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Venn2

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Posts posted by Venn2

  1. I think @--Q--Gelbug has the right idea - raids are perceived as frustratingly difficult by non-raiders as it is, and adding this kind of challenge would not help the problem. However, as a veteran, I can confirm a lot of people have been enjoying the change (as per this strawpoll http://www.strawpoll.me/12371313/r). Nightmare mode should be scary and challenging, which it isn't right now, and this would reward skill with faster times. And like OP said, it's not like you can't just give the bomb to a secondary carrier if you don't want to run faster or spam pads. 

  2. @[DE]Clint, regarding the crashes we've discovered in the mean time that the issue was caused by running Warframe in 32bit mode. I forgot to update the main post but have done so now. All of the people who had the problem support this theory - they were all running in 32bit, and the issue was fixed by switching to 64bit (I am including myself in this). I have also spoken to DE_Glen about it, he requested a procdump file which I provided, but I'm not sure if he kept looking into it after I reported it fixed by switching to 64bit. 

    As for the bomb spawn issues, I will run some tests tonight to figure out what's going on exactly, I have never encountered it personally so all that information is from other player's accounts of the glitch. I'll let you know in this thread :)

  3. Added 11.) Game crashes during or shortly after loading into phase 2

    I assumed I was the only one affected by this, but it turns out there's a bunch of people, as per this thread: https://www.reddit.com/r/Warframe/comments/5ei3z0/game_crashes_when_hosting_raids_after_transition/

    Optimizing game cache did not work, reinstalling did not work. Will attempt to reproduce later today and save an EE.log. 

  4. On it. I have updated both threads with the codes and instructions to hosts, will also personally inform them on the server. Also added clear indication of bugs that have been totally or mostly rectified, or ones you confirmed as intended. 

    Aside from that, we are at your disposal. If you ever need something tested and are too busy to do it yourself, just ask. We can get a full team of experienced raiders working on it within 10-15 minutes, any time of day.

  5. @[DE]Clint thanks a lot for that information, I will make sure everyone knows about it. 

    Since issue #3 from your post doesn't force a restart because of how Atlas works in JV, the host closing Warframe immediately would be extremely inconvenient for the group. Would it be a reasonable compromise for the host to just write that code into chat and send it, so you guys can just ctrl+F the moment it happened?

    Also, I have already asked everyone submitting their bug reports to type WFRSBUG into chat and send it as soon as they encounter a bug, so you should be able to ctrl+F that in a lot of the ee.logs we already sent over. 

    Can you give us more bug codes to use in case of other bugs, which would eliminate the need to restart the raid immediately? Thanks.

  6. This thread is an informal petition to ask Digital Extremes to give some much needed attention to the Law of Retribution and Jordas Verdict Trials in regards to bug fixes. This post will outline precisely what the current state of trial content is like, in the form of a list of major bugs and look at how they've been treated over the last year. We’re hoping DE sees this as a call to action to address these long-standing issues.

    Things like this need to be fixed:

     

    With each major update, raids are afflicted with exciting new bugs ranging from minor inconveniences to total progression stoppers. That much is normal - sometimes an update can break things. We understand how this happens and I think most of Warframe’s playerbase can accept that the cost of getting constant updates means that sometimes bugs will pop up.

    What isn't normal, however, is how long it takes to resolve these issues, if they ever get fixed at all. Let's take a look at a textbook example - Disruptor Drones in Nightmare LoR. For those that don't know - they're a special enemy type that exists only in that one mission and they are attributed to over half of the difference in difficulty between regular and NM versions of the trial. On August 19th, when The Silver Grove update arrived, the Disruptor Drones lost their nullifying effect entirely and instead only slightly buffed enemies (basically they turned back into glorified Propaganda Drones). Disruptor drones remained broken until the War Within: almost 3 months later! And this wasn’t the first time this particular enemy unit was bugged for an extended period of time. Prior to this, there were issues with the nullifying shields blocking all hitscan damage which lasted several weeks as well.

    And that’s nothing in comparison to one of the oldest LoR bugs of all - the Proximity Mines during the Hijack portion of Stage 2 in NM LoR have not worked for over a year! When the raid first came out, they used to deal significant damage to the hijack objective but for longer than I can even remember they’ve just been idle props decorating the rails.

    But this thread isn’t just about disruptor drones and LoR. Let’s take a look at several major progression-stopping bugs that are currently present The Jordas Verdict.

    1. In Stage 1, players can often fail to transition from Archwing to warframe mode, and be locked out of decryption phase
    2. In Stage 1, enemies will often fail to spawn in decryption stage and decryption will not begin even if using the Rumbler workaround, forcing players to restart
    3. In Stage 3, non-host players almost always spawn without their Archwings, and are forced to walk around on foot, while still wielding their AW weapons. (this was listed as a “Fix” in the Hotfix 19.0.6 patch notes, but still happens)
    4. In all phases, Nekros can desecrate Atlas’ Rumblers to generate antiserum injectors (this was listed as a “Fix” in the Recurring Dreams update, but still happens)
    5. In Stage 2 and Stage 3 there is still a chance for enemies not to spawn at all.

    With our community-made tools, we can even report on what the most common issues are which lead to fail states of The Jordas Verdict. Below, you can see what the last stage a group managed to reach before the failure state on each day in the past month:

    GfEsxsP.png

    The first one displays the number of raids that fail each day in those 3 stages. The Grey one means they failed during the transition between AW and WF stages in phase 1, most likely due to getting stuck in AW, a bug that has been present since the raid was launched over a year ago. “Reached Ship Interior” indicates the raid failed at the start of decryption stage, due to the no enemy spawn bug. “Golem Encountered” is most likely due to all or most clients spawning in without their archwings. Over 100 failures occurred on Nov. 13th, the day TWW dropped! That’s over 500 people who wasted their time and/or resources.

    3TsLNeZ.png

    This one shows the total number of failed versus successful runs over the past month and a half. You can see that on Nov. 13th, there were almost twice as many failures as there were successes in JV - primarily due to new bugs.

    It is important to note that the reason for the number of failures dropping afterwards is not bug fixes, but rather players finding workarounds and fixes of their own, and sharing them with others.

    Basically, we’ve set up tools to monitor the content.warframe.com pages (such as this one: http://content.warframe.com/dynamic/trialStats.php) over the course of what has now been several months. This allows us to see how groups are progressing and how quickly they can get between certain phases.

    We’re also putting in an effort to improve bug reporting for the players. Here are some links to feedback topics the Raid School Bus is maintaining on the forums:

    https://forums.warframe.com/topic/722572-law-of-retribution-bug-compilation-including-general-trial-bugs/

    https://forums.warframe.com/topic/722566-jordas-verdict-bug-compilation/

    There are several raid bugs which have been present from the very beginning. The picture that all of this paints is pretty clear:

    Trial content has seemingly been abandoned.

    Please, DE, give the Trials just enough attention to fix the bugs. We here at the Raid School Bus, as well as other communities in Warframe which complete the Trials on a regular basis, have done what we can to promote this content and draw in new players. We’re doing what we can to reach out to the community and get them engaged in these missions, but with bugs growing in magnitude and completely stopping progression lasting for weeks or months at a time it only makes it harder keep players interested. Tenno Clock News published an article in October about other reasons players might not be interested in the Trials — major progression-stopping bugs make it exponentially more difficult to keep players interested.

    We’ve built tools and guides for players to learn more about the Trials and manage their communities. We’ve improved the existing statistics tracking options. We’ve made it easier for players of any skill level to quickly find a group at any time of the day (through Discord servers).  All we ask is for you to give the raids a little more attention. To test for or at least fix major bugs quickly after each update.

    We know that only a small fraction of the entire playerbase play the Trials on a regular basis, but we’re just asking to be given at least the same level of attention other similarly low attention game modes. Like Conclave. On Devstream 80 (September 16), DE published the following chart:

    zbC8BWp.png

    Though probably only by a few hundred or maybe a thousand players, the Trials saw more daily active players than Conclave did.

    Even though the Trials are played regularly by a thousands of players, we rarely see updates or at least any documentation of changes made which affect the Trials directly. Here’s a comparison of all the updates Conclave has seen compared to Trials since Update 16:

    wfN8azP.png 

    Balance changes are one thing, but Conclave constantly sees new rewards being added in (mods/skins/mechanics) and even new missions. Only DE knows how many players actively play Conclave versus how many actively play the Trials, but the difference in dev time is noticeable. Even if the Conclave content is done as a labor of love, the Trials should at the very least be expected to get attention on major bugs.

    On behalf of everyone who still enjoys the raids, we are begging you to give them just a little bit more attention.We’re not looking for massive overhauls or making demands for new content - we just want the content we already have to be fixed.

    Also, we would love to know what it is we can do to help improve the current state of Trials as players. We want to help DE in any way we can to improve upon this content, even beyond just bug fixing. We just need to know what it is DE need to move forward. More daily active players participating in this content? More bug reports and EE.logs? More forum posts for feedback and suggestions? What can we do to help? What will it take to make Trials worth the dev time to fix?

    There’s definitely room for more improvement within the Trials, but we’re willing to take this one step at a time. We just hope that DE can see our plight and get the raids back in gear soon. Maybe after we take this step, we can work through suggestions and polishing existing mechanics within the Trials.

    big props to TGDM, Pegasy, and the rest of the RSB team for their work in helping research and organize this initiative

  7. [PENDING BETTER FORMATTING AND ADDITIONAL BUGS]

    Glossary: 

    • "Phase" refers to the major 3 parts of a raid - each raid has 3 phases
    • "Stage" refers to the distinct subparts of each phase - for example, phase 1 stage 2 refers to the decryption stage
    • Severity:
      • Low 
        • the bug is either benign or just a minor inconvenience. "Medium" means the bug is 
      • Medium
        • significant loss of functionality or change in gameplay
      • Extreme
        • critical issue, progression stopper, possibly without a known workaround, FIX ASAP

    Important: Make a post in here even if your bug has already been listed. If it hasn't make highly detailed bug report if possible. If more people get the same bug as you have, this post will be updated. 

    Do you want to help get these fixed? Here's how:

    • If you are a client (non-host):
      • whenever you get one of these bugs, leave a comment in this thread, every time you get it.
        • even if you already reported it, it's helpful to know the bug still persists, especially after patches or hotfixes. 
        • if you have additional information not present in the current entry, please leave a detailed description in your post
        • include any screenshots, or even better - videos of the bug
      • ask your host to read this
    • if you are the host, follow these steps carefully:
      • some bugs have codes associated with them. Locate your bug and its associated code in the following list:
        • WAR-1109683 - Sometimes enemies don't spawn and the bomb cannot be produced in  phase 1 (bug #1)
        • WAR-1109699 - Synoid Heliocor/SotD prevents bomb from spawning at all in stage 3 (bug #4)
        • WAR-1109703 - LoR Nightmare proxy mines
      • copy/paste the code into in-game party chat and send the message
      • after finishing the raid (regardless of whether you had to quit or could proceed), exit the game immediately
      • locate your EE.log file by following these steps:
        • press Ctrl+R to launch your Run console
        • type or copy/paste %localappdata%\warframe into it, or go to that folder manually
        • locate a file called EE.log
        • move the file to any other folder
        • go here: https://digitalextremes.zendesk.com/hc/en-us/requests/new?ticket_form_id=50884 and file a full bug report.
          • For category, choose "Files/Logs requested in forums"
          • In the description area, leave a short description of the bug, mention that your log should be attached to the bug with the code you located previously, and mention that you send a message containing that code when the bug occurred

    All this may seem like a lot of work, but it really only takes a few minutes and we appreciate it a lot. Please help us help DE clean up our raids. 

    1.) Sometimes enemies don't spawn and bomb is inaccessible in phase 1

    Spoiler

    Status: Still present (pending confirmation)

    Severity: Medium (critical progression stopper, only happens to select hosts)

    Description: See title

    Occurrence: Relative (100% with certain hosts, 0% with others)

    Reproduction: Find a host this has happened to before, have them host the raid

    Avoidance: Make sure your host doesn't have this issue

    Workaround/Fix: Restart

     

    2.) [ALL TRIALS] In the raid lobby, 'mute' icons are overlayed over player avatars and sometimes hide players' 'ready' state

    Spoiler

    Status: Still present

    Severity: Low (mild inconvenience)

    Description: See image: http://imgur.com/a/Tffk5

    Occurrence: 100%

    Reproduction: Start any raid lobby and invite additional players

    Avoidance: Unknown

    Workaround/Fix: Unknown

     

    3.) Attempting to hack a console in operator mode and dying before completion will make the console permanently inaccessible

    Spoiler

    Status: Still present (pending confirmation)

    Severity: Medium (progression stopper with well-known avoidance)

    Description: If you start hacking any console in phase 1 as an operator, but then lose your operator HP and get transferred back to your warframe, the console is rendered permanently inaccessible. 

    Occurrence: 100%

    Reproduction: Start hacking one of the consoles, then wait until enemies shoot at you and deplete your 100 operator hp (while still hacking)

    Avoidance: Do not start any hacks in operator mode

    Workaround/Fix: Unknown

     

    4.) Assuming control of bomb carriers in phase 3 makes the bomb permanently inaccessible

    Spoiler

    Status: Still present

    Severity: Medium (progression stopper with well-known avoidance)

    Description: Using a mechanic that turns enemies into friendly units (such as Shadows of the Dead or Synoid Heliocor) on bomb carriers will  keep you from obtaining the bomb. Even if the now-friendly carrier dies, their bomb does not drop. No further bombs ever spawn. 

    Occurrence: 100%

    Reproduction: Use SotD or Synoid Heliocor on an enemy bomb carrier in phase 3

    Avoidance: Obvious

    Workaround/Fix: Unknown

     

    5.) [Nightmare] Mines in phase 2, stage 2 (hijack stage) don't work

    Spoiler

    Status: Still present

    Severity: Low (benign)

    Description: The mines in the train phase do not detonate on contact with the train, and even if detonated manually by shooting at them, they have no effect on the train. This bug has been present for over 1 year.

    Occurrence: 100%

    Repdoruction: Complete LoR NM up to phase 2, stage 2

    Avoidance: None

    Workaround/Fix: Let enemies shoot the train to simulate mine explosions, thus adding artificial difficulty. 

     

    6.) [FIXED] [Nightmare] Spectres spawn as enemies

    Spoiler

     

    Status: Confirmed to be intended

    Severity: Low (mild inconvenience)

    Description: Any specters deployed by players in the Nightmare version of The Law of Retribution will behave as if they were enemy units, being vulnerable to players and attacking them

    Occurrence: 100%

    Reproduction: Deploy a specter in the Nightmare version of The Law of Retribution

    Avoidance: Don't use specters

    Workaround/Fix: Unknown

     

    7.)  Using Nova's Worm Hole doesn't activate pressure plates correctly

    Spoiler

     

    Status: Still present

    Severity: Low (mild inconvenience)

    Description: Using Nova's Worm Hole to get to one of the pressure plate in the first half of Phase 2 in Law of Retribution will fail the puzzle (see video in this forum post)

    Occurrence: 100%

    Reproduction: See video

    Avoidance: Don't use Worm Holes to get on the pressure plates

    Workaround/Fix: Unknown

     

    8.) In phase 1, the south-west and south-east doors open without the need for activating pads

    Spoiler

     

    Status: Still present

    Severity: Low (benign)

    Description: If the tritium battery spawn point is north, and player spawn point is south, then the SW and SE doors open automatically, as soon as players come near them. If 2 players stand on pressure plates, the doors are fixed and continue to function normally (requiring pressure plates to open). 

    Occurrence: 100%

    Reproduction: Start LoR, approach one of the doors mentioned above. Getting close enough will open it. 

    Avoidance: -

    Workaround/Fix: Stant on pads like you would with the northern 2 doors, this fixes the door

     

    9.) In phase 2, stage 1, the button puzzle will fail to recognize all players.

    Spoiler

     

    Status: Still present

    Severity: Medium

    Description: (from one player's account)  When doing the puzzle with 8 players the screen in the front of the room was showing 6/8 blue lights (we noticed it when 5/8 players were standing on pads) but the consoles and symbols were operating normally. When 7th and 8th players stepped on the pad it didn't recognize them and one stepped off. The rest of us died on the pads and after reviving we tried again and the puzzle reset to a normal state. When two players stepped on the pads the main doors opened and we could proceed normally.

    Occurrence: Low (only one reported instance)

    Reproduction: -

    Avoidance: -

    Workaround/Fix: See description

     

    10.)  [FIXED]  Phase 3. The spawning of the bomb during the boss fight can be severely delayed when too many "non-lancer" enemies have spawned.

    Spoiler

     

    Status: Confirmed to be intended

    Severity: Low-medium (mild inconvenience for most, significant issue in speedruns)

    Description: If too much CC is applied to enemies so as to lock them in their spawning rooms, bombs can fail to spawn for long periods of time (30 seconds). Please reserve one spot of enemy capacity for a bomb carrier. 

    Occurrence: Medium (50% ish, situational)

    Avoidance: Keep killing enemies and reduce amount of CC in phase 3

    Workaround/Fix: When bomb fails to spawn, kill as many enemies as possible until problem is fixed

     

    11.) [ALL TRIALS] Game crashes during or shortly after loading into phase 2 when using 32bit mode (possible in both raids)

    Spoiler

     

    Status: Still present

    Severity: Medium (not many affected, but those that are lose ability to host)

    Description: For some people, the game crashes shortly after loading into phase 2 of either raid when they are the host. This issue has started occurring after TWW, and has been very consistent with all affected hosts. Those that have been affected seem to crash in 100% of instances (hard to say since they tend to stop hosting shortly afterwards). 

    update: Everyone that I know to have had this problem turned out to be using 32bit Warframe. The issue was fixed after switching to 64bit (but still persists for 32bit)

    Occurrence: Relative (100% if affected, none otherwise)

    Reproduction: Switch Warframe to 32bit mode in the launcher settings, then host a raid. It should crash out (freeze indefinitely) shortly after reaching phase 2 in either raid.

    Avoidance: Keep WF in 64bit mode if hosting

    Workaround/Fix: -

     

    12.) [ALL RAIDS] Transitioning from phase 1 to phase 2 can sometimes change your loadout

    Spoiler

     

    Status: Still present

    Severity: Medium (significant inconvenience depending on who is affected, but not a progression-stopping issue)

    Occurrence: Low (about 20%, given the player starts from arsenal)

    Description: Sometimes, if a player swaps frames/builds/loadouts and doesn't exit the arsenal before starting the raid, he will switch to his previous selection upon transitioningbetween phases in any raid. 

    Reproduction: First, get invited to the raid lobby. It is unknown whether hosts can reproduce this bug as well. Then, enter arsenal and swap to a different loadout. (it may be important to do this just as the raid starts, remains to be tested). Important: do NOT leave the arsenal afterwards. Proceed to complete the raid. During one of the two transitions between phases in the raid, you should swap back to the initial gear setup you had before you made changes. 

    Avoidance: Exit the arsenal before the raid starts (possibly before the 10 second timer starts as well)

    Workaround/Fix: None, you better hope your previous gear choices are raid-worthy!

     

     

     

  8. [PENDING BETTER FORMATTING AND ADDITIONAL BUGS]

    Glossary: 

    • "Phase" refers to the major 3 parts of a raid - each raid has 3 phases
    • "Stage" refers to the distinct subparts of each phase - for example, phase 1 stage 2 refers to the decryption stage
    • Severity:
      • Low 
        • the bug is either benign or just a minor inconvenience. "Medium" means the bug is 
      • Medium
        • significant loss of functionality or change in gameplay
      • Extreme
        • critical issue, progression stopper, possibly without a known workaround, FIX ASAP

    Important: Make a post in here even if your bug has already been listed. If it hasn't make highly detailed bug report if possible. If more people get the same bug as you have, this post will be updated. 

    Do you want to help get these fixed? Here's how:

    • If you are a client (non-host):
      • whenever you get one of these bugs, leave a comment in this thread, every time you get it.
        • even if you already reported it, it's helpful to know the bug still persists, especially after patches or hotfixes. 
        • if you have additional information not present in the current entry, please leave a detailed description in your post
        • include any screenshots, or even better - videos of the bug
    • if you are the host, follow these steps carefully:
      • some bugs have codes associated with them. Locate your bug and its associated code in the following list:
        • WAR-1109668 - Decryption may stay at 0% and no enemies will spawn (bug #4)
        • WAR-1111770 - Sometimes enemies don't spawn in phase 3 (bug #7)
        • WAR-1109671 - If the host is in AW mode, an esophage will fail to transport a vaporizer to the 2nd nerve room (bug #5)
        • WAR-1109663 - JV t-pose on archwing transition (bug #2)
        • WAR-1109660 - JV players failing transition to warframe from archwing (bug #1)
      • copy/paste the code into in-game party chat and send the message
      • after finishing the raid (regardless of whether you had to quit or could proceed), exit the game immediately
      • locate your EE.log file by following these steps:
        • press Ctrl+R to launch your Run console
        • type or copy/paste %localappdata%\warframe into it, or go to that folder manually
        • locate a file called EE.log
        • move the file to any other folder
        • go here: https://digitalextremes.zendesk.com/hc/en-us/requests/new?ticket_form_id=50884 and file a full bug report.
          • For category, choose "Files/Logs requested in forums"
          • In the description area, leave a short description of the bug, mention that your log should be attached to the bug with the code you located previously, and mention that you send a message containing that code when the bug occurred

    All this may seem like a lot of work, but it really only takes a few minutes and we appreciate it a lot. Please help us help DE clean up our raids. 

    1.) [FIXED] You will sometimes get stuck in AW in phase 1

    Spoiler

    Status: Fixed [19.1.0]

    Severity: EXTREME

    Description: Sometimes in JV, when you complete the AW stage of phase 1, the animation of going from AW mode to warframe mode will cause your warframe to fall through the floor. The game's out-of-bounds detection will kick in, teleporting you back to the beginning of the raid in archwing mode, and there is often no way to regroup with your team. This bug has been present in various forms and degrees of severity since day 1 of JV, and has always had something to do with skipping or not skipping the cutscene as mentioned in Reproduction.

    Occurrence: high (about 75%)
    Reproduction: After you are supposed to transition from AW mode to WF mode at the end of the first stage of the first phase of JV, do not skip the ensuing cutscene.

    Reproduction: During the transition between AW and warframe mode, do not skip the short cutscene. 

    Avoidance: During the transition between AW and warframe mode, there is a short cutscene. During this cutscene, spam space bar until you have control of your warframe. 

    Workaround/Fix: Try flying back to the extraction area where you are supposed to transition from AW. The door will sometimes be open and will allow you to freely transition between AW and warframe modes. If the door is close however, you may still be able to get inside by with a random combination of melee strikes and movement through some geometry above the door.  

    2.) [FIXED] Phase one stage 1->2 transfer can sometimes send you back to the start in a T pose

    Spoiler

    Status: Fixed [19.1.0]

    Severity: Low (due to low occurrence)

    Description (quoted from the person this happened to): when going to the second stage of part one of JV, going into your operator will make you go back to the beginning of the raid in t pose. To fix this  /unstuck  will allow you to move around in archwing. Make your way back and though the door to stage 2 will bring you inside in t pose without making you move. Doing an emote will allow you to move again and continue the raid.

    Occurrence: Very low (only one known instance)

    Reproduction: During and after the cutscene between stages 1 and 2 of phase 1, repeatedly switch to operator mode and back (untested!)

    Avoidance: Do not use operator before going through the first door in stage 2

    Workaround/Fix: /unstuck, then fly into the open door for stage 2, then activate an emote. 

     

    3.) [FIXED] In phase 3, clients spawn without an AW

    Spoiler

    Status: Mostly fixed (still occurs reliably, but gets fixed automatically within moments of occurrence). Fixed in patch 19.0.7, Nov. 22nd. 

    Severity: EXTREME

    Description: When you load in to phase 3, you will be missing your Archwing, and be unable to fly. You can move around by walking, bulletjumping and sliding. You can still use your AW weapons. Your AW stats still apply (heallth, shields, power strength etc.), however you only have access to warframe abilities. This only ever happens to clients, not hosts, but it happens with near 100% reliability. 

    Occurrence: Very high (>90%)

    Reproduction: Complete phase 2 as a client, not as a host. 

    Avoidance: Host the raid yourself

    Workaround/Fix: Enter the tunnel that leads to the nerve maze/inside Jordas, your gear will reset back to normal. However, if you die as a result of a purge (and possibly at all) the bug will reoccur. 

     

    4.) Decryption fails to progress beyond 0% and no enemies spawn inside in phase 1.

    Spoiler

    Status: Still present

    Severity: EXTREME (no reliable workaround, total progression stopper)

    Description: After starting the decryption process, the progress counter will stay at 0%, regardless of how many vaporizers are filled. This bug seems to always coincide with the "no enemies spawn" bug, in other words, enemies fail to spawn within the decryption room, regardless of whether they spawn or not in stages before that one. 

    Occurrence: Low (25%, depending on host)

    Reproduction: Unknown, the bug seems to occur more frequently with some hosts than others. Try to find a host this happens to often. 

    Avoidance: Unknown. Find a better host. 

    Workaround/Fix: Bring Atlases to counter the no-spawn bug. As for decryption, sometimes letting all the vaporizers drain completely and then filling them back up seems to fix the issue, but this is unreliable at best.

     

    5.) [FIXED] In phase 3, stage 2 (2nd nerve puzzle) an esophage fails to transport the vaporizer into the nerve room, unless host is inside

    Spoiler

    Status: Fixed [19.1.0]

    Severity: Medium (known avoidance)

    Description: If the host is outside or in downed/dead state inside, when you get to the last few steps of the nerve 2 puzzle (esophage has to transport a vaporizer into the nerve room) nothing happens. 

    Occurrence: 100%

    Reproduction: During the nerve 2 puzzle, have host stay outside in AW mode, or have him die before the vaporizer is meant to be transported

    Avoidance: Make sure the host is inside and alive 

    Workaround/Fix: Have the host fly inside or revive him

     

    6.) Nekros can desecrate Atlas rumblers to generate antiserum

    Spoiler

     

    Status: Still present

    Severity: Medium (benign, but major gameplay influence)

    Description: When Atlas spams his 4th skill, each time 2 rumblers are spawned the previous 2 die. Nekros can desecrate the now-dead rumblers for a chance to spawn injectors, just as if they were enemies. IMPORTANT NOTE: DO NOT FIX THIS BEFORE FIXING THE NO-SPAWN BUG. This is the only known workaround for a critical progression stopper. Fixing this first would be a step back, not forward. Please fix #7, then wait at least a week to make sure it's really fixed, before addressing this bug. 

    Occurrence: 100%

    Reproduction: Bring an Atlas and Nekros. Have the Nekros turn on desecrate. Then have the Atlas spam his #4 skill as much as possible, within Desecrate range. 

    Avoidance: Don't bring Atlas

    Workaround/Fix: -

     

    7.) Enemies can sometimes fail to spawn in phase 3

    Spoiler

     

    Status: Still present (pending confirmation)

    Severity: Extreme (critical progression stopper, no known avoidance technique)

    Description: As per the title, enemies in phase 2 sometimes fail to spawn, for the entire phase. The only workaround is to bring an Atlas. This can also happen in phase 3, although it is less common. 

    Occurrence: Low (<10%)

    Reproduction: -

    Avoidance: -

    Workaround/Fix: Bring an Atlas and Nekros with you to avoid relying on enemies for injectors. 

     

     

  9. Yup, unfortunately raids remain unpopular even after 3 months of RSB, but still they deserve at least a little attention. They get broken 7 different ways with each big update, and some of the bugs from the very first time released are inexplicably still present. I'll try to get some up-to-date graphs to see if the population is growing at all recently. 

    @Godzilla853 you should just start with Law of Retribution like everyone else. 

     

  10. @Ailissa, you're the type of person the RSB was created for :) we don't require previous experience in our raids, or even cutting-edge gear. You mostly just need to have one of the raid-viable frames and you're good to go.

    just to prove my point, here's a raid some of our veterans completed, using only un-potatoed, un-forma'd gear, no sentinels, no passive focus powers and no energy pads. It was painful and long but they made it :) <https://www.youtube.com/watch?v=9xzBYl8xj9w>

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