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PSA: Incompletable ‘Man the Guns’ Break Narmer Challenge


[DE]Danielle

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1 minute ago, (PSN)Cargan2016 said:

no I didnt do that one becasue dont like the kahl missions they are beyond Dull and boring but they have always rotated to next one if i did it or not

Huh, they are not supposed to and I've seen others comment on being out of sync too because of this. Your guess is as good as mine then.

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49 minutes ago, Aeoni said:

Huh, they are not supposed to and I've seen others comment on being out of sync too because of this. Your guess is as good as mine then.

yeah last week I had the stealth one and did not do it at all

 

49 minutes ago, Aeoni said:

Huh, they are not supposed to and I've seen others comment on being out of sync too because of this. Your guess is as good as mine then.

actually I think i am out of sync becasue now that i thinnk of it I got the Murex mission that is "supposed to be now"  two weeks in a row week before last and the one before that

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Just now, (PSN)Cargan2016 said:

actually I think i am out of sync becasue now that i thinnk of it I got the Murex mission that is "supposed to be now"  two weeks in a row week before last and the one before that

Yeah, Stealth was two weeks ago for me. Definitely out of sync. It's just odd that they are still cycling for you then. Maybe that was a change after the fact.

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5 minutes ago, Aeoni said:

Yeah, Stealth was two weeks ago for me. Definitely out of sync. It's just odd that they are still cycling for you then. Maybe that was a change after the fact.

yeah if i hadnt of had the repeat of the murex mission the stealth one would of been 2 weeks ago i had just assumed was some bug that made them reset it again becasue a large group hadnt been able to do it and is only one i find tollerable i didnt complain

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4 hours ago, Cerikus said:

No, but it's very unlikely, because telling a game to spawn something is easily debugged. Don't belive me? Well. You can EASILY check out your personal EE.log, whenever the game "doesn't" spawn the collectibles. 

while we can't check on console, there are a few flaws with the assumption that even if the collectibles spawn they are therefore collectible.

 

Examples:

  1. The passcodes in sneaky sabotage - if you got the one in the first room on console you could SEE it, but the camera would not collect it.
  2. On the Sentient ship, I've had collectibles spawn behind the breakable walls.  Problem is, sometimes the wall is not markable for "Destroy" command.  It is clearly a breakable wall, there is clearly a room behind there, but you can't get in.
  3. On the sentient ship, in one of the rooms with the two prisoners to rescue there is a breakable wall hallway (with breakable walls at both ends the only means of access).  I have had collectibles spawn in there - but the hallway doesn't render every run.  So if the game thinks it did, and places a collectible in there, again the player has no way to access it.

Given just these (as well as other bugs) I've encountered would prevent some users from getting all the collectibles means it is NOT simply an issue of "git gud player".  And while I have done plenty of runs where everything was collectible, that does NOT mean that some players experience bugs the make the mission unachievable.

Other examples (not collectible related):

  • Spider yeets himself off the map 1/2 way through the fight never to return.  Progression stopping bug.  So does because so many people could finish the mission who didn't have this happen mean that it DIDN'T or COULDN'T happen to others? No - several people have experience this
  • Nira dying in mid air so you can't rip the shard from her. Progression stopping bug. So does because so many people could finish the mission who didn't have this happen mean that it DIDN'T or COULDN'T happen to others? No - several people have experience this
  • Unable to command crew after Kahl Crash lands if you get ejected from ship in an odd way. So does because so many people could finish the mission who didn't have this happen mean that it DIDN'T or COULDN'T happen to others? No - several people have experience this

So I will not make the assumption that players who got x-1 out of x collectibles are simply bad players.  Certainly true for some I'm sure, but with all the bugs in this 'content', I wouldn't be so quick to dismiss them as  "VERY UNLIKELY" 

 

46 minutes ago, (PSN)Cargan2016 said:

yeah last week I had the stealth one and did not do it at all

if you skip a mission, you will be out of sync. the kahl mission order is dependent upon completion and is therefor not the same for every player.  This makes sense because lets say you were a completely new player just starting now - you have to do them in order, with a week time gate, to even rank up kahl.


the archon fight IS sync'd and will be the same for all.

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19 hours ago, CringeEdgy69UmbraPrimeYT said:

Is this of a similar nature to the Felarx evolution 3 bug? Where it's code and can only come out with the next cert update? So none of these bugs are important enough to turn off crossplay testing to be deployed to PC?

Is this what we are dealing with? Is this what the future is going to be like?

 

Yes welcome to crossplay and why updates take so long on crossplay games to fix a certain issue. You asked for it and this is what you get.

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7 minutes ago, (XBOX)THE NTT said:

if you skip a mission, you will be out of sync.

Yeah No Im out of sync because the one that is now repeated for me insteatd of having the stealth mission 2 weeks ago I had the murex mission even though the murex mission was the week before. come to think of it the archon hunt repeated that week too

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2 minutes ago, (PSN)Cargan2016 said:

Yeah No Im out of sync because the one that is now repeated for me insteatd of having the stealth mission 2 weeks ago I had the murex mission even though the murex mission was the week before

 

44 minutes ago, (PSN)Cargan2016 said:

yeah last week I had the stealth one and did not do it at all

you said you skipped a mission.  Skipping a mission will get you out of sync - regardless of repeats or anything else.

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1 minute ago, (XBOX)THE NTT said:

 

you said you skipped a mission.  Skipping a mission will get you out of sync - regardless of repeats or anything else.

NO it does not I have skipped multiple missions and its always rotated to the next one I skipped the stealth mission last week and its the junk run this week by your argument id still have the stealth

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30 minutes ago, (PSN)Cargan2016 said:

NO it does not I have skipped multiple missions and its always rotated to the next one I skipped the stealth mission last week and its the junk run this week by your argument id still have the stealth

Please read how they work.

Quote

mportant Reminder on ‘Break Narmer’ Mission Reset: 
‘Break Narmer’ missions are not global resets but linked to your individual progress! You will not see the next mission afterward if you have not completed the current ‘Break Narmer’ mission before the scheduled Sunday reset time. We have a full explanation of how these missions reset in our hotfix notes!

 

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5 minutes ago, (XBOX)THE NTT said:

Please read how they work.

 

That is not true as I DID NOT DO LAST WEEKS and it still rotated I DID NOT DO any of them other than the first of the stealth and first junk run yet I am only off the sync by what would be the repeat 2 weeks ago.  My friend has not done the murex at all he quit after the first junk run and is on the exact same Junk run mission I am on now

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There should definitely be extra gene stamps and passcodes spawned in, at least 1, in case of human error (missed a room/destructible/just-plain-missed-it) or machine error.

When several are needed, and some are theoretically capable of being permanently missed (such as in two-stage non-backtrackable missions like the Murex one, or killable Veiled brothers), the number of bonuses should go up. There should/could even be two floofs, and finding the first just vanishes the second one, JUST in case the player was marginally less carefully searching, OR in case the spawn is stupid and puts it somewhere legitimately inaccessible or unnoticeable.

In a game that's clearly not ironclad tight and bug-proof, a little bit of extra wiggle room is called for. Like. Just mistake-proof it by a smidge. At least spawn in like, 2 bonus genestamps, and 1 bonus instance of the passcode and floof (that all disappear the excess ones once maxed out for the challenge).

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Having run the missions.

I got everything but the ships first time on both accounts

There's definitely something wonky about that section.  I assume it was mostly for enjoyment and not meant for the player to destroy the ships.  Perhaps a challenge for the crystals that hold you in place?

Either way if you can please have some more diverse or combat focused missions in the queue for the future.

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1 hour ago, (XBOX)THE NTT said:

Examples:

You are 100% right. However all your bug examples are a loss of functionality and/or interactibility. You have found the password, you have found the wall, you see Nira stuck in the air, you can't command the brother. All these are reportable bugs, that will be fixed in the next update. And DE deserve every bit of criticism for releasing an update with such bugs.

But numerous players going "I found 4/5. 5th didn't spawn. Fix it," while the EE.log can confirm that it indeed did spawn, is not bug reporting, it's rather inability to acknowledge incompetence. 

I can give you an example:
I have a friend who plays the game. He's an awesome dude and very good player, but this type of gameplay is absolutely not for him. He complained to me in the same way. He said "there was NO floof anywhere". I said well ok, share your screen and I can try to help you... The floof was on the ground in the first sideroom and he missed it. I was like: Dude, you missed the floof. He looked again and saw it. He got pissed.

And maybe... rightfully.
Maybe DE shouldn't have created the gamemode as it is. Maybe it's completelly wrong.
But I refuse to accept empty complaints.

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22 hours ago, (XBOX)Tucker D Dawg said:

well -- that would mean i've got to slog through it again. and well.... I love him .. but... yeah no😂.

 

Or, just rush through the story part and let him worry about collectables when he can.

 

  

22 hours ago, Joezone619 said:

Also look at the genestamps bounty, i spend a good 2+ hours scouring the murex for them all multiple times and only 4 at most seemed to spawn.

I spent an hour and a bit over 23 minutes scouring every inch of the map I could find, and the only challenges I managed to complete were "don't die" and "break 5 veils". The floof, one of the codes, 3 of the gene stamps never spawned for me. And the 2 gene stamps that did spawn didn't do so until after the Wolf was dead. On a minor note, the second stomachord tone also didn't spawn. But, I found both of those the previous rotation, so that wasn't as big of an issue for me. Still, it could be frustrating for anyone looking for both of those still. I'm trying not to be angry, here. But this is frustrating when challenges become luck-based missions. Nobody likes luck-based missions. Those are worse than escort missions...

 

22 hours ago, GreyKestrel said:

Thank you for all your hard work stomping bugs while continuing to build new content for us!

I definitely echo this. While bugs that crop up are often frustrating, it's good to not wind up with a lot of "just deal with it" like other game developers might respond.

 

22 hours ago, WaywardSoul said:

Would we even be talking about this problem if Archon Shards weren't in the reward pool for Kahl Missions? 🤔 I personally wouldn't do Kahl Missions at all if there were no Shards and I refuse to do it more than once a week. Between these Kahl missions on a fundamental level being unenjoyable for me (bugs aside) and the consistent weekly disappointment of not getting Tauforged I kind of want to quit this game that I love. :(

The archon shards are very much a smart move on DE's part. The missions do seem to be a bit of a slog. Muerex is just really big, the Thumper is literally a tank, and the shotgun in the stealthy mission is almost useless. With veiled individuals who can dodge the veilbreaker and move around faster than we can aim (thus sometimes needing 3 or more attempts to hit them with it), and the recharge time on using it, even removing veils can be real chore. The issue with the shotgun being so under-powered compared to the spawned enemies is a bit frustrating. It also doesn't help that the long delay between targeting of the orbital laser and it actually firing means that the enemies you were trying to kill may well be out of its range by the time it fires, resulting in more frustration with trying to survive. We're being assaulted by robots with seeking projectiles that can fly around cover, around blunt and kill us while we're waiting on the laser, because our shotgun is just tickling them. And they can get extra shielding from the ospreys. These waves of baddies are more of a threat than the spider bot "boss". Nerf the moas and ospreys or at least swap out the bad shotgun for something that'll actually be useful. If it weren't for shards, I'd've just done the missions to get blueprints and then stopped doing them. With shards available, it at least feels like the slog is worth it, usually.

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Managed to kill a couple but most of them either aren’t taking damage or aren’t taking enough. I get that it’s bugged now, but even when it’s fixed I hope achievements like this are made additive over multiple runs. As a controller player this one is much more difficult than it would be with mouse and keyboard. Oh, and the kill 5 enemies in 3 seconds one needs adjustment too. Either spawns need increasing or the numbers need to change . Even 5 in 5 would do…

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1 minute ago, (XBOX)gottheknife said:

Managed to kill a couple but most of them either aren’t taking damage or aren’t taking enough. I get that it’s bugged now, but even when it’s fixed I hope achievements like this are made additive over multiple runs. As a controller player this one is much more difficult than it would be with mouse and keyboard. Oh, and the kill 5 enemies in 3 seconds one needs adjustment too. Either spawns need increasing or the numbers need to change . Even 5 in 5 would do…

Hint:

Spoiler

Don't wake the thumper. Until it's awakened, there's an energy barrier blocking entry ot the next area. Kuaka spawn near this. Heard them to the barrier for a canned hunt. Then, backtrack and wake up the thumper.

 

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23 hours ago, kazenioware said:

In general, i wonder if DE ever tried that challenge for themselves before putting it out.

 

surely they cant of as they would have picked it up on the first run, like the rest of us did.. and i love how DE thinks we are "Kahl enthusiasts" shows they are only going of number of times the mission are run (divide that by 5 for bug runs), and not the negative feedback they are receiving!  If DE think we are Kahl enthusiasts .. prove it.. take the shard and put them somewhere else .. oh what only 60 people ran the mission after that.. yeah not enthused by Kahl sorry DE

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13 hours ago, Cerikus said:

The problem is not fixing the bug. The bug is probably already fixed. Problem is releasing the build. They cannot release it with cert process in the way.

I really, really... REALLY hate this nonsense people keep repeating.

Is there a bug? Absolutely. 
Should there be a bug? Absolutely not.
Do they playtest? Of course they do. Do you really think the game would be playable without thorough playtesting? Common.

No videogame is bug free and Warframe is immensely complex videogame. The more complex videogame is the more of a chance there is for a bug to slip under the radar.

Last rotation the ships were destroyable, something must've broke with the last update unbeknownst to DE, which isn't an appology, but suggesting they don't playtest is RIDICULOUS!

I really appreciate you being the voice of reason in this thread.

The number of posts from folks who are utterly ignorant of how software  works, or how dev teams operate is mind-boggling.

Reading a couple of your comments whilst trawling through the whining here has been a breadth of fresh air.

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23 hours ago, Gamma745 said:

This is definitely not a "few minutes work". The very fact that it required to be in a full build means it's not something small. Have some patience.

actually it is. if ye was to read what they suggested its to fully remove the 1 task/challenge all together. sutch would indeed be a matter of simplicity but technicaly it would also only be a segnificant option if the challenge went unfixd past 7days as the only reson to go this rout is to prevent the challenge poping up again while still broken. otherwise it would be pointless if it was quickly patchd. but lets face reality de reputation indicates it likely wont be fully patchd soon so im in agreement just remove it. OR as floks pointed out it is possible to destroy 4 ships sooooo why not reduce the required amount to 3 or 4 ?

 

5 hours ago, (PSN)BAM-BAM-73 said:

I really appreciate you being the voice of reason in this thread.

The number of posts from folks who are utterly ignorant of how software  works, or how dev teams operate is mind-boggling.

Reading a couple of your comments whilst trawling through the whining here has been a breadth of fresh air.

testing = not allowing over 100 bugs to slip past AND remain untended to. also there are lots of games free of bugs of sutch a segnificant degree. its calld games from pre ps4/xbx3 when development had quality to it.

 

20 hours ago, (XBOX)TehChubbyDugan said:

I bought the shard every time it was available and also bought other things.  This week I am 5 stock short with two bugged challenges left.  One, the fighters, is big bugged, can't do it.  The other is those stupid gene stamps.  Only 4 spawned.  I checked every single room and corner and platform and even double checked with player made maps that have all the potential spawn locations.  Only 4 spawned.  That means I have to run this awful, tedious, garbage again, re-scour the whole map looking for all 5, and still risk encountering the same issue.

 

That means my choices are run content that makes me actively angry because of how tedious it is and have no guarantee of success, or get hit with the FOMO and miss this weeks chipper shard, despite having engaged with this stupid mission.  I ran it.  I covered every pixel.  I found over a dozen corpses, but the game didn't spawn the genestamp. I am owed a gd shard.

 

And yet I won't have one.

yes this perfect example of what warframe has become. personaly im ok with hunting and scouring the map to locate a collectable or farming in general BUT if a bug prevents progress or worse loss of said time invested THAT just makes players avoid said content aka bountys, zerimon, khal challenges, railjack missions ... need i remind the days when relics were first added and we had that dreadful def mission issue were 1 foe was immortal and even invisible to all but 1 player in a squad and as a result the entire mission of 20 to 60 waves became lost along with the relics? that dreadful nightmare went unchecked over several months ._. 

 

15 hours ago, Cerikus said:

No, but it's very unlikely, because telling a game to spawn something is easily debugged. Don't belive me? Well. You can EASILY check out your personal EE.log, whenever the game "doesn't" spawn the collectibles. 

Example:

52.562 Game [Info]: 1 players joined, all avatars spawned starting game
52.562 Net [Info]: GameRulesImpl - changing state from SS_WAITING_FOR_PLAYERS to SS_STARTED
52.562 Game [Info]: OnStateStarted, mission type=MT_GENERIC
52.562 Game [Info]: GameRulesImpl::StartRound()
52.562 Script [Info]: Background.lua: initializing region challenges
52.563 Script [Info]: Background.lua: Skipping region challenges for Kahl mission
52.563 Sys [Info]: Spot-building /EE/Types/Game/DynamicMusicMgr
52.563 Script [Info]: NemesisMission.lua: NemesisGenerator::InitMission
52.563 Script [Info]: NemesisMission.lua: waiting for squad overlay initialization...
52.564 Sys [Error]: Could not use object: /Lotus/Types/Gameplay/Kahl/KahlOrderUseContextAction (broken)
52.568 Sys [Info]: Found 278 items to load (0ms) [Heap: 1,364,073,472/1,972,240,384 Footprint: 5,554,110,464 Handles: 1,055]
52.568 Script [Info]: NarmerFactionSetup.lua: Narmerizing Hack Panels
52.568 Script [Info]: NarmerFactionSetup.lua: waiting for avatar...
52.568 Script [Info]: NarmerFactionSetup.lua: avatar spawned. proceeding with hack panel swap
52.570 Sys [Error]: Slow Region FindAll requested for /EE/Types/Engine/OverlayWaitForInputAction (1ms)
52.570 Script [Info]: NarmerFactionSetup.lua: Narmerized 0 Hack Panels
52.570 AI [Info]: NpcManager::SetEnabled() ReadyToCreateAgents = 1
52.570 Script [Info]: KahlChallenges.lua: Setting Up Sabotage
52.570 Script [Info]: KahlChallenges.lua: Sabotage Challenge not active, exiting...
52.570 Script [Info]: KahlChallenges.lua: Setting Up Passwords
52.570 Script [Info]: KahlChallenges.lua: Setting Up Murex Caches
52.570 Script [Info]: KahlChallenges.lua: Murex Cache Challenge not active, exiting...

52.571 Script [Info]: KahlChallenges.lua: Setting Up Dog Tags Challenge
52.571 Script [Info]: KahlChallenges.lua: Dog tags count: 5
52.571 Script [Info]: KahlChallenges.lua: Spawning Extra Narmer Grineer: 8

52.571 Script [Info]: KahlChallenges.lua: Spawning a Grineer at Vector(-1140.31, -1.76053, 186.719) from spawner /Layer22/NpcSpawnControl0 aka random index 6 scope: /Layer22/
52.573 AI [Info]: OnAgentCreated /Npc/KahlNarmerHellionAgent0 Live 0 Spawned 0 AutoSpawnEnabled Ticking 0 Paused 0 IgnoredTicking 0 MonitoredTicking 0 AllyLive 0 AllyActive 0 NeutralActive 0
52.573 Script [Info]: KahlChallenges.lua: Spawning a Grineer at Vector(-980.678, -0.949583, -2.33509) from spawner /Layer19/NpcSpawnControl0 aka random index 4 scope: /Layer19/
52.575 AI [Info]: OnAgentCreated /Npc/KahlNarmerHellionAgent1 Live 1 Spawned 1 AutoSpawnEnabled Ticking 1 Paused 0 IgnoredTicking 0 MonitoredTicking 1 AllyLive 0 AllyActive 0 NeutralActive 0
52.575 Script [Info]: KahlChallenges.lua: Spawning a Grineer at Vector(1007.26, 8.30092, 299.663) from spawner /Layer28/NpcSpawnControl0 aka random index 9 scope: /Layer28/
52.577 AI [Info]: OnAgentCreated /Npc/KahlNarmerHellionAgent2 Live 2 Spawned 2 AutoSpawnEnabled Ticking 2 Paused 0 IgnoredTicking 0 MonitoredTicking 2 AllyLive 0 AllyActive 0 NeutralActive 0
52.577 Script [Info]: KahlChallenges.lua: Spawning a Grineer at Vector(-901.938, 9.43371, 224.763) from spawner /Layer8/NpcSpawnControl1 aka random index 2 scope: /Layer8/
52.579 AI [Info]: OnAgentCreated /Npc/KahlNarmerHellionAgent3 Live 3 Spawned 3 AutoSpawnEnabled Ticking 3 Paused 0 IgnoredTicking 0 MonitoredTicking 3 AllyLive 0 AllyActive 0 NeutralActive 0
52.579 Script [Info]: KahlChallenges.lua: Spawning a Grineer at Vector(-824.325, 6.20486, 80.1716) from spawner /Layer17/NpcSpawnControl0 aka random index 2 scope: /Layer17/
52.580 AI [Info]: OnAgentCreated /Npc/KahlNarmerHellionAgent4 Live 4 Spawned 4 AutoSpawnEnabled Ticking 4 Paused 0 IgnoredTicking 0 MonitoredTicking 4 AllyLive 0 AllyActive 0 NeutralActive 0
52.580 Script [Info]: KahlChallenges.lua: Spawning a Grineer at Vector(990.13, -1.42542, 84.7333) from spawner /Layer26/NpcSpawnControl0 aka random index 5 scope: /Layer26/
52.581 AI [Info]: OnAgentCreated /Npc/KahlNarmerHellionAgent5 Live 5 Spawned 5 AutoSpawnEnabled Ticking 5 Paused 0 IgnoredTicking 0 MonitoredTicking 5 AllyLive 0 AllyActive 0 NeutralActive 0
52.581 Script [Info]: KahlChallenges.lua: Spawning a Grineer at Vector(1086.47, -1.42545, 370.266) from spawner /Layer27/NpcSpawnControl0 aka random index 5 scope: /Layer27/
52.582 AI [Info]: OnAgentCreated /Npc/KahlNarmerHellionAgent6 Live 6 Spawned 6 AutoSpawnEnabled Ticking 6 Paused 0 IgnoredTicking 0 MonitoredTicking 6 AllyLive 0 AllyActive 0 NeutralActive 0
52.582 Script [Info]: KahlChallenges.lua: Spawning a Grineer at Vector(-825.086, 12.3009, 298.039) from spawner /Layer24/NpcSpawnControl0 aka random index 3 scope: /Layer24/
52.583 AI [Info]: OnAgentCreated /Npc/KahlNarmerHellionAgent7 Live 7 Spawned 7 AutoSpawnEnabled Ticking 7 Paused 0 IgnoredTicking 0 MonitoredTicking 7 AllyLive 0 AllyActive 0 NeutralActive 0
52.583 Script [Info]: KahlMissionMurexRescue.lua: Kahl Mission: Starting mission...

EDIT:

Oh! Also this:

52.584 Phys [Warning]: Performance warning: created/destroyed static entities at runtime!
52.584 Phys [Warning]: Created entities:
52.584 Phys [Warning]:     KahlFloofPickupDecoration [/Lotus/Characters/Wildlife/ForestRodent/ForestRodentPlush.fbx]
52.584 Phys [Warning]:     KahlFloofPickupAction

52.590 Sys [Info]: Finished load of Flyweight batch (2) [0.00s and 0 frames at 0 ms/frame avg, 0 ms/update peak], 0/0/0, 2 item(s), 0k total so far, 0.00% utilization
52.590 Sys [Info]: Resource load completed (1 root types) in one pass and 0.4s (I/O ~= 0.0%, inherited 48 of 50)

EDIT 2: 

Fun fact. Notice that there is a Setting Up Murex Caches challange, which we did not get yet. My guess is that it's going to be destroing the walls and getting caches that will spawn there. :)

clearly forgot that requires 1-playing on pc, 2-use of homebrews LoL part of how so many bugs are in the game is de thinks this way too unfortunately.

 

11 hours ago, (XBOX)THE NTT said:

while we can't check on console, there are a few flaws with the assumption that even if the collectibles spawn they are therefore collectible.

 

Examples:

  1. The passcodes in sneaky sabotage - if you got the one in the first room on console you could SEE it, but the camera would not collect it.
  2. On the Sentient ship, I've had collectibles spawn behind the breakable walls.  Problem is, sometimes the wall is not markable for "Destroy" command.  It is clearly a breakable wall, there is clearly a room behind there, but you can't get in.
  3. On the sentient ship, in one of the rooms with the two prisoners to rescue there is a breakable wall hallway (with breakable walls at both ends the only means of access).  I have had collectibles spawn in there - but the hallway doesn't render every run.  So if the game thinks it did, and places a collectible in there, again the player has no way to access it.

Given just these (as well as other bugs) I've encountered would prevent some users from getting all the collectibles means it is NOT simply an issue of "git gud player".  And while I have done plenty of runs where everything was collectible, that does NOT mean that some players experience bugs the make the mission unachievable.

Other examples (not collectible related):

  • Spider yeets himself off the map 1/2 way through the fight never to return.  Progression stopping bug.  So does because so many people could finish the mission who didn't have this happen mean that it DIDN'T or COULDN'T happen to others? No - several people have experience this
  • Nira dying in mid air so you can't rip the shard from her. Progression stopping bug. So does because so many people could finish the mission who didn't have this happen mean that it DIDN'T or COULDN'T happen to others? No - several people have experience this
  • Unable to command crew after Kahl Crash lands if you get ejected from ship in an odd way. So does because so many people could finish the mission who didn't have this happen mean that it DIDN'T or COULDN'T happen to others? No - several people have experience this

So I will not make the assumption that players who got x-1 out of x collectibles are simply bad players.  Certainly true for some I'm sure, but with all the bugs in this 'content', I wouldn't be so quick to dismiss them as  "VERY UNLIKELY" 

 

if you skip a mission, you will be out of sync. the kahl mission order is dependent upon completion and is therefor not the same for every player.  This makes sense because lets say you were a completely new player just starting now - you have to do them in order, with a week time gate, to even rank up kahl.


the archon fight IS sync'd and will be the same for all.

very well put excellence at its greatest.

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are we also going to get stock for all the bugged missions that don't spawn collectibles? how about when it doesn't spawn enough veiled enemies? this is a known problem. just give us all the weekly stock for completing the mission and give credit or endo rewards for what should be optional objectives

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5 minutes ago, (PSN)x7thmoon said:

clearly forgot that requires 1-playing on pc, 2-use of homebrews LoL part of how so many bugs are in the game is de thinks this way too unfortunately.

1 - Fair point, however the builds for pc and consoles are the same. We have the same bugs and issues across all platforms. Which means we also share the inability to find all 5 genetags when game successfuly spawns all 5 genetags.

2 - Sorry, I don't understand what you mean by that.

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7 hours ago, Cerikus said:

You are 100% right. However all your bug examples are a loss of functionality and/or interactibility. You have found the password, you have found the wall, you see Nira stuck in the air, you can't command the brother. All these are reportable bugs, that will be fixed in the next update. And DE deserve every bit of criticism for releasing an update with such bugs.

But numerous players going "I found 4/5. 5th didn't spawn. Fix it," while the EE.log can confirm that it indeed did spawn, is not bug reporting, it's rather inability to acknowledge incompetence. 

I can give you an example:
I have a friend who plays the game. He's an awesome dude and very good player, but this type of gameplay is absolutely not for him. He complained to me in the same way. He said "there was NO floof anywhere". I said well ok, share your screen and I can try to help you... The floof was on the ground in the first sideroom and he missed it. I was like: Dude, you missed the floof. He looked again and saw it. He got pissed.

And maybe... rightfully.
Maybe DE shouldn't have created the gamemode as it is. Maybe it's completelly wrong.
But I refuse to accept empty complaints.

 a player being unaware as to why the item is not spawnd/ available dont null it as a valid bug report. its development teams job to confirm said details.also criticism/pointing out or bringing up a valid point/issue ant same as 'complaining'  only toxic whit knights who cant dispute something ever resort to calling sutch 'complaining'

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