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Senbonzakura doesn’t count for kills, doesn’t damage bosses

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  • 03-08-2019, 08:56 AM
    clubside
    Senbonzakura doesn’t count for kills, doesn’t damage bosses
    One of the nice things about the new after-action vendor is the chance to get items you missed because they were only available during a particular event or only randomly drop (never). So I spent a bunch to grab this weapon when it was offered.

    In addition to extremely limited range it can’t damage Tankers, Major bosses and others, and doesn’t count as a “kill” in scoreboards.

    People are here claiming weapons aren’t broken. This isn’t the only one I have that is absolutely broken and essentially worthless to use during play, but calls into question multiple fundamental game mechanics.

    The general problem of expending bonus ranks and it not remembering them, the ongoing vehicle handling and damage, no way to do Energy Harvest and so much more. Please fix the fundamentals rather than adding awful stuff like Synergies (the worst in-game interface in my more than 40 years as a gamer). People may cry for new content, but they leave because the basics are broken.
  • 03-08-2019, 10:14 AM
    DEATHBRINGER210
    its the same with the bonesaw.
  • 03-08-2019, 08:24 PM
    Cocomajobo
    My first guess on the Sen and Bonesaw, based on how their problems are described, is that they are set up in such a way that the projectile that is coming out of them is classified in a different way than normal bullets.

    Damage and kills are likely attributed to the projectile as opposed to the player that fires the gun. Probably something to do with needing to spawn a physical object when firing or some such.

    If my guess is correct, would be a tricky fix. Would likely require rebuilding the gun from the ground up or doing some hacky code side work to redirect credit from the projectile back to the correct player (which would be... wonky).
  • 03-08-2019, 08:58 PM
    ICantAim
    Quote:

    Originally Posted by Cocomajobo View Post
    My first guess on the Sen and Bonesaw, based on how their problems are described, is that they are set up in such a way that the projectile that is coming out of them is classified in a different way than normal bullets.

    Damage and kills are likely attributed to the projectile as opposed to the player that fires the gun. Probably something to do with needing to spawn a physical object when firing or some such.

    If my guess is correct, would be a tricky fix. Would likely require rebuilding the gun from the ground up or doing some hacky code side work to redirect credit from the projectile back to the correct player (which would be... wonky).

    It's exactly how it happens. That's also why a player doesn't get credit for kills made by chicken or VS skitters.

    The projectile from Senbon or BS has an actual volume, while the normal bullets from other guns are punctual. Since Senbon and BS projectile are supposed to go through an enemy, they stay inside of it for a while, and if they were to deal damage all that time, it would make it an insane amount of damage, and it would make it a variable amount that is relative to the thickness of that enemy. A thick mob like a monarch would die every time while a thin one like a small raider could go almost unharmed.

    So basically, yeah, they have to either redesign these guns from scratch or redesign the whole combat engine.
  • 03-08-2019, 10:27 PM
    DEATHBRINGER210
    same issue with apoc. that never got fixed
  • 03-09-2019, 10:21 PM
    clubside
    None of those theories make any sense. From Day 1 in Real Defiance there were projectile objects. Turkeys do count for kills, the Poultrymancer is great for leveling up Shotgun (or it was). The Senbonzakura appears no different from old Volge cold fire weapons except for the animation on the shot. This is just another case of them outsourcing development because they have no programmers on the team, so they wait around to pay for fixes in batch rather than just loading up the code, fixing the broken line or two and pushing it out.

    How long could could it take to add to the standard character animation cycle a check to see if you still have a Scrapper electric effect active and turn the annoying thing off? A minute? A short browse of the Real Defiance source code the copy-pasted to create 2050 to see where they deleted a line by accident? The dozen upon dozen of errors introduced on unchanged mechanics should be resolved by a basic code audit. Did Behavior offer a guarantee when they took the job?
  • 03-11-2019, 12:56 AM
    WhiteStrike
    Quote:

    Originally Posted by clubside View Post
    None of those theories make any sense. From Day 1 in Real Defiance there were projectile objects. Turkeys do count for kills, the Poultrymancer is great for leveling up Shotgun (or it was). The Senbonzakura appears no different from old Volge cold fire weapons except for the animation on the shot. This is just another case of them outsourcing development because they have no programmers on the team, so they wait around to pay for fixes in batch rather than just loading up the code, fixing the broken line or two and pushing it out.

    How long could could it take to add to the standard character animation cycle a check to see if you still have a Scrapper electric effect active and turn the annoying thing off? A minute? A short browse of the Real Defiance source code the copy-pasted to create 2050 to see where they deleted a line by accident? The dozen upon dozen of errors introduced on unchanged mechanics should be resolved by a basic code audit. Did Behavior offer a guarantee when they took the job?

    The difference is that these entities have penetration. And that makes a huge difference.
  • 03-19-2019, 02:13 AM
    Max It
    Quote:

    Originally Posted by clubside View Post
    One of the nice things about the new after-action vendor is the chance to get items you missed because they were only available during a particular event or only randomly drop (never). So I spent a bunch to grab this weapon when it was offered.

    In addition to extremely limited range it can’t damage Tankers, Major bosses and others, and doesn’t count as a “kill” in scoreboards.

    People are here claiming weapons aren’t broken. This isn’t the only one I have that is absolutely broken and essentially worthless to use during play, but calls into question multiple fundamental game mechanics.

    The general problem of expending bonus ranks and it not remembering them, the ongoing vehicle handling and damage, no way to do Energy Harvest and so much more. Please fix the fundamentals rather than adding awful stuff like Synergies (the worst in-game interface in my more than 40 years as a gamer). People may cry for new content, but they leave because the basics are broken.

    I really hope all the instant-kill weapons will have the same no-exp no-kill-counter, so we can play a fair game
  • 03-19-2019, 09:26 PM
    clubside
    Quote:

    Originally Posted by WhiteStrike View Post
    The difference is that these entities have penetration. And that makes a huge difference.

    It makes no difference at all. If the weapon generates damage as shown by display numbers and kills enemies, the only issue that makes sense is the “projectile” is generated as a separate object and in the case of these broken weapons the parent object is not set. There is absolutely no excuse for this bug.

    And the additional bug of prototypes not damaging weak spot in some cases is equally ridiculous. The Scrapper spires where you can only damage the lower bulb and only by shooting the bottom half of it? I can’t even fathom how code could be written to cause that issue.
  • 03-26-2019, 08:48 PM
    DAVIDMCHICAGO
    Quote:

    Originally Posted by clubside View Post
    One of the nice things about the new after-action vendor is the chance to get items you missed because they were only available during a particular event or only randomly drop (never). So I spent a bunch to grab this weapon when it was offered.

    In addition to extremely limited range it can’t damage Tankers, Major bosses and others, and doesn’t count as a “kill” in scoreboards.

    People are here claiming weapons aren’t broken. This isn’t the only one I have that is absolutely broken and essentially worthless to use during play, but calls into question multiple fundamental game mechanics.

    The general problem of expending bonus ranks and it not remembering them, the ongoing vehicle handling and damage, no way to do Energy Harvest and so much more. Please fix the fundamentals rather than adding awful stuff like Synergies (the worst in-game interface in my more than 40 years as a gamer). People may cry for new content, but they leave because the basics are broken.

    Energy Harvest only appears when the volge siege is going on! Go to the bath house when a siege is happening. Before you enter the bath house, it's on the cliff right side of the bath house before you go in. Not sure if you have found it already or not. Hope that helps.
  • 03-27-2019, 05:02 AM
    Harkin Tor
    Quote:

    Originally Posted by DAVIDMCHICAGO View Post
    Energy Harvest only appears when the volge siege is going on! Go to the bath house when a siege is happening. Before you enter the bath house, it's on the cliff right side of the bath house before you go in. Not sure if you have found it already or not. Hope that helps.

    I think he means completing it. Which is still possible, you just have to pick it up at one Volge siege, complete it, then go to another volge siege (other location or same one after it respawns), and click the reactor. The waiting with an active mission can be annoying, but it is a viable workaround.
  • 03-27-2019, 07:01 AM
    DAVIDMCHICAGO
    Quote:

    Originally Posted by Harkin Tor View Post
    I think he means completing it. Which is still possible, you just have to pick it up at one Volge siege, complete it, then go to another volge siege (other location or same one after it respawns), and click the reactor. The waiting with an active mission can be annoying, but it is a viable workaround.

    Oh yes you are correct! You have to find another siege. If u grab energy harvest by bath house, find a hell bug siege. It was opposite for me. That's how I did it. It didn't have to be another volge. Just a note: If you get the energy harvest by the bath house, the siege to finish the mission can be on another map, it dosnt have to be in sanfran. Also when you find the correct siege and you stand next to the reactor it should give you the x/action button, if I remember right. Im not sure if it makes a difference if the reactor is already going or not try both.
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