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This may be a 'new engine' and some new code, but...

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  • 06-25-2018, 03:02 PM
    crasher
    This may be a 'new engine' and some new code, but...
    A lot of the code bugs still feel the same, while some *ARE* the same, as in D-13.
    I would feel more comfortable refuting 'This is the same game as D-13' claims in chat if I didn't see the same unfixed bugs myself.

    I have a list here in the rubble somewhere, but the one I remember right off is that the bottom heat sink on Scrapper towers at an Ark have no health numbers.

    If you're going to actually claim this is a remaster as opposed to a retread, you're going to have to do a better job stomping on those bugs we've posted since the beginning.
    You have several hundred pages of bugs that we reported at your request over the years that were never addressed, Please: Look at those pages, they didn't spontaneously 'heal' or 'disappear.

    Are we really supposed to report all the old bugs again?
    You have the lists already.
    Are we really supposed to think you're going to take new bug reports seriously if you think old bugs in the remaster are 'new' bugs?

    I applaud the dev team effort in the face of limited resources, but old bugs are still bugs.
  • 06-27-2018, 12:57 PM
    Hit the Deck
    If those bugs still persist then I have a hunch that they aren't able to fix it (the guy who wrote the code already left or something).
  • 06-27-2018, 01:55 PM
    squidgod2000
    Quote:

    Originally Posted by Hit the Deck View Post
    If those bugs still persist then I have a hunch that they aren't able to fix it (the guy who wrote the code already left or something).

    It's not just persistent bugs, but things that were fixed in 1.0 that have returned in 2050. I don't know how they cobbled together 2050, but some of the 'classic' bugs that lingered for months before being fixed in 1.0 have made their way back to the game.
  • 06-27-2018, 02:06 PM
    Hit the Deck
    Quote:

    Originally Posted by squidgod2000 View Post
    It's not just persistent bugs, but things that were fixed in 1.0 that have returned in 2050. I don't know how they cobbled together 2050, but some of the 'classic' bugs that lingered for months before being fixed in 1.0 have made their way back to the game.

    Well, then you're right that those shouldn't have existed in the betas. Let's hope that they can fixed these bugs at release.
  • 06-27-2018, 03:52 PM
    SanCarioca
    Quote:

    Originally Posted by squidgod2000 View Post
    It's not just persistent bugs, but things that were fixed in 1.0 that have returned in 2050. I don't know how they cobbled together 2050, but some of the 'classic' bugs that lingered for months before being fixed in 1.0 have made their way back to the game.

    Just for curiosity's sake, can you give an example of this "Return of the Living Bugs"? I was not here for 1.0, only started playing OLDefiance one year later. Also, I did not take part in any of the betas, so I cannot relate.
  • 06-28-2018, 03:06 AM
    squidgod2000
    Quote:

    Originally Posted by SanCarioca View Post
    Just for curiosity's sake, can you give an example of this "Return of the Living Bugs"? I was not here for 1.0, only started playing OLDefiance one year later. Also, I did not take part in any of the betas, so I cannot relate.

    • Vehicles being indestructible, then blowing up at the slightest touch. (and the truck being the best weapon in the game)
    • Looping cutscenes—saw someone mention Nim, which was a problem back in the day, but Explosions 101 was the big one. The hulker room was notorious for looping, resetting, etc. Took them months to fix.
    • Moonshine Shack ammo bug
    • OP Raiders
    • Flickering or disappearing textures (especially around Top Notch; driving over invisible bridges)
    • Mobs shooting through walls (probably just lag)
    • Looping Emergency interface stuff (stuff at the top of the screen appear/disappears repeatedly)
    • Shotgun reloading issues

  • 06-28-2018, 08:26 AM
    neko_gunner
    Really sad to see this one as well, but vehicles despawning or throwing you off while driving them. I KNOW this will annoy a specific group of people to no end. This bug took a LONG time to track and squash. There is a title in defiance that only a VERY select few have for help the devs squash it on the PTS - "Repo Crew"

    Not only the absence of the title in the new game, but the rebirth of this bug, is sure to annoy or infuriate any of those vets still here.
  • 06-28-2018, 08:42 AM
    neko_gunner
    Also, to use "limited resources" or "limited budget" only goes so far. Regards of whether the original coder is gone or not. Continuity is the responsibility of the studio since the code belongs to them, NOT the devs, and if the studio failed to ensure proper continuity for future dev teams when one member left, THAT is supreme poor planning and performance.

    In which case if THAT mistake has as far reaching consequences as Defiance 2050 not being able to properly function in terms of gameplay bugs, NOT just system optimization, 2050 shouldn't have been allowed to go forward. Especially with the knowledge this time around that the same irreparable issues would resurface.

    In terms of limited resources, I've seen small studios do amazing things. Look at Splash Damage. They bought themselves out from the control of Nexon and are able to better optimize their game Dirty Bomb. Since then, they've further optimized their game, added new playable mercs (classes) and squashed bugs. And their game is nearing full release from years of being in a "beta" state.

    I want to see this game succeed. But if these same bugs are coming up, I'm not sure how successful it will be. Especially with so many erroneously stating it's "the same game" when it clearly isn't.
  • 07-01-2018, 12:49 AM
    ATTEE
    Quote:

    Originally Posted by squidgod2000 View Post
    • Looping cutscenes—saw someone mention Nim, which was a problem back in the day, but Explosions 101 was the big one. The hulker room was notorious for looping, resetting, etc. Took them months to fix.
    • Looping Emergency interface stuff (stuff at the top of the screen appear/disappears repeatedly)

    Those weren't fixed in Oldfiance either:

    The Hulker room is still not fixed to this day, the cutscene still plays twice.

    And the looping interface bug is still present at that daily site where you must disable 4 turret generators, revive the technician at the ground floor, protect him at the top of the building, then he reconfigures the turrets to shoot at the Raiders (sorry, can't remember right now what is the name of it). That site can still cause that blinking HUD at the top of the screen.
  • 07-01-2018, 01:59 PM
    kniferun
    I dont buy theres any difference besides graphics and the changes we've seen. way to similar to be different anything.
  • 07-01-2018, 11:09 PM
    Bloodbath82
    SMH whether you believe it or not bugs recurring exactly as they did before just means it is in fact the exact same base code. They took def13 and did a rollback and then added "new" code. There's no way that this all new game would repeat the same errors otherwise. Anyone who knows code knows this to be plain hard fact. You can call me a "hater" or say I'm being negative but in the end it doesn't change the fact that this is just like perfected weapons dressed up with a new buff renamed but still just a re-skin.
  • 07-03-2018, 10:32 AM
    crasher
    There's not much time between now and Friday to read through those hundreds of pages of bugs we've reported over the years that never got addressed.

    Some of the bugs were addressed in Defi-2013 (like bugs around Arks) that were solved by the devs just turning off a lot of the Ark locations.
    You guys who played from the beginning remember that we used to have about twice as many Ark locations all over, and that variety of places clearly meant that we could play all day long without seeing the same place more than twice if we didn't want to just camp a favorite place.

    Some of those locations apparently had random bugs associated with them, and since the dev crew had very few people dedicated to bug-stomping, they decided in the interest of time management that they'd just snip many/many/many confrontation sites.
    I really hope we get the variety of those sites back again.
  • 07-03-2018, 01:12 PM
    Hit the Deck
    Quote:

    Originally Posted by crasher View Post
    ...
    I really hope we get the variety of those sites back again.

    And Volge at Bathhouse. Although it's not an Ark event, I'm sick of it. Welp.
  • 07-03-2018, 01:24 PM
    SanCarioca
    Quote:

    Originally Posted by Hit the Deck View Post
    And Volge at Bathhouse. Although it's not an Ark event, I'm sick of it. Welp.

    At least for me (PS3 NA), Volge Sieges also spawn in the Mutant District, The Quarry and the Kinsmith Plaza.
  • 07-03-2018, 09:42 PM
    Valani
    Seems fitting to task a veteran of Defiance with the honor of making the Thread "All Bugs of Defiance (or Defiance 2050)", and have before each 'FIXED' or 'NOT FIXED' to help the team know where to start...
  • 07-04-2018, 08:25 AM
    TwistedEvil
    Keep me in the game without the sht tons of crits and let me make it inside the warmaster more than 0/100 times.....and I'm good.
  • 07-04-2018, 01:07 PM
    Wraith Shadow
    Blatant copy+paste is blatant copy+paste.
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