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Изменено (caymalin): 10/14/2019 7:46:04 PM
2

Garden of Salvation Final Encounter Bugs

Hello there! Just as a little background, I have been raiding in D2 since the very beginning, and have experience with each raid encounter's quirks/bugs (and with overcoming said bugs). I cleared the newest raid with my clan over the weekend on PC and over the course of about 5-6 hours in the final fight, we cataloged a startling number of issues and bugs that repeatedly stymied us in our attempts as we learned the encounter (more so than any past raid I've seen). I thought posting them here might help give them visibility and possibly help to get them fixed, though I am not 100% certain on how to repro some of the issues. The fight would absolutely be more enjoyable for us (and I'm sure many others) if the game didn't also fight us as well as the boss. x] They are, in no particular order: 1. Team 2 sent through blue portal to kill adds, after Team 1 already went through. No adds spawned in the blue side and we had to wipe due to that lack of motes. Team 2 was on top of the blue portal when it spawned, so maybe there was a time delay that had to happen for the game to recognize that it needed to spawn? 2. At the start of the first bit of the DPS phase, when the boss needs to be tethered by the first group (red in this case), he was so far back in the arena that it took 5 people to tether him, as opposed to the usual 3. After being tethered the first time, he proceeded to walk back to his normal area for the Blue team, which required only 3 people. 3. Both confluxes had the 30 motes required to start the pre-DPS boss tethering, but the boss refused to initialize this phase, and spawned another wave of shielded adds. At this point, whatever Enlightenment buffs we had were expired, and so we were helpless to stop the adds from sacrificing at the conflux when the boss finally spawned the tether point in front of him. 4. Boss would destroy a section of the stage, but the game would fail to recognize that it was destroyed. It was like there was some server-to-client miscommunication, because the collision for the missing platform would still be there and the tether point would refuse to link to us. This would happen fairly frequently, probably 1 in 4 attempts. 5. Motes that are dropped by adds have a tendency to drop through the ground/stage geometry so far as to be unobtainable, but still visible. This isn't a raid specific problem, necessarily, as it also happens occasionally in Gambit that a mote will tumble into a spawn door and be impossible to pick up. Motes can also tumble off the edge of the stage, which is pretty disheartening. 6. Goblins will pretty frequently have a high amount of de-sync as they are walking towards the conflux. They will be at the edge of the pool and then suddenly behind you, sacrificing to the conflux. I realize that goblins have a short range teleport and have seen it often enough, but it never felt like them using that ability, just that the game would suddenly catch up to where their real position was. Perhaps intentional, perhaps not. 7. The pre-DPS plus sign in front of the boss, when it came time to tether him, was oftentimes (but not always) blue in both cases. This appeared to be a visual bug, as we would learn to adjust by tethering him next with the opposite color anyway. It caused a few wipes just based on confusion, though, and is unneeded frustration for sure. I hope these call outs are helpful to fixing the issues!
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