.

 

Then i think what happens is the game spawns enemies, sends around the info, but on some clients they're spawning differently to the host - inside walls for example, monster is killed visible to one person, but not everyone, and game gets confused:  much like the running next to each other rubber-banding.

This is probably why elementalists (and IMO other DoT and knock back damage) seem to exasperate the issue, as they're spawning or dying in slightly different states in the client-host communication.

 

But yes, overall Elementalists and other characters dealing DoT/knockback damage do seem to make it happen more often.



#79
shadophox

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^^ makes alot of sense stinja. There are obviously some big syncing issues as it stands. the rubberband lag can make me downright nauseous, at times, if a host has a bad connection. Easy to see how different players could wind up with different "versions" of the session that could result in program confusion.



#80
shadophox

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I think a guaranteed way of opening the door is needed.  Any check vs enemy numbers may still bug out, sure have that as the approved way, but give us a certain way of opening, no matter what.

 

Clicking "open" on the door, and standing completely still and inactive next to it for 30secs / 1 or 2 minutes would be better.  

You couldn't abuse this if any enemies are nearby;  possibly have one member kite enemies away, while another unlocks the door "early", but you'd still be missing out on xp, and could do something like have all remaining enemies target the door-opener with aggro.

 

Maybe put an obelisk by the door, and having the entire team standing adjacent to it sends out a map-wide energy wave, which applies damage   without LoS (hence killing invisible/stuck in wall enemies).

 

Or a time limit of 10 minutes per zone whereby the door will open no matter what (who's going to use this for a 5x10 = 50 minute game?).

 

Just some way which allows the door to open irrespective of enemies.

 

This seems to be the easy fix concept, in my opinion. You side step the puzzle of figuring out the complex, potentially multiple problems that are triggering the glitch by simply altering the zone completion mechanic to not rely exclusively on kill count/live enemy count. This solution could even add some depth to the MP if executed properly.... make it an opportunity, not a problem! (shoulda been a motivational speaker xD )



#81
Chi_Mangetsu

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I played earlier today with a couple users who didn't open any of the "treasure" doors until we cleared the map and got the key, then we went back and unlocked the previous rooms. Didn't have the glitch once, animals or no.



#82
Chaos17

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The door bug is now happing near 50% of the time on xbox one......getting to point of not worth playing. It was reported the day the xpac hit. It easy to replicate...so why no hot fix? One would think that a game crashing bug like this would be top of the hot fix list.

We're also a lot of SP who're waiting after Bioware :D

http://forum.bioware...unity-concerns/