Jump to content
The Lotus Eaters: Share Bug Reports and Feedback Here! ×

Since the door bug is back, a suggestion regarding aborting due to bugs.


OricSharp

Recommended Posts

Having just had to abort the Nsu Grid mission on the cusp of completing it - due entirely to the last door of the Pulse Turbine's "radar array" objective failing to open - I've lost everything specific to my Railjack that I should have gained from that mission. No progress on my Intrinsics, no Scrap, nothing; I was about to complete this mission for the first time, so this is particularly annoying. It's also the third really obvious issue I encountered in two missions, which...it's been a while since the last time. Game's come a long way.

Anyway. That stuff is gone, and I'm unlikely to return to Railjack for a while because of the frustration involved in the situation; certainly not until the next patch, or next set of hotfixes. That's just...facts, I guess. There's a larger problem, and I'd prefer to see it addressed accordingly more broadly.

So here's a suggestion for DE, to avoid this extremely dissatisfying turn of events in the future.
There will be progression-blocking bugs like this one that prevent the player from completing a mission. Accept this and implement a system for it. There's one for getting stuck in terrain, after all - similarly something that shouldn't happen, but it's inevitable and kills the mission, just the same.

So, something similar to /unstuck. I'm going to suggest the input command be /doorcheck. /doorcheck should make sure that any door in the room the player is in respects its proper state, according to lockdown, assassin, and objective status. If the command is input again while the player is adjacent (should be opening any unlocked door, essentially) to a door in the same room, it should take a screenshot/record of the situation - where the player is, the door's state, etc - and of the rewards of the mission so far (as represented in the in-game Mission Progress screen), including Affinity and drops. Then, /doorcheck should explain to the player that the information will be sent to QA for review, and the mission aborted. This data should then be sent to the QA team (as examining what went wrong is their job, right?), and the player given the rewards they'd earned or a compensatory measure (boosters or something, I don't know, whatever's easiest) if/when the QA team says "Yep, looks like something went wrong there that is probably not your fault." First time: doublechecks - second time: calls an adult.

Is this likely to increase the workload of at least a couple teams? Maybe - reviewing the info and all, barring parser bots, could be a pain. But the playerbase is still doing their bug-finding legwork while attempting to enjoy themselves.

What about people who try to abuse the system? The system should also keep track of who reports issues - if someone seems to be double /doorchecking disproportionately often, it could be a sign that a further examination of their situation is required; it could be that there's something else at play (on or in their computer, for example). Not really sure how abusing this hypothetical, loosely-defined and otherwise uncertain system someone else would have to actually make work would work, though. I'm just trying to improve my time gaming, and maybe other people's, too.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...