Known Issues [Live]
When you post it from the Moderator 13 account it doesn't show in the Community Digest.
Also, is there now only the one Known Issue? Or was it an accidental deletion of the rest of the Known Issues? |
Thanks for pointing that out.
~Freitag
Kevin Callanan
Community Specialist
Paragon Studios
Devs - could you please recognise the TPN regular bug as a known issue and give us an update please.
|
On TPN my pets go berserk. They randomly aggro on mobs (even citizens) for no reason. Even dismissing them sometimes has no effect.
Last TPN, I died and when to the hospital. After exiting the hospital, I started to resummon. As SOON AS I SUMMONED, the bots went bananas and tried to attack Maelstrom. This was right by the hospital exit, basically on the other side of the TPN building from Maelstrom. There's no chance I could have accidentally pulled some aggro from Maelstrom, unless his aggro is somehow zone wide.
I got another taste of this while doing a BAF. Finish the Prisoner part of the Trial, no problem. As soon as Siege spawned, my Assault bot took off to attack Siege, and I could not get control of him. I have Dismiss hotkeyed, which I had to use before the Assault Bot aggro'd Siege.
Something is very wrong with scripting/AI/coding/etc. in those trials, and I'm really kind of upset about it. It's really frustrating dealing with things that seem to be huge, obvious, glaring issue with an entire AT. I'll leave it there because I am upset and I don't want to go on, but I'd appreciate it if someone would look into the issue(s).
Kudos to the team for all the bug fixes in today's patch! That was very impressive.
Can we get the following two items added to the list, please, so we know that they have been acknowledged?
1) overzealous KB/fall-down physics
2) inability for non-combat NPCs to follow hidden stalkers
Thanks!
EDIT: Or an assertion that these are WAI.
Cimerora - Sister Solaris
|
This bug is definitely affecting more contacts/story arcs than just Sister Solaris.
2) inability for non-combat NPCs to follow hidden stalkers
Thanks! EDIT: Or an assertion that these are WAI. |
They want kidnapped NPCs to "look for the first opportunity to run", which is why this works the way it does.
The allied ones tend to work this way just because of that as well, though some don't have any issue following stealthed players due to the attempt a long time ago to fix allied NPC following.
Yes, it is WAI that we have to detoggle stealth powers, even though they provide more than just stealth and stealth is meant to be the main defense of some characters.
They don't care if it doesn't make sense that the player can't just say "go forward, I'm right here" while stealthed or the fact that it cuts other buffs off when toggled off.
They just wanted to make it more of a PITA to drag these NPCs around than it already is with their slow speed and common vulnerability to damage.
Along with ambushes that ignore stealth and other stealth ignoring enemies, the Devs are telling players who use stealth, and archetypes designed to rely on it, to "go to h e double hockey sticks".
Paragon Market
|
I do that all the time because of the absolutely horrendously slow load of the market, and it's severely bad effect on my ping(lag) and even graphics load.
You really seem to have designed the market interface to be as inefficient as possible(no information stored client-side so it reloads every time) and now you make it crash when we close it because we're tired of waiting, accidentally clicked the market button or just want to avoid a lag crash or fight an enemy that came up while it was opening??
This game is a piece of crap, despite how fun it can be when it actually performs well enough.
There's a minor bug in the Numina task force where it displays the wrong text. During the zone clear-outs, it normally displays text in the chat window indicating where to go next. I can't remember if it's the Founders' or Eden phase, but one of those two will display text saying to proceed to Dark Astoria instead of the correct zone.
I'm starting to have a terrible time on iTrials with my mastermind.
On TPN my pets go berserk. They randomly aggro on mobs (even citizens) for no reason. Even dismissing them sometimes has no effect. Last TPN, I died and when to the hospital. After exiting the hospital, I started to resummon. As SOON AS I SUMMONED, the bots went bananas and tried to attack Maelstrom. This was right by the hospital exit, basically on the other side of the TPN building from Maelstrom. There's no chance I could have accidentally pulled some aggro from Maelstrom, unless his aggro is somehow zone wide. I got another taste of this while doing a BAF. Finish the Prisoner part of the Trial, no problem. As soon as Siege spawned, my Assault bot took off to attack Siege, and I could not get control of him. I have Dismiss hotkeyed, which I had to use before the Assault Bot aggro'd Siege. Something is very wrong with scripting/AI/coding/etc. in those trials, and I'm really kind of upset about it. It's really frustrating dealing with things that seem to be huge, obvious, glaring issue with an entire AT. I'll leave it there because I am upset and I don't want to go on, but I'd appreciate it if someone would look into the issue(s). |
I hope this gets some quick attention, I love my MMs, but this makes trials with them painful and essentially unplayable.
53 Bots/FF/Mace Mastermind | 53 NRG/FF/Electricity Defender | 50 Time/Dual Pistols/Soul Defender | 50 Demons/FF/Mace Mastermind | 51 Necro/Dark/Soul Mastermind | 50 Thugs/Time/Mace Mastermind | 50 Ice/Ice/Arctic Tanker | 50 Plant/Rad/Earth Controller | 50 Illusion/Trick Arrow Controller | 50 Gravity/Force Field Controller
Yes, I like Force Fields.
Is there still an issue with the mission architect where you cannot use any of the options in test mode? I opened up a problem report but never received a response
Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC
I /bugged this the other night, but I'll put it here too. SoA powers involving a rifle are displaying the muzzle flashes and grenades to the right of the gun instead of the end of it. Not sure if it's affecting Assault Rifle as well.
The Known Issues list has been updated.
~Freitag
Kevin Callanan
Community Specialist
Paragon Studios
2) The leprechaun being summoned first thing inside the mission door, at least in AE, can cause a crash for people other than the owner, according to my own experience crashing(though others were not present to verify that they crashed as well).
3) Many people are experiencing the issues in this bug thread:
http://boards.cityofheroes.com/showthread.php?t=285470
4) Mastermind pets getting stuck still happens and I have an idea for a solution:
http://boards.cityofheroes.com/showthread.php?t=286960
5) Team status is not updating properly, causing crashes when teaming with, or having teamed with during the play session, level shifted incarnates.
This is easily seen by entering any mission instance solo and attempting to chat to the team channel. Instead of the error "you are not on a team" you will actually send a message to the team channel. You also see status updates about your previous team after you leave, such as a leader/active player change.
The leaveteam function fixes this until you enter another instance/zone or team again.
Your known issue list is too short, and you keep taking off old known issues that are still issues and known still.
Edit:
6) Hero zone green dots on the map show villain zone names on mouse-over. The villain zone name is the zone that matches the level range of whichever hero zone name is supposed to appear.
I don't know if anyone else is getting this, but I keep crashing during the second mission since login. It doesn't matter if the missions are in different zones, or if I switch characters. The game will run indefinitely if I only do one mission, as far as I can tell. There have been numerous occasions when I'd do one mission, spend a couple hours crafting/marketing/updating costumes without a crash, then start another mission and crash partway through.
I don't know if anyone else is getting this, but I keep crashing during the second mission since login. It doesn't matter if the missions are in different zones, or if I switch characters. The game will run indefinitely if I only do one mission, as far as I can tell. There have been numerous occasions when I'd do one mission, spend a couple hours crafting/marketing/updating costumes without a crash, then start another mission and crash partway through.
|
If that works then it is a problem with the team status update issue.
Also, use the command "/unloadgfx" and "/sync" after the first mission so see if that clears something that allows you to play.
Edit:
If you use the leprechaun pet from the store, try not using it.
Try using the command "/leaveteam" after the first mission.
If that works then it is a problem with the team status update issue. |
The freeze/crash was so game-breaking and frustrating. I can't thank you enough, at least not without scientific notation, so (Thank you!)x10^42 [cuz 42 is The Answer, after all ].
I wonder why my laptop doesn't have this problem....
It works!!! I gotta /leaveteam after every mission, but it WORKS!!!!
The freeze/crash was so game-breaking and frustrating. I can't thank you enough, at least not without scientific notation, so (Thank you!)x10^42 [cuz 42 is The Answer, after all ]. I wonder why my laptop doesn't have this problem.... |
Hey Freitag,
The Sister Solaris known issue with the waypoint/marker that doesn't update and remains on the previous objective is actually affecting every Praetorian contact now.
Notably, I am running the Power storyline with the "Deputy Assistant of Information" and his sub-contact "Specialist Harrison".
You know what?
This actually looks like a continuation of the bug where "return to contact" no longer pointed you to the contact after you added those coins above their heads.
Now, mission markers aren't even updating, not just the mission completion marker.
Edit:
This is making missions extraordinarily difficult because, especially with Specialist Harrison, it doesn't point you to the mission door. This is very annoying.
Something that's not really a bug but is really getting annoying to me is the incredible amount of 'random door' missions that land in Echo: Dark Astoria at the moment. When it was a 21-29 zone, I was going there maybe once a week. Now it's an Echo - therefore DOES NOT EXIST - I'm getting sent there four or five times a day. This is ridiculous.
'You lose more of your femininity every day Doroe. It's very appealing.' - SLEDGEHAMMER!
I've been getting mapserved every time I go to put an enhancement into my enhancement tables. I'll drop something in. mapserve for 5 to 10 seconds, then reconnect. It only happens when I first drop something too.
The villain tip 'Teach Flamespout a Lesson' is also broken. After you free Flamespout you are supposed to talk to him, but he has no dialogue option for you to select.
99458: The Unbearable Being of Lightness
191775: How the Other Half Lives
My Webcomics
It seems to be happening any time you get a mission to "Go Talk To [contact]"...the next mission after that will have the bugged waypoint. Going to your mission list and hitting "Select Task" fixes it, at least for me.
|
I really just want the bug fixed and I'm pretty sure they broke it, partially at first, when they added those annoying coins over the contacts' heads, that are never the proper size when grey, and contacts would no longer automatically get a "return to contact" marker/waypoint after exiting a mission.
They're just breaking systems that seemed foolproof and worked perfectly before, with every patch now.
I wouldn't be surprised if this game is unplayable by this time next year and has to close down, all because they are unwilling to focus on the code and fix it better than some simple quicky fix that will break next patch.
Another long-standing issue that hasn't been fixed EVER....
Daniel Shapiro and the Red Bomb, NPCs in missions in Nova Praetoria from the Resistance Wardens arcs, spout dialog at certain health markers.
They heal when they spout dialog, gaining up to half their health bar worth of health.
This bug wasn't always there, certainly not for the Red Bomb, and it makes them much more difficult to fight.
Those are just the ones I noticed so far this time playing through Praetoria.
I guess I should count myself lucky that their healing doesn't reset their dialog as well and cause them to infinitely heal and be invincible.
Impossible Mission:
Jessica Flores, Imperial City, "Rescue Jason and Kenneth"
This mission is now impossible to complete because Jason Maxwell, the NPC in need of rescue, starts out hostile and stays hostile even after the defeat of those captors anywhere within the mission.
This is getting on my nerves.
This NPC is hostile and staying hostile because of a bug that has been present since at least issue 21 where most rescue NPCs are hostile(likely so the enemies wouldn't attack their captives, so it's a stupid intentional change), and even able to be damaged by us, until their captors are defeated.
Now that bug is worse(or bugged when we used to be lucky it wasn't).
I'm not even VIP so if I see another one of these impossible missions within 3 days, which is highly likely, then I won't be able to complete it or advance the story arc.
I'm missing the dialog and story by using the complete feature anyway.
START READING THESE THREADS AND THE BUG REPORTS WE SEND!!!!!
This game is falling apart!
The Known Issues list has been updated.
~Freitag
Kevin Callanan
Community Specialist
Paragon Studios