WhiteSpike Posted February 13, 2018 Share Posted February 13, 2018 (edited) In the first time you come to the Plains (maybe to do a bounty or exploring around), everything goes fine to drone successfully reach to the extraction marker to lures following you while you're capturing Eidolons during the night. But,when you come back to Cetus and go back to the Plains through the gates, AI Pathing seems to be disabled and makes most of NPCs and abilities not move at all for example Octavia's Resonator. You throw it to the ground, expecting it to move around and following you while, in reality, just stays there acting dead. Same case for Rescue Target and Escort Drone, they stay stationary during the bounty stage, causing them to not be able to be completed (unlike the drone, the NPC can teleport when you go away from him so you have a chance of completing the stage). And let's not talk about the Lures. First hunt, everything goes fine. Lures are following you, they stay still when you want them to and same case when moving. You get your precious Brilliant (and Radiant, if hunting the other eidolons) Eidolon Shards and you go back to Cetus and, hoping to do another similar hunt to get double the loot, you go through the gates to go back to the Plains. However, it's not. Lures, for some people (varies randomly), stay flying in the sky and they are unable to be interacted by those people. And they don't follow you at all. They just stay in one place until the person it's following gets away from it, forcing it to teleport. But even then, sometimes it will move to a random location, either getting closer to the Eidolon or away from it, unable to capture him. The only solution I have to prevent this from happening whenever I want to either do bounties or hunts is to leave Cetus whenever you extract from the gates and go back to start the bounty and proceed to go to the gates or select the Plains of Eidolon node to keep the hunt going without any issues. This issue started happening shortly after latest hotfix kicked in. Edited February 13, 2018 by WhiteSpike Added when the bug started happening and misspelling Link to comment Share on other sites More sharing options...
Arfu Posted February 13, 2018 Share Posted February 13, 2018 (edited) Got this problem today, when we first entered from our Orbiter everything is okay but once I go to Cetus and back again, the lures seem to have problems following us. They kind of just get stuck in a loop, floating from one point to another and teleporting to the original point only to float back away again. If we turn off follow then back on again then it just stands there and refuses to budge. Every new lure we acquire after that gets the same bug. We had to go back to Cetus and reset it yet again. I made a nice little gif of the naughty lure. Spoiler After we killed our 2nd working Teralyst, we went back to Cetus and back out and the lures went crazy again. The Teralyst decided to join in the fun. He appeared out of the waters, looked around for 5 seconds then went back into the water. He just kept doing that a few times until we decided to reset. Spoiler On our 3rd working Teralyst, the sun started to rise halfway through so it just headed to the nearest water body it could find... Before it even touched the water it already disappeared. Not sure if pathing bug or just lag though. It was maybe a good 30m away. Please ban this cheating Teralyst! Below I circled the place where it disappeared. Spoiler Edited February 13, 2018 by Arfu Link to comment Share on other sites More sharing options...
SnuggleBuckets Posted February 13, 2018 Share Posted February 13, 2018 I'm guessing they broke it when they fixed AI pathfinding in regular tilesets :'D Makes sense, they initially broke regular AI pathfinding on all other maps when they first released PoE, and now when they released the new Eidolons they broke it again, and in a patch fixing it they broke pathfinding on the plains. They probably had to use quite different logic for the AI with the plains versus their old tilesets. Link to comment Share on other sites More sharing options...
WhiteSpike Posted February 13, 2018 Author Share Posted February 13, 2018 1 hour ago, Arfu said: After we killed our 2nd working Teralyst, we went back to Cetus and back out and the lures went crazy again. The Teralyst decided to join in the fun. He appeared out of the waters, looked around for 5 seconds then went back into the water. He just kept doing that a few times until we decided to reset. I still haven't bumped into this bug but I did see some people I know getting this and it's really infuriating since you can't do anything about it besides leaving it be and go back to Cetus and return to the Plains, hoping you won't get that Eidolon ever again. 1 hour ago, Arfu said: On our 3rd working Teralyst, the sun started to rise halfway through so it just headed to the nearest water body it could find... Before it even touched the water it already disappeared. Not sure if pathing bug or just lag though. It was maybe a good 30m away. Please ban this cheating Teralyst! Below I circled the place where it disappeared. Unlucky for me, I got this too....with a Hydrolyst. Hunt was going fine until we got 2 teleports that had no reason to happen, considering we had 1 lure attached to them. Looking at the time that was wasted and the message that 'sunrise is nearing' kicked in after, we decided to kill him. Shortly after he got up after calling its little friends, I took my aim at its head and POOF. Disappeared without a trace leaving us with our mouths open and some laughing because of the situation. :^) Link to comment Share on other sites More sharing options...
BusyOscar Posted February 13, 2018 Share Posted February 13, 2018 Same here the lures just get CRAZY, they warp to the owner, them do a random super crazy path, after some time they do it again to the same place or until they teleport back, got some who flew higher than archwings. Have a NICE look (bad quality because that's how I play mt game :( ) Images:https://imgur.com/gallery/sSfxR Link to comment Share on other sites More sharing options...
WhiteSpike Posted February 13, 2018 Author Share Posted February 13, 2018 Still happening after Shrine of the Eidolon: Hotfix 22.12.4 came. Surprised that this isn't on the top of the to-fix list. Not only this is annoying but makes certain bounties imcompletable. Link to comment Share on other sites More sharing options...
59768 Posted February 13, 2018 Share Posted February 13, 2018 Abandoned farming bounties because of this. First it was rescue targets, now hacked drones too. Escort targets in general seem to have their pathing messed up since the update, as Kavor defectors have been having issues as well. Link to comment Share on other sites More sharing options...
WhiteSpike Posted February 13, 2018 Author Share Posted February 13, 2018 (edited) Apparently, this issue is also causing the Teralyst's constant teleports because you can notice that it nevers moves after the 1st kill/capture, maybe forcing a mechanic to make it teleport so that it can move again. (though it still doesn't move, so it will continue the teleportation loop) Something is indeed messing up the AI whenever you leave and go back to the Plains, causing most of the bugs in the Plains of Eidolon that are being reported in the forums (welp, at least the escort, rescue target, lures and Teralyst constant teleporting ones. :P ) Edited February 13, 2018 by WhiteSpike Link to comment Share on other sites More sharing options...
WhiteSpike Posted February 13, 2018 Author Share Posted February 13, 2018 This issue was indeed fixed in Shrine of the Eidolon: Hotfix 22.12.5 (it only says for Teralysts and Lures but it also affects drones and NPCs) 25 minutes ago, [DE]Rebecca said: Fixes: Potential fix for the big issue of Teralysts and Lures not navigating or behaving properly at all. When this issue occurs, it completely prevents Teralyst hunts from occuring for that session so we are working on resolving it as quickly as we can! Link to comment Share on other sites More sharing options...
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