Thargoid war experience (Issues)

I like this update a lot, however.. it is overshadowed by so many issues that make it pretty much frustrating to play if you want to participate in the war (and also not play in SOLO, because if I have to play something like this solo I'll just opt for another game).

The list of issues noted in the past weeks:
1. Instances breaking and interceptors stop spawning > que scouts forever
2. Invisible interceptors that nobody can hit which also end breaking the instance
3. Progress bars just getting stuck at random > again no interceptors in most cases
4. Overall the instancing being even more of a pita than before
5. Thargoids bugging and being invulnerable (different issue to the invisible thargoid)
6. SLF are nuking AXCZs
7. Having to deal with restarting instances every time an AXCZ is finished (sounds easy, but when you have 10 different people in the instance it ends up being all but easy) + combine this with all bugs listed prior.

At this point if you want to actually play and not bother with having everyone jump out and resetting instance and not fight with bugged stuff CONSTANTLY you have to play solo > solo being boring because I want to play with other people and it's way more fun that way than just having few npcs with you.

But if you want to play in open (or any other bigger PG used for the war) you basically end up shooting at thargoids for 10 minutes and then spend an hour trying to get everyone to jump out so you can reset a bugged instance. BUT even that doesn't mean that you'll get to play as jumping back in might just put you into a different already ongoing instance that has a 90% chance of also being bugged > gg now you have to go through the entire process of resetting it again. And then the same thing might happen again lol. Or in the 'best' case scenario you'll actually reset it and get people back in with you and it'll bug itself again after 10 minutes... Rinse and repeat.

Just now what actually prompted me to write this is that I went through this process and ended up in bugged instances 6 or 7 times in row (few bugged instances in open and few in different pgs). Managed to get everyone out of two just to jump back in into a different one that was also stuck with an invisible interceptor. Very fun gameplay loop.

Now onto the solution - fix all the noted bugs (shockedpikachu.jpeg), but also could use some improvements on top of that.

1. Make planetary AXCZs perpetual as long as there's someone in to keep an instance running so you don't have to deal with having to restart it and battling people to jump to SC. Just have interceptors spawning forever pretty much.
2. Similar thing could be done with the outposts under attack, except that after defeating both Hydras the instance will reboot itself after 5 minutes and start with the scout wave again. (if #1 is not possible, just use this for planetary AXCZ's as well, have the scout wave re-initiate itself 5 minutes after the last AXCZ ends without having to go through the trouble of resetting.
3. Oh and as far as SLF's go - Fix... or disable them (Personally couldn't care less if they got disabled outright) - I'm tired of trying to kill people who use SLF's in AXCZs.
 
I like this update a lot, however.. it is overshadowed by so many issues that make it pretty much frustrating to play if you want to participate in the war (and also not play in SOLO, because if I have to play something like this solo I'll just opt for another game).

The list of issues noted in the past weeks:
1. Instances breaking and interceptors stop spawning > que scouts forever
2. Invisible interceptors that nobody can hit which also end breaking the instance
3. Progress bars just getting stuck at random > again no interceptors in most cases
4. Overall the instancing being even more of a pita than before
5. Thargoids bugging and being invulnerable (different issue to the invisible thargoid)
6. SLF are nuking AXCZs
7. Having to deal with restarting instances every time an AXCZ is finished (sounds easy, but when you have 10 different people in the instance it ends up being all but easy) + combine this with all bugs listed prior.

At this point if you want to actually play and not bother with having everyone jump out and resetting instance and not fight with bugged stuff CONSTANTLY you have to play solo > solo being boring because I want to play with other people and it's way more fun that way than just having few npcs with you.

But if you want to play in open (or any other bigger PG used for the war) you basically end up shooting at thargoids for 10 minutes and then spend an hour trying to get everyone to jump out so you can reset a bugged instance. BUT even that doesn't mean that you'll get to play as jumping back in might just put you into a different already ongoing instance that has a 90% chance of also being bugged > gg now you have to go through the entire process of resetting it again. And then the same thing might happen again lol. Or in the 'best' case scenario you'll actually reset it and get people back in with you and it'll bug itself again after 10 minutes... Rinse and repeat.

Just now what actually prompted me to write this is that I went through this process and ended up in bugged instances 6 or 7 times in row (few bugged instances in open and few in different pgs). Managed to get everyone out of two just to jump back in into a different one that was also stuck with an invisible interceptor. Very fun gameplay loop.

Now onto the solution - fix all the noted bugs (shockedpikachu.jpeg), but also could use some improvements on top of that.

1. Make planetary AXCZs perpetual as long as there's someone in to keep an instance running so you don't have to deal with having to restart it and battling people to jump to SC. Just have interceptors spawning forever pretty much.
2. Similar thing could be done with the outposts under attack, except that after defeating both Hydras the instance will reboot itself after 5 minutes and start with the scout wave again. (if #1 is not possible, just use this for planetary AXCZ's as well, have the scout wave re-initiate itself 5 minutes after the last AXCZ ends without having to go through the trouble of resetting.
3. Oh and as far as SLF's go - Fix... or disable them (Personally couldn't care less if they got disabled outright) - I'm tired of trying to kill people who use SLF's in AXCZs.
Hydras are a “bonus” challenge after the CZ is completed, IIRC? I don’t think defeating those should be a requirement to restart the CZ, I think that would be very harsh.

All the rest? Heck yeh! The invisible Interceptors in particular are sooo annoying and seem to halt or at least stall the progress of the CZ as well.

But the “stuck progress bar of doom” gets my top vote. Along with the speed at which the CZs progress seeming to be VERY slow in general but it’s hard to say if that’s a bug or as intended.
 
Hydras are a “bonus” challenge after the CZ is completed, IIRC? I don’t think defeating those should be a requirement to restart the CZ, I think that would be very harsh.

All the rest? Heck yeh! The invisible Interceptors in particular are sooo annoying and seem to halt or at least stall the progress of the CZ as well.

But the “stuck progress bar of doom” gets my top vote. Along with the speed at which the CZs progress seeming to be VERY slow in general but it’s hard to say if that’s a bug or as intended.
Hydras are like a third "wave" of the outpost/space AXCZ. I mean if you manage to defeat them, the new scout wave should start in 5 minutes or something without the need to restart the entire instance.

But if you can't defeat Hydras, you'd still be able to manually reset it by jumping out and restarting the instance. My suggestion would be only if people stay in, kill everything and then have it re-initiate itself without the need to have everyone jump out.

Invisible interceptors definitely pretty much nuke the instance, sometimes right away but sometimes more keep spawning almost up until the very end (of the progress bar), it's quite random tho and I think mostly just brick them outright.
 
Invisible thargoids is the only issue which bugs me. Progress bar nearly at end, no more thargoids appearing..... but one or two there which we cannot really see or shoot.

Annoying
 
The list of issues noted in the past weeks:
1. Instances breaking and interceptors stop spawning > que scouts forever
2. Invisible interceptors that nobody can hit which also end breaking the instance
3. Progress bars just getting stuck at random > again no interceptors in most cases
4. Overall the instancing being even more of a pita than before
5. Thargoids bugging and being invulnerable (different issue to the invisible thargoid)
6. SLF are nuking AXCZs
7. Having to deal with restarting instances every time an AXCZ is finished (sounds easy, but when you have 10 different people in the instance it ends up being all but easy) + combine this with all bugs listed prior.

At this point if you want to actually play and not bother with having everyone jump out and resetting instance and not fight with bugged stuff CONSTANTLY you have to play solo > solo being boring because I want to play with other people and it's way more fun that way than just having few npcs with you.
Yeah, these issues have stopped a lot of people playing. Frontier have seemed to fix some of these in the last patch but does anyone know what's fixed and what's still neglected and outstanding?

If we can cut the list down, we can make sure theres bug tickets on the radar for them to finally, hopefully, sometime, try to look at fixing...

I've played for over 8,000 hours and 9 years so know the drill of the normal sweeping under the carpet strategy Frontier use for everything. Except (sarcastically) CQC, Powerplay, Multicrew, a big lack of ground activities since Horizons release, Odyssey Enginnering broken by design, these Thargoid bugs and many many more. Even with bug tickets, there's so much that slips the net from the poorly designed issue tracker.

As a Snr QA Engineer for over 11 years, it baffles me how their QA's sign off releases with so many blatent showstoppers. Unless of course, they don't have the power to hold back releases (like any QAs from any other businesses do as part of the daily work) when features are non-functional / not meeting customer expectations / nor business requirements.

It comes across to many as simply a lack of care, insight and oversight. Odyssey's so called 'Sphere of combat' anyone? lmao
 
Yeah, these issues have stopped a lot of people playing. Frontier have seemed to fix some of these in the last patch but does anyone know what's fixed and what's still neglected and outstanding?

If we can cut the list down, we can make sure theres bug tickets on the radar for them to finally, hopefully, sometime, try to look at fixing...

I've played for over 8,000 hours and 9 years so know the drill of the normal sweeping under the carpet strategy Frontier use for everything. Except (sarcastically) CQC, Powerplay, Multicrew, a big lack of ground activities since Horizons release, Odyssey Enginnering broken by design, these Thargoid bugs and many many more. Even with bug tickets, there's so much that slips the net from the poorly designed issue tracker.

As a Snr QA Engineer for over 11 years, it baffles me how their QA's sign off releases with so many blatent showstoppers. Unless of course, they don't have the power to hold back releases (like any QAs from any other businesses do as part of the daily work) when features are non-functional / not meeting customer expectations / nor business requirements.

It comes across to many as simply a lack of care, insight and oversight. Odyssey's so called 'Sphere of combat' anyone? lmao

The list of issues noted in the past weeks:
1. Instances breaking and interceptors stop spawning > que scouts forever
- Pretty sure this one got fixed, or at least reduced to a point that I've not had this exact scenario happen in a while (month+)

2. Invisible interceptors that nobody can hit which also end breaking the instance
- Haven't seen one for a few updates now.... However during the Maelstrom raid someone said they got killed by an invisible Hunter Class, so it might still be happening.... Unsure

3. Progress bars just getting stuck at random > again no interceptors in most cases
- This still happens sometimes, except now nothing spawns, might be due to desync? - But it is still an ongoing thing - have to "hard" reset the instance to fix it

4. Overall the instancing being even more of a pita than before
- As far as this goes, it's not really a pita anymore, I am actually now having fun and rarely having to deal with something bugging

5. Thargoids bugging and being invulnerable (different issue to the invisible thargoid)
- Again, haven't seen this in a very long time, think this one is the first that went away.

6. SLF are nuking AXCZs
- This will probably never get fixed, but at least it's some time since I've see a SLF in AXCZ

7. Having to deal with restarting instances every time an AXCZ is finished (sounds easy, but when you have 10 different people in the instance it ends up being all but easy) + combine this with all bugs listed prior.
- This one is also working now, the AXCZs automatically reset themselves after about 5 minutes after clearing all goids (Hydras + whatever else jumped in after them).



The only thing that's really left is SLF (which I doubt will ever happen... And the AXCZ's occasionally bugging and getting stuck altogether
 
I can also add freezing Titan instance. Happened to me twice so far. Every action just stops after some time of flying around. No interceptors arriving/leaving, no hunter patrolling the area, no active turrets, no blue light thingy. You can do everything you want, including shooting, boosting, ramming the Titan, not caring about the temps of you ship, etc. No reaction.

(Which is useful for mats farming... :LOL:)
 
3. Progress bars just getting stuck at random > again no interceptors in most cases
- This still happens sometimes, except now nothing spawns, might be due to desync? - But it is still an ongoing thing - have to "hard" reset the instance to fix it


... And the AXCZ's occasionally bugging and getting stuck altogether
Well I stand corrected, seems that this got once more increased, might be the specific instance (Parsons Penal Colony), but this thing constantly (like 5 times in row while in open) got stuck...

This really didn't happen much prior to 15.01 patch, especially not this much in row.

Probably going to be different in PG with only your wing, but still..
 
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