Posts by Wrel

Confirmed. The hotfix only corrected this issue in some circumstances. We have this figured out internally, but will need to do a hotfix early next week to resolve the issue.

Taltharius

If you happen to know of any footage we can look at, could you post a link?

Do you want me to record and post a video showing both the 'bugged' and 'unbugged' states that I described?

Just the method of getting into the bugged state that you described, and feel free to message me with it. We were able to repro the infinite critical chain bug, but it was done in a way that's very different from what's described here, so we want to make sure we catch all the edge cases.

Taltharius

I've noticed that you can 'prevent' the Critical Chain duration bug by resupplying at an infantry terminal (somehow, it forces the duration to function normally).

However, the bug will still occur if you use the 'redeploy method' of class switching; redeploy, respawn as a different class, then redeploy again and respawn as an Infiltrator with a bolt-action and the implant equipped. If one remembers to never use infantry terminals, the duration is literally endless.

Would suggest that the devs check to see what exactly changes when you resupply at an infantry terminal, versus just using redeploy to respawn as a different class.

If you happen to know of any footage we can look at, could you post a link?

Strategyofthemind

/u/a_sites /u/jgolenbo /u/Wrel

Providing an updated list of all the bugs remaining and any new ones found. If there is anything else I can to do to help related to this, let me know.

Worth noting that most of these bugs aren't Escalation specific. While it's alright to keep up the reminders that these bugs exist, they're not what we're targeting when it comes to hotfixing.

Hotfixes post update are about getting back to stability by remedying anything that was actually introduced with the update.

Game updates and interim updates are where we get the time to start working on some of these longer standing issues.

Strategyofthemind

Worth noting that most of these bugs aren't Escalation specific.

Should I bold the ones that are or separate the Escalation specific ones from the rest?.

While it's alright to keep up the reminders that these bugs exist, they're not what we're targeting when it comes to hotfixing.Hotfixes post update are about getting back to stability by remedying anything that was actually introduced with the update.

Game updates and interim updates are where we get the time to start working on some of these longer standing issues.

I'm just trying to keep track of all the bugs that people on reddit are mentioning and are talking about. So sometimes it's hard to tell if they think the bug was caused by Escalation or they are just finding it now because of looking for bugs related to Escalation or because they see a thread about bugs they post about any bugs they know regardless if it's relevant to the current update that just happened.

We're prioritizing them internally, so it's not a huge issue either way. Mostly trying to set expectations for everyone about how this process works. The thread is much appreciated.

We'll be re-adding the cert/ISO rewards from meltdown alerts in an upcoming hotfix, and it was a misstep to remove them during this update. Current plan is to eventually move these two rewards off of alerts (though the big experience chunk might come back,) but there are some things that need to happen before we do that.

  1. Black Market vendors need to be more fleshed out with more diverse and desirable item rewards.
  2. Mandate system needs to make its way into the game (currently being worked on.)

We want currencies to primarily be gained through intentional actions, and feel more rewarding when you do get them. Certification gain is an example of a currency that has traditionally been problematic for a progression system that mostly revolves around it. We have a lot of random sources of bonus experience, exploitative behaviors, wildly varying skill levels, and playstyles that greatly influence how much or how little players earn over time. These chasms tend to leave new players and le...

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le_Menace

What about this mini-map bug? It always resets zoom upon death. It's infuriating.

News to me. Keep sending in /bug reports and we'll get in what we can for a hotfix.

Ouch. We'll get this resolved in the next hotfix.

EDIT: Update on this. We have a fix that we can push Live without server downtime. This will be addressed very soon.

RHINO_Mk_II

No points for last minute resecures is just going to encourage more offensive zerging and no QRF gameplay.

This has been considered, and we're willing to change it in the future depending on how the meta shakes out. What we need to gauge during this initial pass is how strongly players are willing to maintain territory their outfit owns. The fastest way for large outfits to earn resources won't be to zerg down a lattice, but to split up their forces to cover the most ground. Whether or not they'll know how or be willing to do this remains to be seen.

Some controls we have access to are not only the tick rates and capture values, but we can also enable "defensive captures" which allow outfits who resecure a base to put their name on it. This would help enable that QRF gameplay you're talking about, and would undoubtedly create more faction infighting, as some outfits would wait until bases have almost been captured before swooping in for a resecure, but it could be exciting, too.

Goal wise, if we can create fights at bases you don't normally see around the map, and movement is more fluid ...

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We have a handful of articles going out tomorrow that have more detailed information on the different components of the update. Until then though, Outfit Wars scoring works as follows:

  • Facilities and Large Outposts are now worth 15 points on capture, and 6 points per tick.
  • Small Outposts and Construction bases are now worth 5 points on capture, and 2 points per tick.

Like outfit resources, outfits who own the base get ticks every 5 minutes, whereas you only need to participate in a base capture in order to get the capture points for it.

Scoring in general will definitely need clearer messaging, and points tuning will undoubtedly take place after this beta season is over. Player behavior is guide a lot of those decisions.

Regarding your other questions...

Does the extra starting an alert and ending on count towards the points too?

Yes.

If another outfit scores enough to join OW, can I leave my outfit and just join them instead?

You can, yes. Though realize that there are ...

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Indeed this is caused by a bugged implant. We have this tasked out currently, though a fix probably won't make it in for the Escalation update.

er2z

Thank you for the in depth reply. I absolutely agree that the core problem is orphaned squads and not necessarily having autojoin checked by default.

It's just that escalation will bring in a lot of new players and I feel like the implementation of automatically disbanding orphaned squads will not make it in with the update. Sorry I should have been more clear about this, but when I suggest to have autojoin toggled off be default, it's only as a temporary measure as long as orphaned squads are still prevalent. I personally agree that once orphaned squads are dealt with, it should absolutely be checked by default. I disagree though that currently it is doing more good than harm as a greater proportion of mentor squads are orphaned which means the probability of being placed in an orphaned squad is higher. Though to be fair this is anecdotal evidence, and if you have actual data on the proportions and how they change over time then I would change my position on the topic.

Perhaps a compromise is to have it unchecked be default at least until orphaned squads are auto disbanded and then have it re-enabled.

Again, thank you for the response Wrel I really do appreciate it a lot. I go out of my way to help new players so I hope you can understand why I am so adamant on this topic.

Though to be fair this is anecdotal evidence, and if you have actual data on the proportions and how they change over time then I would change my position on the topic.

This is what it comes down to. This feature resulted in an uptick in average playtimes of new players at launch, and given the renewed interest of veterans to get new players into their squads and start showing them the ropes, it continues to make sense for us to leave this on for now. This problem is totally something we should resolve in the near term though, and I can make sure we look into the feasibility of getting it done with the next content update.

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er2z

This x1000, I'm actually very surprised this has received the silent treatment from the devs since it's such a major barrier to improving the NPE with such an easy fix. /u/wrel /u/a_sites everyone agrees this hurts the NPE, please consider having it unchecked by default.

everyone agrees this hurts the NPE, please consider having it unchecked by default

Prior to this "everyone agreed" that it would be helpful to have it on. And indeed, it has been more helpful than hurtful. However, the problem with orphaned squads is very real, and we will need to take steps to solve for that.

The current filter is that, new players that log into a game are placed into Mentor squads first, unless none can be found, in which case they're placed in a normal squad. With veterans being willing to help new players with Escalation, it's important that we have a way to get those new players into squads right out the gate.

One of the steps we should take in the future, is that if the mentor leaves the squad, we immediately disband it and place players into a new one. This way squads will stay filled with leaders who are intentionally creating these squads, instead of getting the orphaned, inherited squads you're seeing now.

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I'm on on PTS and everything looks to work correctly. Do you have any more details to share? When it happened/what you were doing when it happened/if you have any modified settings that seem to conflict with it, etc.

Interesting thought. I like /u/VSWanter's idea for finding a gunner as well.

And a sudden plunge in the sullen swell.

Eh, sounds incorrect, or the question was misunderstood. They'll be removed in the coming update, and the Empire Strength values will continue to be tuned as necessary to make the continent rotation times feel good.

This is outstanding.

Would like to implement something like this in the future, would definitely be helpful.

No one has heard from Ned in a while, but Nanite Nancy might make an appearance.