Can we please get some major gameplay bugs fixed?

Pretty soon all activities ED will lose their fun factor. Bugged mining, bugged CZ, bugged salvage, bugged settlement massacre, more to come.
 
It does seem interesting that the topic where one of the CMs mentiond the "new AA engine" appears to have either sank into obscurity, or been removed, though.

""Anti-Aliasing Not Working Correctly: Some changes will go in Update 7 or 8, with significant improvements, but a full anti-aliasing system is slated for later this year. ""

 
""Anti-Aliasing Not Working Correctly: Some changes will go in Update 7 or 8, with significant improvements, but a full anti-aliasing system is slated for later this year. ""

Well done! I knew it had been written, but couldn't remember where - top marks to you 👌
 
@Malic - the ground scatter issue report has now got the green tick of Acknowledgment 😁👍


(In case anyone doesn’t know, from the FAQ:

What does it mean when an issue is “Acknowledged”?

When an issue has been “Confirmed” by players, our internal team will review the issue and will move legitimate issues to the “Acknowledged” status. ”Acknowledged” issues have been logged and are being tracked internally by Frontier Developments.)
 
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We all seem to have our pet bug(s) that irritate to no end. Mine is the vanishing planets/moons in supercruise.


Bigger thread about it here: https://forums.frontier.co.uk/threa...-in-sc-until-you-get-very-close-to-it.601139/
Well, if we're trading Issue Reports here, here're mine:



Guardian MRPs Do Not Protect Against Thargoid Lightning Attacks​

The Guardian MRP description states the following:

"Protects other modules against weapons fire that penetrates the hull. This variant is based on Guardian technology and is resistant to Thargoid lightning attacks and HUD scrambling."

As shown in the videos below, Guardian MRPs do not offer any additional protection from lightning attacks over standard MRPS.

Clipper equipped with Standard MRPs:
Source: https://youtu.be/DtyudlFOzvQ?t=16


Clipper equipped with Guardian MRPs:
Source: https://youtu.be/YXaAfvpuSlI?t=629


Link:


Incorrect Distributor Draw for Plasma Chargers​

The in-game Distributor Draw for the Class 2 GPCs is listed as 1.25 MW, but my testing has indicated it's around 12.5 MJ for a full charge. What Outfitting leads me to believe is the following:

1.25 MW (MJ/s) x 1.8s charge-up time = 2.25 MJs per fully charged shot

Is the 12.5 MJ Distro Draw is actually intended, and if so, where does that factor of 10 come from and can we have it noted somewhere in Outfitting?

Note: This may also affect the other two sizes as well.

Link:


Bullet Magnetism adversely affects accuracy, leading to missed shots​

The Bullet Magnetism present within Odyssey is overly strong, pulling shots well off-bore from where I am aiming. This negatively impacts the usability of the Oppressor, making it much harder to land shots. I am essentially fighting the gun, not the target.

Examples of Bullet Magnetism:
(Note: use the "," and "." keys to move the videos frame-by-frame to get a better view of the rounds being affected by Bullet Magnetism, or play them back at 0.25x speed)


G5 Aphelion with the Scope and Magazine Size mods:

Source: https://youtu.be/xJvDbPJysC0



G5 Oppressor, un-Engineered:

Source: https://youtu.be/2PkMSJbLdSA



G5 Oppressor with the Scope, Stability, Faster Handling and Headshot mods tracking a moving target:
Source: https://youtu.be/MWtMSUf0d8Y


Same Oppressor, same situation:
Source: https://youtu.be/Q6gd2s73kEE?t=387


Suggestion: remove Bullet Magnetism entirely from Odyssey.

Link:

Already been confirmed / acknowledged by FDEV well before Update 14 dropped, but no word on if a fix is on the way for this.


A couple more that I've personally experienced since Update 14, but can't add them to the Issue Tracker (limited to two non-confirmed ones per account):
  • Scout buffs cause lagspikes in CZs due to their ludicrous range
  • All Thargoid missiles phase through stations and can hit ships in the docking bay
  • Interceptors can phase through the ground at Planetary Port CZs
  • Downward velocity in FAOFF above a ship's max boost velocity cannot be counteracted unless FA is turned back on
  • Thargon Swarms from fresh Interceptors arriving at CZs always seem to target the player in a Solo instance, even with Silent Running active and at a great distance away with multiple other NPCs present
  • Caustic missiles will sometimes teleport several km and impact your ship if flying backwards in FAOFF (In solo, in a Cutter)
  • Interceptor Lightning Attacks can jump to a target that is behind the Interceptor - before it turns to face the target
I'm sure there's more I'm forgetting...
 
I've said it elsewhere, but it bears being said again - the mission board bug affects their flagship event for this release, and should have been (and still be) considered a showstopper. It's not just not being able to play, and the unfairly failed missions impacting the war progress, it's the wasted time spent logging in to see if the mission board has randomly sprung to life again. Updating mission generation so their timer is 48hrs instead of 2hrs is something they could do now to mitigate the problem, and yet they haven't.
 
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