The game crashes! The game crashes! The game crashes! Very important, so say three times…
Play for two hours, disconnect 5-6 times
Hit half of the line…Otherwise, it’s finally to pass the pass and the result is broken…
It’s completely white, even 1-2 games. It’s been like this several times. This is how people play… Please cheer. Thank you.
For example this kind of crap , sure was not happening before : https://youtu.be/esjnmgy-hC4?t=1897 and no way people are blocking this. It’s clearly just bugged. And I’ve seen elites do similar stuff, or CW just starts walking backwards from fight for no reason and other bugged behavior.
And the ice-skating is sure happening now and it looks absurd. Yesterday I saw Troll skating … it’s so busted.
What would increased amount of slots do? You would have to reduce the amount of mobs per slots or you would still have the clipping issue. The reality is, this game has worked the same way since its release. You said pink rats weren’t hyperdense. What? Of course they were. Pink rats were more prone to hyperdensity than chaos. In fact, if you want to see videos of the slot system “working,” you can find them on YouTube using Chaos as an example. The reality is that Fatshark is aware of the issue and has chosen not to fix it. Why? Because without hyperdensity this game would be absurdly easy. BTW, I understand your point perfectly. Do you think it’s impossible for me to disagree with you if I understand you? So much arrogance.
That’s a pretty major assumption. Many other explanations seem at least as likely, if not more so.
- They might not know how to fix it.
- They might know how to fix it, but the fix would necessitate a waterfall of other changes to not break even more things, so they’ve decided it’s not worth the effort.
- They might intend to fix it “soon”, but it keeps getting pushed back on the roadmap.
- They might think they fixed it, but they don’t actually know which version of the game is live on Steam. (That has happened before…)
Calm down, you know nothing, I’m sure @Sleezy knows better then you&me, it’s all coz he can read minds of FS employees! But never tell it to anybody, it’s a secret… Oh shіt, someone’s trying to break in my house, ANYBODY CALL 911!!!
You seem upset, buddy. Maybe go relax. It’s not that big of a deal. Good day, mate.
So how long is the waiting period before an unfixed bug becomes a feature you reckon? Do you have any experience developing software?
They’ve “fixed”(to a degree) hyperdensity a few times in the history of Vermintide 2. The problem is it always becomes broken again or faces issues.
They actually had a version of it working a bit during the initial WoM beta, I believe it was. People’s beef with it was that it gave the enemies more collision and it was making it difficult for players to move and dodge. It was just the way the enemies sort of moved around a player. I think that short backlash is why they scrapped it so fast that time. Getting the slot system to consistently work right has been one of the biggest thorns in Fatshark’s side.
While it’s far from perfect, it’s certainly working at least a little bit compared to pre-WoM. There are definitely attempts for enemies to “take slots”. In addition to that, the game is supposed to limit how many enemies can attack the player at any given time. The game can start breaking though and these barriers can be bypassed(such as a torrent of lunging enemies). When it starts breaking is when things really go south. I could make more demos, but I think this is adequate for a quick reply:
Yeah, my comment was really just directed at the idea that if something’s in the game, then it must be because Fatshark wants it to be that way. I’ve worked at enough places to know that things are never that simple.
I think this is the main thing that has made it worse post-WoM honestly, the increased frequency of running attacks. (That and pushing being more valuable relative to dodging, which brought back the old issue of CCed enemies losing their whole slot/being immediately replaced by fresh enemies)
That and the sheer amount of enemies on Cata.
I dont know what was fixed on that event but its still really crazy. Playing only on Legend and we almost could not move over the SV and Monks and Specials + trash when trying to get the last cannoball. Before we managed to kill/move thru one waive, another was already there…
Really dont understand what is this new “thing” about making the events crazy.
…Oh look, the team managed to spend 20 minutes to run the map and get almost to the finish, lets make sure that those suckers pay hefty price for their effort…
I suspect it fixed the fact that after last cannonball was fired spawning of SV/monkeys/horde and specials didn’t stop. Figure that pressure when you need to go get that last ball is intended, and part of the new “terror event scale depending on difficulty” routine.
Which I quite like, btw, FS did good on that one. Some of the events are bit too hard, some still a bit too easy, but all of them at least more interesting now.
Yes, it worked excellently at the start of the beta. I was surprised it actually felt fixed after so long. It’s what killed of the bots in the beginning of each horde every single time (they kept surrounding everyone and everything).
Aye. I think a large part of the problem there was how quickly they zoomed into place to complete the encirclement, instead of hanging back behind one another.
It seems an intermediate level of enemy collision works better for the game, but it’s hard to judge accurately while we have the problems with running attacks going on.
I better see a thread with “Patch 2.0.8” on the forums or else I’m gonna hurl all over my desk when I sit down and try to play tonight.
You scramble to patch the damn throwing axe barrel bug but we still don’t have further balance tweaks or any news about what’s going on with the Weaves.
Fixing an axe being considered a barrel is a 2 second fix. Balance adjustments and re-assessing the future of weaves/seasonality are much bigger picture items and not something we can put in a patch or statement on a whim - these things take time.
Patch? Sure.
17 days to make a cohesive statement on your plans?
That’s taking your time and wasting mine.
I think moving damage boost on weave 91-160 to 121-160 is not that hard.
I just watching Reddit - Dive into anything
Because enemy kills you by just one hit, They had to push only and wait for linger flame to kill enemy.
Seeing their play even makes me feel pain. It is very weird, isn’t it?
Also, They had to do it more than 30 hours to clear just 1 weave because of one shot kill things.
It is too harsh, unfun, unpleasant game design.
“That’s just like, your opinion man” as Lebowski would say.
Those are weaves, it’s not meant for everyone.
If you can enjoy weaves up to 90, just do those. you already have a big amount of work to get there and it’s fun (to me at least)
If it’s not fun anymore, you have adventure, deeds etc.
Dunno why people keep bashing weaves, i love it.
At least till weave 120, where is end of achievement, there should be no damage buff like 1000% to enemy. There are weave beyond 121 -160. It is better to put damage buff only over achievement. So, Leaderboard chaser can do thier fun thing.
Cata 3 is already harder than Cata tier 1 and 2. Right now, getting player even under weave 40 is not easy. Players don’t play weave which is the most important feature on WOM expansion.
One shot kill things started on around weave 100, and being forced to play passievely by laughable enemy damage is really silly.
I enjoyed Weave till 110, but damage buff makes my group leave weave, even game entirely.
I don’t think i can’t do this, i just don’t have time to invest like them and my guys leave game.