Bugs! Bugs everywhere!

Hello there! :waving_hand: :skull:

Personally I’m curious about what the heck are the devs doing atm?
Probably nothing since they a proudly announced they fixed the pox bursters and now they are worse than before.

I mean after a long break. I wanted to try out the new class. Which was buggy. Shocking… not for the mobs when they were sitting behind a box. (I know this bug was fixed.)
Ba Dum Tss Drum Joke Pun

Seriously.
After a few months of break this game is a bloody mess.
Here are some bugs I met:

  • Trappers netting through walls or corners!
  • Silent poxbursters are back!
  • Unable to push the burster because it’s targeting someone else. (Supposedly fixed last hotfix, still broken. Funnier when three other people trying to push the burster away which is targeting you.)
  • Sometimes poxbursters exploding twice. :collision:
  • Poxburster belly-bouncing on the ground without exploding despite being pushed mid-leap.
  • Broken sound cues are back again!
  • Completely different sound distance and volume for players in the match. ( The game played trapper spawn laughter but not for my friend who in game stand right next to me.)
  • Dogs changing trajectory during leap even to the point of 90 degree turns round corners
  • Daemonhosts being triggered by a player and randomly attacking a party member not near them and who has caused them no damage
  • Sniper laser’s zig zaging! (Looks awesome in foggy maps at least.)

Pls add the other current known bugs maybe the devs needs a do list.
Patrick Star's To-Do List: Nothing

@FatsharkJulia Is there any chance the devs gonna do something about the bugs?

As per usual after a big update they go on vacation. Right now they’re on summer vacation. So whatever bugs like Servo skull not working with Psyker shields (blocks its shots) or vet smoke preventing line of sight (completely turns it off making it useless). Will be here for months until they get back then hopefully start working on them. I’m hoping/estimating within 1-2 months, it will be fixed. Depending on how long their vacation is. It might unfortunately be longer tho depending on how hard it is to fix and when they get back. I’m assuming they used the “gunners” coding for servo skull that’s why it gets blocked by teammates abilities.

Wonderful.
Best thing I can do is follow their example and take an other break from the game.

To be fair a lot of those bugs / issues (and far more…) have been in the game since “forever”.

I won’t pretend to know why some things have been addressed for years now, but I would imagine its time/money issue, dev work preference, and in some edge cases lack of competence.

For note to add, Day 219 since Hive Scum release and there a few bugs is present without fixing (post alredy info before):

  1. Blacout grenade kill count doesn’t show in public game (only on psykarium);
  2. Stim lab upgade with stun\slow immunity doesn’t work (only attack speed work).

True, but somehow the current state of the game feels wrong.
Specialist numbers are up to eleven. Conga line of bursters, mutants which is not new but with the extra turd sprinkles of bugs.

Just gut punching when you release the best thing you can do is take a break bc the devs gone for vacation instead fixing the dumpster fire.

Wonderful…

Hello! Just to be transparent, I’m working less on the Community side these days. I still help out here and there, but I’m no longer the best person to ask about reports like this. I’ll still look into your list and double-check everything has been recorded in our database regardless.

From here on, if there’s anything particularly concerning you wish to bring up, you can always let @FatsharkLev know. Please bear with him, as he is especially busy post-release! :slight_smile:

:melting_face:

Doing too good of a job communicating with us?

Or…

Does that mean you got that raise/promotion you absolutely deserved?

Thank you @FatsharkJulia!

@CH3DD4R_G0B-L1N probably both.

Well, I hope @FatsharkLev will bring us some good news about this issues.

I’ve gone through the list above, and given issues a nudge internally :saluting_face:

Regarding trappers netting through walls/corners specifically, this would require a large rework and is seen more as ‘working as intended’ for now. Though hopefully we’ll be able to look at reworking them in future :crossed_fingers:

Oh no, we broke Julia and she’s headed to the :goat: farm upstate!

@FatsharkJulia 's reign of terror is over, let @FatsharkLev 's reign of terror begin! :stuck_out_tongue:

Servoskull Elite/Special kills don’t show up on the killfeed and ostensibly don’t trigger kill benefits (haven’t tested, not sure).

For short, Redline capacitors and Static Capacitor Drain only affect the base 2% capacity
generation.

Detailed, I tested some bug which I read in Reddit: Reddit - Please wait for verification

Redline capacitors and the static capacitor drain augment node for the power overload keystone have an effect that states “+25% capacitance generation” or “+5% capacitance generation ~per stack~”. Based on this wording, one would expect it to enhance all forms of capacitance generation, which would be quite nice. However, that is not the case.
Your capacitance generation occurs in several ways.
Firstly, you generate 2% capacitance every second. To simplify, this is the ONLY form of capacitance generation that these abilities influence.
They do not impact:
The 2% capacitance generated from a kill
The 4% capacitance generated from a specialist or elite kill
ANY OTHER TALENT that generates capacitance.
This includes the Augmented Power-Cycle talent, which generates 1% capacitance per second, similar to the base 2% generated per second.

Test with mod cowldown analysis in psykarium and public games.