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/stuck


Kygrx
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Yes I know its been said already, BUT SCREW THAT, this is $&*&*#(%&.  There is no reason that you can't give us a command for dealing with the piss poor terrain physics.  I was literally pulled into the place I got stuck in while trying to jump dash over it, then the game decided to troll and yank me back about 5 feet and down 3 feet into a hole I would have never even physically touched.

 

Create the /STUCK command and have it report back a log of the map and GPS coordinates of the location the event occurred so you can fix it and allow the player to continue to play the game happily.

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All I can say is, this "No /stuck" business will not fly once the PS4 version is released.

Console players will uninstall the game a heck of a lot sooner than PC players will (and for much less egregious reasons).

 

And don't think it will not earn the game a reputation.

"Hey Jimmy, you gonna download that new Ninja Shooter or what?"

"Nah Petey, isn't that the 'stuck in the floor' game?"

"Well yeah, but if you post in the forums they might fix the issue a few months later."

"Nah... I'd rather P0WNZ0RZ N00b3rZ in Call of Battlefield 7: Medal of Ops."

Edited by holyicon
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Console players probably wouldn't even get far enough to encounter getting stuck somewhere. they'd likely quit in the first couple missions because there was the slightest shred of difficulty. 

this is not suggesting Warframe should ever cater to the Console players. don't do it. ever.

 

 

anyways, the only reason i could see having a command to get you out of places you got stuck, would be if using that command sent an entry to a database of where you got stuck, before getting you out of there. 

it's more important that Digital Extremes know where you got stuck, than you just getting out of that stuck spot.

 

and frankly, if you wait long enough, the game usually gets you out of stuck places, anyways.

Edited by taiiat
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One of the biggest reasons to not put in a /stuck command that will unstick you?

Think of how many people run around and attempt to get out of where they got stuck. Or who are falling through the void endlessly.

How much will map co-ordinates help at that point?

Without a player filing a report the raw map-coordinates dont do much.

They need to know:

What you were doing (such as sliding against a rotating door when it opened), and where it happened and what else was happening.

Maybe its a glitch caused by having a heavy gunner do the ground pound and pushing you against a specific corner that gets you stuck in the wall.

How will just a set of map coordinates help them find the bug?

THAT is why they wont put in a /stuck command. Because just raw co-ordinates is mostly useless for figuring these things out.

Edited by Tsukinoki
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Console players probably wouldn't even get far enough to encounter getting stuck somewhere. they'd likely quit in the first couple missions because there was the slightest shred of difficulty. 

this is not suggesting Warframe should ever cater to the Console players. don't do it. ever.

 

 

anyways, the only reason i could see having a command to get you out of places you got stuck, would be if using that command sent an entry to a database of where you got stuck, before getting you out of there. 

it's more important that Digital Extremes know where you got stuck, than you just getting out of that stuck spot.

 

and frankly, if you wait long enough, the game usually gets you out of stuck places, anyways.

Well, he, like many of men around talking about autoreport on this. It will be much better since this report easily can grab info not only about tileset type and description like "Um, in the rock, well you know, if you'll see a bunch of rocks, it will be a 3rd or 4th, if you won't count the smaller one", but hole tileset maze and correct coordinates, either absolute or relative.

 

You know which game I have in mind? Postal 2. Game was poorly made, you could get stucked in the frigging chair, but then comes "It looks like you stuck..." and mechanism resetting you in 2 seconds, warning you "You're free. Now, get the hell out of this place!".

To all Postal lovers: "poorly made" doesn't mean "game sucks". 

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One of the biggest reasons to not put in a /stuck command that will unstick you?

Think of how many people run around and attempt to get out of where they got stuck. Or who are falling through the void endlessly.

How much will map co-ordinates help at that point?

Without a player filing a report the raw map-coordinates dont do much.

They need to know:

What you were doing (such as sliding against a rotating door when it opened), and where it happened and what else was happening.

Maybe its a glitch caused by having a heavy gunner do the ground pound and pushing you against a specific corner that gets you stuck in the wall.

How will just a set of map coordinates help them find the bug?

THAT is why they wont put in a /stuck command. Because just raw co-ordinates is mostly useless for figuring these things out.

Um, have you ever played games before? Sometimes they have logs and simple 15 sec log buffer will make much more than poor explanations of average raged guy.

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@Icouldjustkissyou

And I am just stating reasons DESteve and DERebecca have both stated in the past.

Plus how long do you keep the log to keep the white-noise to signal ratio acceptable?

You cant just say "15 seconds is good enough!" and expect it to just work. Such as people trying for 30 to 45 seconds to escape from where they were stuck or something else.

If you include more and more logs that just increases the workload of having to look through what could be 30 minutes of a game session log just to find out where they were stuck and everything that was happening at the same time.

And what about people who use /stuck to avoid a damage, or to speed across large tiles (depending on how it resets you)? Think how many bogus reports will be sent into them will little to no way to know without a human wasting time going through it all that its not valid?

Either you dont know much about what you're trying to talk about, or your a troll.

Either way, please actually think of how this command will be used and limitations on it, the logs that can be attached, and the work it takes to parse those logs.

Edited by Tsukinoki
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One of the biggest reasons to not put in a /stuck command that will unstick you?

Think of how many people run around and attempt to get out of where they got stuck. Or who are falling through the void endlessly.

How much will map co-ordinates help at that point?

Without a player filing a report the raw map-coordinates dont do much.

They need to know:

What you were doing (such as sliding against a rotating door when it opened), and where it happened and what else was happening.

Maybe its a glitch caused by having a heavy gunner do the ground pound and pushing you against a specific corner that gets you stuck in the wall.

How will just a set of map coordinates help them find the bug?

THAT is why they wont put in a /stuck command. Because just raw co-ordinates is mostly useless for figuring these things out.

Coords are really all that is need with a log file of map information, the problem here is not a glitch or any other BS but simple laziness in the checking of collision before rolling out a map.  This is something DE was good at in their Unreal days but seem to be lacking signifcantly now.  Must have fired their good in-house game testers or outsourced to a newage company of wanna be game testers that got their I.IS.SMART degree in game design with no practical gaming history beyond care packages and K/D in Call of Duty.

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Here's a simple implementation. Unlock the /stuck command when the player has been within a slight variation of XYZ coordinates (Sometimes you get wiggle room or are in a state of perpetual movement to nowhere) for X amount of time.

 

When you press /Unstuck, the log records the map system, player location within that system.

 

Before you press the escape key, though, there is an optional area to submit anecdotal feedback. Yes, it could get filled with "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa", however the location logs will be handy in those areas. When you are freed, the Warframe is spawned in the respective tile, in the same place items spawn when they fall out of bounds.

 

The above description resolves issues where the player is stuck within a tile. Cool story.

 

But this does not solve the issue with falling out of the map. Here's a method to work on that.

 

From reading the Ee.log, projectiles know when they leave the level area, as the Evolution Engine despawns them half a second after they enter the void space. Why can't that code be recycled for Warframes? There could be a "Last Valid Co-ord" value (Heck, it could be an array of 100 0.5s timeshifted coordinates) that records the last place/time the Warframe was in a Valid area e.g. A tile. If the Warframe falls into a void space, The log is sent, and the Warframe is put back into the Tile in the same place where Items respawn. Or /Unstuck could be unlocked in the menu, that works too.

Edited by Azure_Kyte
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But this does not solve the issue with falling out of the map. Here's a method to work on that.

 

From reading the Ee.log, projectiles know when they leave the level area, as the Evolution Engine despawns them half a second after they enter the void space. Why can't that code be recycled for Warframes? There could be a "Last Valid Co-ord" value (Heck, it could be an array of 100 0.5s timeshifted coordinates) that records the last place/time the Warframe was in a Valid area e.g. A tile. If the Warframe falls into a void space, The log is sent, and the Warframe is put back into the Tile in the same place where Items respawn. Or /Unstuck could be unlocked in the menu, that works too.

Or it could be binded to free falling time. Ain't like you have space to have the flight of eternity.

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The difference between my solution and yours would be an X second period of time where there's a definite recorded pathway leading up to the point they fell out of. This would give DE information related to how/the path they took to reach the point they fell out of. Simply checking from free fall time wouldn't have that robustness, unless you recorded jumping position and landing position every time.

Edited by Azure_Kyte
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