Casino Heist Teleport problem


BViking

 

Posted

Major bug with the Casino Heist mission. For no apparent reason, some team members fail to teleport back to the base after the first and/or second stages. I've done 6 of the events and had it happen 3 times. Hopefully this can be fixed ASAP, as it's fairly event breaking.


Charged Aegis, 50 Shield/Elec Tank- Virtue
Frozen Thunder, 50 Ice/Storm Controller- Virtue
Lex Talionis, 50 Bots/Traps MM - Victory

 

Posted

Another problem: temp powers and vanity pets are usable at random times through the trial.

Such as: most of the time I am unable to do things like summon my leprechaun pet, use a consumable temp power such as hand grenades, veteran reward powers such as sands of mu, nemesis staff, but I am able to use everything in 1 phase of the trial. But which phase in the heist is random and I can occasionally use them in the time gladiator part.

Edit: In regards to fixing the trial, it probably won't happen for a week or 2. There was a bug in the winter event back in December but it didn't get fixed until almost the end of the event. Forgot what bug that was.

Edit 2: Might have been the Halloween event I'm thinking of that had a bug that wasn't fixed right away.

Edit 3: The bug I'm thinking of might be where everybody on the team in the holiday trial were mapserved right at the end disconnecting all of them and all progress made in the trail such as inf, xp, badges, merits, etc. were completely reversed. Everything gone. In fact, I think it happened on both the Halloween and Winter events and didn't get fixed for some time. By the time they fixed it, nobody wanted to do the trial anymore during the event. Seems to be a habit of them pushing out bugged trials during special events and not fixing them soon enough to keep people wanting to participate in them.


 

Posted

For the TPing issue..a workaround. Using self destruct and rezzing. Which is annoying. Or even worse, you can log of, relog and rejoin the event. But then your in the lobby and HAVE to repick your role, before entering....Still..it is something.


 

Posted

Just had a bugged runs doing the Summer Blockbuster event on Live. This after having successfully run with pre-formed groups two times previously today.

This bugged run, I joined via the LFG Team-Up Teleporter with three other random players.

We all successfully completed our separate tasks in the first part of The Heist, but only the leader got teleported out. I as The Grifter and two others were stuck in our various instanced maps. The leader didn't have any TP options, so everyone quit to try again.

I stayed behind to file a /bug report. While doing so, I noticed that a new second player got feed into the mission (probably from the LFG Team-Up Teleporter), and warned them that it was a bugged mission. They quit and I completed the /bug report.

Then I had to log out. A second bug after the other players left had the Team window empty as if I was soloing in a world zone map. Which meant that I was stuck in a map and couldn't Quit to force an exit.

Didn't think to try /stuck but I wonder if that would make a different?


 

Posted

Hi everyone! We're aware of this issue and our developers are looking into it.


 

Posted

Quote:
Originally Posted by MisterD View Post
. . . and HAVE to repick your role, before entering....Still..it is something.
Ah. Good to know. Had a few people crash mid Casino and couldn't get back in when they reloaded, and unless there was a TP'er we didn't have much luck regrouping.


 

Posted

Quote:
Originally Posted by Fire Man View Post
Hi everyone! We're aware of this issue and our developers are looking into it.
Thanks for dropping in to let us know!


 

Posted

Something that seems to have correlated in the bugged runs I've been on, curious about everyone else..

If the Hitter and/or Hacker are fighting security thugs when the TP is supposed to take place, it bugs out.


"Trust me, it worked in the Simpsons." - Calash

 

Posted

Quote:
Originally Posted by Jasra View Post
Something that seems to have correlated in the bugged runs I've been on, curious about everyone else..

If the Hitter and/or Hacker are fighting security thugs when the TP is supposed to take place, it bugs out.
I've had runs with the bug where the guards were untouched and ones where I've been TPed in while they were being fought.


 

Posted

Quote:
Originally Posted by BViking View Post
I've had runs with the bug where the guards were untouched and ones where I've been TPed in while they were being fought.
Edit: So the TP bug happens when in the middle of fighting mobs in the rooms and you think that may be preventing us from being teleported to the hideout? Good possibility. For myself, I have actually been fighting those mobs but never seen the bug happen then. I get TPed to the hideout and I'm always disappointed I didn't get to finish beating them up for the xp and inf lol.


 

Posted

Quote:
Originally Posted by monkeyslap View Post
Edit: So the TP bug happens when in the middle of fighting mobs in the rooms and you think that may be preventing us from being teleported to the hideout?
Actually, I was stating that I've seen that not be the case to someone else who held that opinion. Of course, the patch today should have fixed it and made this a moot point.



Hopefully.


 

Posted

Quote:
Originally Posted by BViking View Post
Actually, I was stating that I've seen that not be the case to someone else who held that opinion. Of course, the patch today should have fixed it and made this a moot point.



Hopefully.
After running it a few times on different characters (1 toon I had to do a few runs on for the ninja monkey badge. 1 time we needed just 1 more monkey for it lol) and haven't seen the TP bug occur at all. So I would say it's been fixed with the patch and I was surprised they fixed it so quickly, 2 days after the event started. So I am very pleased with this.


 

Posted

I ran the trial on a few characters today and so far, no bug. Now the only problem I have with TP is when I'm sitting on the john and notice it's empty and I forgot to put a spare roll on the shelf above the john within reach.