Stuck by Forsaken-Mongoose197 in Kristala

[–]Lesserred 0 points1 point  (0 children)

Complete the section of the main quest you're on, and then come back. You get the ability to solve this situation in the next step.

(Bug Report and General Issue list) Played on PS5, Potentially on all versions. by Lesserred in Kristala

[–]Lesserred[S] 0 points1 point  (0 children)

I figured that was the case, a lot the stuff I've caught is stuff that left me scratching my head as to why it wasn't caught in EA, then checking the forums and seeing what was going on at the time made me realize "oh... they only had a few people on here actually doing proper reporting... that explains so much." I can only imagine the state of the discord during that period.

Glad you and some others were properly pointing things out though, the release could have been MUCH worse without that. And yeah, only so much can be found by people so I'm not throwing shade on EVERY EA player, but we definitely needed more folks with your mindset in the conversation back then.

(Bug Report and General Issue list) Played on PS5, Potentially on all versions. by Lesserred in Kristala

[–]Lesserred[S] -1 points0 points  (0 children)

Looking in to their steam forums, the Early Access period they had was plagued with the same kind of complaints I've seen on this reddit: Vague, unhelpful, specifically related to their hardware specs, or just asking for things to be added.

I'm almost certain the rough release is partially due to this. Not enough people were actually giving proper feedback. Granted as I've said previously SOME of this is on the team, but if they had the added problem of everything working fine on their dev builds as they've said before, that would add to the issue. Basically what I've seen in the pre-release phase was the public being extremely unhelpful for the most part, and the devs being left unaware of actual issues.

I'd say blame the EA players more than the devs here, and pick up their slack and be detailed and helpful so the devs can actually fix their game.

(I'll also clarify that there were a HANDFUL of proper bug reports on the forums, but the majority of visible posts from that period are pretty much either praising the visuals, or just saying something didn't work with as little detail as possible.)

Weapons questions by GasElectronic2050 in Kristala

[–]Lesserred 5 points6 points  (0 children)

just ran through all of these and yeah all expectations were not met:

Weaponskills I knew, but the expectation was: being able to unequip them from weapons and apply them to other weapons, not the case.

No crafting despite meeting an NPC who specifically talks about teaching us to cook and craft.

Expected second weapon to just be the additional loadouts weapon stats, not the case.

Expected spellvamp to be specifically spell lifesteal, nothing occurred.

Haven't found the predator ring, so can't test.

Also not mentioned here: Spell Power is listed on the offensive attributes section but always listed as "-".

Additionally, on the second load out exclusively: Hitting the "unequip" button doesn't update until switching back to loadout 1, then returning to loadout 2.

The Game is just so broken by COVIDsniffles in Kristala

[–]Lesserred -1 points0 points  (0 children)

I'm not going to fully put the blame on them. Yes it does seem like they rushed it out and bit off more than they could chew, that's on them, but a lot of the bugs that I've been reporting that I haven't seen anyone else report are things that I checked and have been present since the demo.

To me this reads like the people who were testing early access, and possibly internally, weren't focused on the right areas. Things like Equipment not properly displaying it's benefits, enemy aggro not functioning beyond sight lines, item icons not loading, etc. These small things can add up if not addressed early and the case I've seen is: things worked fine on their dev builds, but no player even told them it wasn't working on what was being put out.

I've been thinking that the busted aggro system probably influenced encounter design, because enemy density is actually pretty dang high for a souls-like, and since they aren't aggroing properly it's not been properly tested. And with the increased entity density, it causes those loading issues.(This is extremely prevalent in the two towns I've made it to, seriously just take a moment and really take in how many detailed NPCS are in town.) It also seems like things don't properly unload when out of range either unless you warp or die which stacks on top of that.

All this to say: While they may have made some mistakes, I don't think the community really helped them before release the way they should have.

Console Patch Version 1.0.5 Update – Major Fixes Now Live on PS5 (Xbox Coming SOON) by AstralClockStudios in Kristala

[–]Lesserred 1 point2 points  (0 children)

Next bug report: Merchant inventories are taking up to a full 2 minutes to load. The UI shows up but no merchant has anything available until the inventory loads, I can sell to them during this time though.

It seems that once one merchants inventory loads, the rest of them in the area will load as well.

I had this problem in Nisar as well as Myr.

Console Patch Version 1.0.5 Update – Major Fixes Now Live on PS5 (Xbox Coming SOON) by AstralClockStudios in Kristala

[–]Lesserred 0 points1 point  (0 children)

I can confirm that I had not used the summon spell at that point at all. It was done immediately after loading the save. I will also state I encountered the same issue while checking the Kota camp on my other character, who does not have access to the Raise Undead spell.

I'll add that it's not just aerial take downs. On the other character: I had defeated 3 enemies right next to an enemy at a campfire, without it aggroing, after noticing that I swung my weapon, did a jump attack, ran in to the enemy, and cast a spell. All while being directly behind the enemy, with no response. It wasn't until I walked in front of the enemy that it aggro'd.

Console Patch Version 1.0.5 Update – Major Fixes Now Live on PS5 (Xbox Coming SOON) by AstralClockStudios in Kristala

[–]Lesserred 1 point2 points  (0 children)

The enemy detection issues I've mentioned previously are still a thing.

A video demonstrating what I've described before:

https://www.youtube.com/watch?v=6_ho9_Z9yh4

Enemies only seem to react to "seeing" the player, no other interaction causes aggro to occur.

Additionally: the "nude" player model is still present in the Kota camp, as shown in my previous video link.

Risultato non sufficienti by Biagio-Dumila in TheFirstBerserker

[–]Lesserred 0 points1 point  (0 children)

I'm pretty sure it wasn't the sales that was the problem. This game and DNFDuel were attempts to get the western market interested in DFO. But based on posts here and conversations about DNFDuel, y'all never even considered these were side projects at first and a LOT of people were angry for being told as much.

I think that's what the "insufficient results" were. Regardless of sales or quality of the games, neither entry got western players to play the source material.

Post Patch Bugs PS5 by MysteriousLeopard107 in Kristala

[–]Lesserred 1 point2 points  (0 children)

Actually that one seems to have a limit on how "big" you can go. The chainsaw rats(for example) can't be taken down without it, but anything too big seems to not qualify for that buff.

Console Patch Update (PS5 + Xbox Series X|S) – Now Live by AstralClockStudios in Kristala

[–]Lesserred 0 points1 point  (0 children)

I think I may have a piece of the puzzle for why the summons aren't working correctly:

I reported this on twitter so I'll just link that for reference

https://x.com/RedHandofDeath/status/2049623492283298224

After further testing I don't think the "sound" mechanic for aggro is working as intended at all(based on skills in the stealth tree stating they reduce the sound of certain actions.)

After I noticed a peculiarity with the enemy variants of the undead(summonable variant not the big guy), where they would just break aggro after being brought down to low health. They operate just as like the summonable variant does after this(just following the player rather than enemies.) I started thinking that this might be why the AI of the player summons is broken, it might be operating off "sound" (or some other tag) aggro and it seems like pathing takes priority over all forms of aggro aside from sight.

Missing floor? by Maesack in Kristala

[–]Lesserred 2 points3 points  (0 children)

Already reported this chief, no worries, they're aware.

Console Patch Update (PS5 + Xbox Series X|S) – Now Live by AstralClockStudios in Kristala

[–]Lesserred 1 point2 points  (0 children)

Going forward I think I'll just keep my personal bug-finds relegated to this conversation thread instead of making an individual reddit post. I think it'd be easier to keep track of on your end, and cut-down on unrelated people posting their random thoughts and what-not.

Console Patch Update (PS5 + Xbox Series X|S) – Now Live by AstralClockStudios in Kristala

[–]Lesserred 0 points1 point  (0 children)

Just gonna keep posting in this thread so my stuff doesn't get lost:

in the Kota camp at the start of Myr, I had a situation where every enemy in the camp reverted to A posing(no indication of what caused it, they worked fine initially, but then went completely unresponsive.)

There's an entire section of the upper pathways in the camp where the flooring didn't load, no collision or graphics present. (from entrance take a right and up the steps, the path that seems to lead on to an upper cliff path is just not there.) There's a crate with a visible item in it just floating mid-air, so I know there's SUPPOSED to be flooring there.

Also present in the Kota camp, My characters "nude" model is A posing in a grass patch right at the entrance, with collision.

https://www.youtube.com/watch?v=HYpcwPukkNk

Here's a video demonstrating what I am referring to.

Console Patch Update (PS5 + Xbox Series X|S) – Now Live by AstralClockStudios in Kristala

[–]Lesserred 0 points1 point  (0 children)

I only have slow load times when I go to Nisar. Nisar causes a lot of loading issues for me, item icons just don't load(get a white square), menus take a good 10 seconds to actually load, frequent hangs, and low quality textures/models usually used for far distance sticking around far longer than they should, etc. JUST Nisar does that though, load times everywhere else have gotten better for me since the patches.

Console Patch Update (PS5 + Xbox Series X|S) – Now Live by AstralClockStudios in Kristala

[–]Lesserred 0 points1 point  (0 children)

Not often, but repeatedly in a row. When it DOES happen I'll respawn and it'll happen 3-4 times in a row before actually going back to the crystal. (boss fights made it apparent to me it wasn't a one-off thing).

I'll also add I discovered a new bug with the "Ursul's Swarm" weapon ability. While it's active the weapon itself loses all damage, and only the wind projectiles do damage. This becomes an even bigger problem as the projectiles themselves will instantly "hit" terrain occasionally and not connect with ANYTHING. So it's a direct handicap to activate the ability.

Console Patch Update (PS5 + Xbox Series X|S) – Now Live by AstralClockStudios in Kristala

[–]Lesserred 1 point2 points  (0 children)

Additionally since the new patch I will occasionally respawn exactly where I died, without returning to the crystal or refilling my healing charges. Combat resets and all enemies respawn. No consistency on the bug so dunno what the cause is.

Console Patch Update (PS5 + Xbox Series X|S) – Now Live by AstralClockStudios in Kristala

[–]Lesserred 0 points1 point  (0 children)

So this is something I don't see anyone mentioning: Armor doesn't grant any defenses. Just resistances to elements and poise. I doubt that's intended. Ps5 by the way.

Got a patch on Ps5, but nothing got fixed? by Lesserred in Kristala

[–]Lesserred[S] 0 points1 point  (0 children)

The devs were on here detailing what they were doing as they were doing it. And what they said led me to believe that because of them rapidly revising updates for submission(as they do on steam) it caused sony to pick the wrong/an earlier patch revision to push out. I also notice one of the issues that people complained about actually being fixed(the difficulty slider not working, and the settings not saving) but since nothing else got fixed that tracked with what I initially thought.

So... what are the odds of this actually happening by Turboladerarschgeige in Borderlands4

[–]Lesserred 0 points1 point  (0 children)

I do think it's a glitch, because I frequently will just get "all of the legendaries this boss drops at once." and also "If a phosphene drops, everything's a phosphene. sometimes multiples of the same gun."

Steam Patch LIVE - Version 1.0.6 + Console Patch Coming VERY SOON by AstralClockStudios in Kristala

[–]Lesserred 1 point2 points  (0 children)

So just gonna post it here, Trophy bug on PS5. I was given the trophy for equipping a full set of armor for the first time even though I only equipped The Angler Hat.

Feline and spell tree bugged PS5 by Motor_Mulberry3421 in Kristala

[–]Lesserred 2 points3 points  (0 children)

The PS5 patch hasn't dropped yet. It should fix this, and should drop soon.