Patcher is showing 17h+ download left, for the second day in a row after I got a failure on it sometime today after leaving it on all night and all day today in hopes of playing it when i got home.... I'm on the PC if it helps.
Patcher is showing 17h+ download left, for the second day in a row after I got a failure on it sometime today after leaving it on all night and all day today in hopes of playing it when i got home.... I'm on the PC if it helps.
I must admit that I have spent months anticipating the release of "Defiance." As of now, only one day after release, I've slept very little and have had to trudge through a myriad of technical issues to play the little I have. However, I would like to say that I think the Devs are doing an amazing job addressing issues and tackling problems. This is a huge undertaking, one unlike any done before on my console of choice, and I appreciate every second of it. While I may get frustrated with the inability to play at times, I absolutely love the moments when I am playing.
So, thank you everyone at Trion for working so hard to make a game we all love and for exerting equal effort in making said game playable. I know the forums are lit with complaints like wildfires thus, I wanted to take a moment to thank you and give some positive feedback. You've made an incredible game and I look forward to months of grinding through hellbugs thanks to you!
"You talk like a drunk man walks: in every direction but where he be headed." - Adie, "Sword of Truth" Series by Terry Goodkind
Simple bug I've noticed~
Competitive Battlegrounds Goals are not properly aggregating kills in Team Deathmatch making them impossible to complete. The only thing they are tracking accurately is the amount of matches you've played.
ie, the number of kills it shows is only the amount from the most recent match you completed.
EDIT: Forgot to mention, this is on PC.
Thanks!
Nathan: From what I understand after talking with you yesterday, some of this has been addressed in an internal build that hasn't been pushed to Live yet. I'd rather list what I see is broken or needs attention anyway, simply because I don't have those patch notes, and I'm not entirely sure which things have been addressed already. I posted this elsewhere earlier today, but thought it may help to have it here where you can find it.
Everyone else: Please keep the discussion civil and on topic, there are enough troll threads on the boards already.
All of these are from the PC version. I'm adding things to the thread where I posted this originally as I find them.
Bugs:
- Grenades still show zero stats on vendor.
- Vehicle specials still show zero stats on vendor.
- VBI GL-1 Ground Pounder shows zero damage on stats.
- Graphics settings do not save properly.
- Key binds do not save properly. In some cases, keys will revert to default and retain the custom setting applied by the player. (IE: C is default for 'crouch', I remapped it to 'Character'. Upon logging back in, the C key now crouches the character and opens the character screen at the same time.)
- Roadside missions do not appear to despawn on completion. There are several locations that report 'standoff' as you drive through, yet there are no encounters anywhere within the range of the 'standoff' banner.
- On the Stats screen, boost amount for vehicles is showing as zero.
- On the Stats screen, boost refill for vehicles is showing as zero.
- On the stats screen, there is still a listing for Key fragments in the currency category.
- TMW Hannibal 800R Cyan located on the vendor at Headlands Transport is incorrectly labeled. The color of this vehicle is green, not cyan (blue). On this same vendor is an A-Tex Growler Pro Cyan/Black which is the correct color for cyan. Either the color of the Hannibal needs to be adjusted, or the name does.
- When EGO levels at certain points, the on screen messages that detail what new benefits have been unlocked still report that new key code slots are available.
- Vehicles exited in front of vendors tend not to despawn.
- Leaderboard for Major Arkfalls does not scroll.
- Loadouts are still bugged, requiring you to exit the loadout screens multiple times to update your gear. One simply cannot proceed to each loadout and swap out one or more items, then go to the next one. Each item swap requires the player to completely exit all menus, then open the loadout screen again to update the next item. This means you have to do this four times for each loadout if you're replacing everything in them.
- Outfit previews in Pursuits do not work. Instead of showing the outfit you gain from completing the pursuit, they show the outfit you're currently wearing.
- "Rescue Mission Alpha" in Mt. Tam will not complete/despawn. It appears there may be one or more mutants stuck under ground, making it impossible to finish.
Things that need to be refined:
- Salvaging items requires far too many steps. Currently you have to click 5 different places in order to salvage just one item. It would be much better if there were a way to select multiple items to salvage, and then break them down all at once, without having to go through so many steps for each one.
- Chat system. Seriously, it's not a feature, it's a bug. Fix it.
- VOIP - See above.
- Bit store previews need a way to select both an outfit and a helmet so that the player can see what the combination will look like before making the purchase.
- Scopes on vendors require a preview pane like vehicles and weapons that will show the actual reticule view of the scope. In many cases there are multiple scopes with the same equipped bonus, but they all have a different view when scoped in on a target.
- Keybinds lack a means to completely unbind a given action. Currently you can assign a key to an action, but you cannot simply unbind that key/action completely.
- The '~' key cannot be unbound or reassigned at all. This needs to be corrected ASAP. This key currently removes all control of the character when pressed, giving the player a mouse pointer that can be moved around the screen instead. The mouse cursor servers no purpose at present due to the design of the UI. There is nothing that the player can interact with, other than the chat window, which can be opened using the 'Return/Enter' key. In addition, hard locking this action to a key adjacent to the main EGO power is a failed design element that requires attention.
- Store pricing for inventory slots. In Beta 3, the bigger the 'package', the less per slot they cost. Now there's no difference at all in the cost ratio. There's no real incentive to purchase the larger packages because there's no benefit in doing so.
- Someone needs to look at the drop rates when boosts are active. When playing without a loot boost, the drops fall in a wide range of rarities and item types. As soon as you activate a loot boost, apparently the loot tables automatically skew towards primarily white rarity drops, of which 90% or better are shields and grenades. (This was an issue that was reported in Beta 3 as well, so it's not new to release.)
- The 'run' toggle needs to stick, instead of breaking every time a mouse farts or the wind blows. I can understand slowing down when hit with a snare, or scoping, or other interactions, but when that action is complete, you should resume the faster travel mode, not be forced to spam the toggle to keep it activated.
Thanks devs. Didn't have any serious issues at all during launch. A bit of lag here and there, but nothing unexpected. Didn't get pre-order bonus items, but that was resolved swiftly on day 1 while I slept. A few issues here and there will hopefully be improved over the coming weeks.
Thanks for your support and prompt responses to the most serious issues, hopefully the last of them are resolved shortly so you guys can get some rest![]()
Do what you got to do when you got to do it. People will understand taking the servers down an hour at a time to apply fixes especially now. Those who don't understand will live. Defiance is off to a great start overall. No real issues other than a random quest bugging out.
Sounds great![]()