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SEN_SEN_Channel_Portugue

Raptor Op bugged - sabotaged on purpose ?

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WeeGee, please stop pulling HE spamming ship after HE spamming and dedicate some hours to debug the fraking Op.s !

 

Last week you give us back Narai, after months of absence,  because "you work to fix the bugs" yeah, with big credit nerf ,  AND with new bugs : ships refuze to move from starting point, bots sail backward, etc.

Just a middle finger at the players base...

Now you keep ignoring Raptor bug,  showing us again the middle finger .... cuz I know, you guys need to work on subs...

Raptor - the cv - manage to run aground again, like you see below.

I did all I could to push him back ( ignoring the Op. main objectives, obvious..... ) with the hope he will start back on his course.

I was fooled some seconds when I saw smoke ,  thinking " OK, I manage to save the day, he started moving ! " - but short time after, from nowhere, with almost 10 min on clock (half time of Op ! )

the fraking game decide to screw us even harder, and we get smashed in the face with a dumb decision on our screen:  " Raptor wont get out of the action zone"

 

Because.... because we love to screw our players.

 

Seriously, guys, is so hard to fix this thing ?!  .... Is like that for a century now !

 

vlcsnap-2020-05-10-00h51m16s718.png

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[TORAZ]
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I mean, it has never been fixed, so... ¯\_(ツ)_/¯

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11 minutes ago, El2aZeR said:

I mean, it has never been fixed, so... ¯\_(ツ)_/¯

True, and by way the things go, never will... shame, tough.... I was expecting a higher degree of professionalism from the devs.... my bad.

I not even mention the bionic camo for Pepsi do not load in-game, thought that was a minor bug, who do not broke the game. But WG playground seems to be a true greenhouse for bugs, lately...

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Community: Please fix the PvE missions

 

WG: You want CVs in Clan battles?

 

Your cries fall on deaf ears they have neglected the PvE side of the game since the very start.

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[PVE-D]
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By now I am convinced they did this deliberately to be able to pull it from rotation and later re-install it "fixed" with less credit+XP output.

We all know and love WeeGee, don't we. ¯\_(ツ)_/¯

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image.thumb.png.8462b8a88a00de245af153ee781d6892.png

 

Can attest to this... in my case it took me 5 minutes to realize that no one else was going to attempt to move the Raptor and then half of the match to get my CV auto pilot to actually move back towards the Raptor (while trying to kill off any threats) and then after successfully freeing it... watched it re-beach itself within 5 seconds and keep turning into the Island preventing any form on 'rescue'.

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31 minutes ago, Yanayuki said:

By now I am convinced they did this deliberately to be able to pull it from rotation and later re-install it "fixed" with less credit+XP output.

We all know and love WeeGee, don't we. ¯\_(ツ)_/¯

you are not alone in that. 

alot of people felt it very fishy when Narai broke at the start of the PaytoRico grind started, when when WG returned it with WORSE pathfinding and MASSIVELY nerfed XP return, alot of the people i play with agreed it was an intentional screwup, in order to justify nerfing the crap out of it  

looks like Raptor rescue will face the beat with the nerf bat because the almighty spreadsheet says WG earn more money when people play randoms, Thus WG have been on the warpath when it comes to PVE
in WG's eyes there is no point in spending money to improve Op's as its a cost, and the more people play PVE, the less are playing Randoms, and thus, less money for them 

PVE has SUCH a potential, but WG like to routinely crap all over it from a great height

i stopped paying from Premium and ships ages ago, and WG continue to give me no reason to open my wallet 

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On the topic. The game won't survive without the PVE people. It is too niche too stand on PVP only legs and much sturdier games exist that offer pure PVP bliss. Keeping diversity and openness to ALL types of players is the much safer choice. PVE people don't ask for much and they complain the less. They are also very loyal by nature. But I don't see any love thrown their way, the latest missions for example are insulting and shockingly exclusive towards the whole community. The hatred isnot gone unnoticed and at one point the players will simply leave.

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Ahh she still loikes dem islands i see. :cap_haloween:

 

weegee: wE hAvE fIXeD tHe OpERaTiONs!!!11!!

 

Also weegee: we also nerfed the credit and exp income cus we dont want peeps to have fun and find alternatives besides bashing their heads in randoms and ranked. :Smile_trollface:

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2 hours ago, CptBarney said:

Also weegee: we also nerfed the credit and exp income cus we dont want peeps to have fun and find alternatives besides bashing their heads in randoms and ranked. :Smile_trollface:

we don't mind taking your cash for ships and premium time, though, you can keep that coming

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[-IAN-]
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8 hours ago, SEN_SEN_Channel_Portugue said:

Last week you give us back Narai, after months of absence,  because "you work to fix the bugs" yeah, with big credit nerf ,  AND with new bugs : ships refuze to move from starting point, bots sail backward, etc.

 

Yeah they didn't  "fix" much in Narai other than the earnings Nerf. The problems which it had before it was pulled are still exactly the same problems it has now with the Bot Autopilot not working, it's just the symptoms have changed from "ships screw up in the harbour" to "ships screw up everywhere" which, although rarer, STILL happened before it was removed and is still unfixed.

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@SEN_SEN_Channel_Portugue

can you check the replay if someone pushed Raptor away from its initial location? Because the mission says "escort the engineer to raptor" which never succeeds, because raptor is not where its supposed to be, and the engineer just waits for it a few km behind. Raptors engine doesnt get repaired either, so he cant move.
Might not be an autopilot bug, might be player error? (doesnt make it right ofc, but that way it could be narrowed down)

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9 hours ago, ironhammer500 said:

Community: Please fix the PvE missions

 

WG: You want CVs in Clan battles?

 

Your cries fall on deaf ears they have neglected the PvE side of the game since the very start.

Nope it goes like this

 

PB: WG ops are bugged pls fix this!

WG: WE take NArai off rotation to fix!

...Other ops stop working...

PB: DAFQ?

WG: We are fixing it we are fixing it...

...Other ops get back but still have same bugs as before...

PB: Fix the damn OPS already!

WG: Here...

...Give the Narai back with exactly the same bugs as before...

        Have a season of Cb with CVs as compensation, goods yes? ^^

PB:...

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34 minutes ago, DFens_666 said:

@SEN_SEN_Channel_Portugue

can you check the replay if someone pushed Raptor away from its initial location? Because the mission says "escort the engineer to raptor" which never succeeds, because raptor is not where its supposed to be, and the engineer just waits for it a few km behind. Raptors engine doesnt get repaired either, so he cant move.
Might not be an autopilot bug, might be player error? (doesnt make it right ofc, but that way it could be narrowed down)

If the AI can't reacquire another ship just because it's moved a bit, that's still a bug with the AI; by the nature of the Op, people bump into friendlies in Raptor all the time (particularly if they're actually screening the carrier like they're supposed to) which should be taken into account automatically by the devs.

 

4 hours ago, lossi_2018 said:

Guys its fine, plz dont complain about ops

I'm somewhat inclined to agree, since we know that the Free XP levels were to blame for the bugs in Narai perhaps WG will decide that it's all those interfering players that are to blame for the problems in the other Ops (because Narai is fixed now), and kick us out for good :Smile_trollface:

 

5 hours ago, lossi_2018 said:

On the topic. The game won't survive without the PVE people. It is too niche too stand on PVP only legs and much sturdier games exist that offer pure PVP bliss. Keeping diversity and openness to ALL types of players is the much safer choice. PVE people don't ask for much and they complain the less. They are also very loyal by nature. But I don't see any love thrown their way, the latest missions for example are insulting and shockingly exclusive towards the whole community. The hatred isnot gone unnoticed and at one point the players will simple leave.

Much sturdier games such as, for example, World of Tanks... Also, even if the PvE community were quite small, the fact that the game does have PvE (and not just Co-op but Ops as well, which are much more advanced than the usual arena team-deathmatch) is surely enough of a unique selling point that its worth having for marketing reasons alone? Aside from anything else, if a new player wants to get into Ops straight away on starting, they basically have to get a premium or two if they've not yet ground their way up to T6/7.

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12 minutes ago, NobleSauvage said:

If the AI can't reacquire another ship just because it's moved a bit, that's still a bug with the AI; by the nature of the Op, people bump into friendlies in Raptor all the time (particularly if they're actually screening the carrier like they're supposed to) which should be taken into account automatically by the devs. 

 

Maybe they just didnt thought about it? Raptor cant move until its repaired, so they just set the engineer to move close to Raptor. Thats why i asked, if someone actively pushed raptor away from its spawn. You cant just tell WG to fix "something" when that something doesnt have anything to do with the autopilot.

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Same for Narai.

 

The pathfinding is still horrible as soon something blocks the original course of allied or enemy bots. Missouri beaches sometimes, landing ships do their best to seperate, dodging torpedoes has more priority than in random battles and bots really, really hate cruisers. WG did nothing - absolutely nothing to improve Narai on a technical level. All they did was to nerf the income of credits and XP.

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2 hours ago, DFens_666 said:

 

Maybe they just didnt thought about it? Raptor cant move until its repaired, so they just set the engineer to move close to Raptor. Thats why i asked, if someone actively pushed raptor away from its spawn. You cant just tell WG to fix "something" when that something doesnt have anything to do with the autopilot.

Like I said, 'move close to Raptor' is exactly to do with the autopilot for the repair ship. Either that, or the repair ship has orders to 'go to this point on the map', and doesn't know what to do if Raptor is not there. Either way, there's a fix needed with the AI if it can't find the Raptor, when we know bots are capable of knowing at least the direction if not exact position of ships they can't even 'see' by the usual visibility mechanics.

 

And apart from anything else if 'something' happened, like maybe the skybox turning green (which actually wouldn't have anything to do with the autopilot), I'd still ask WG to fix it anyway.

 

2 hours ago, Nov_A said:

Same for Narai.

 

The pathfinding is still horrible as soon something blocks the original course of allied or enemy bots. Missouri beaches sometimes, landing ships do their best to seperate, dodging torpedoes has more priority than in random battles and bots really, really hate cruisers. WG did nothing - absolutely nothing to improve Narai on a technical level. All they did was to nerf the income of credits and XP.

All according to plan, Comrade :Smile_trollface:

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8 hours ago, lossi_2018 said:

On the topic. The game won't survive without the PVE people. It is too niche too stand on PVP only legs and much sturdier games exist that offer pure PVP bliss. Keeping diversity and openness to ALL types of players is the much safer choice. PVE people don't ask for much and they complain the less. They are also very loyal by nature. But I don't see any love thrown their way, the latest missions for example are insulting and shockingly exclusive towards the whole community. The hatred isnot gone unnoticed and at one point the players will simple leave.

What is really irritating is that WarGaming can't seem to figure out that PvE can be as lucrative if not MORE lucrative than PvP. In PvE you don't need the same level of balance that a PvP arena does (as bots don't whine when they get torped) so you can go crazy with challenges (like Narai for example, although that's the opposite way around as it's the Bots bullying the players) and then use this to make to money.

 

WarFace (WF) is a prime example of a game that got this sooooo right. WarFace is a PvP/PvE squad based near future(ish) military  free to play shootemup where both PvP and PvE are catered to on a similar level. PvE wise the game offers a selection of missions (about 8 at a time on rotation with more added overtime) that act as:

 

A) A tutorial (easy missions)

B) Short 20 - 30 minute sessions with decent rewards (similar to current OPs)

C) Varying difficulties of mission (1 Tutorial, 2 easy missions, 2-3 medium missions and 2-3 hard missions) that unlock as a players skill improves with more reward for higher difficulty rated missions.

D) A 'first clear of the day' bonus applied to all missions that resets daily giving more Xp and cash (promoting reruns of the missions each day)

 

It also has Spec OP mode which is a selection of much longer campaign missions consisting of several shorter levels woven together to tell a story (such as nuking Mars... yes that happens) which can be played on multiple difficulties with the higher difficulties being ABSOLUTELY BRUTAL however providing massive rewards (and repeatable rewards at that).

 

How does this make WF developers money?

 

Well firstly the mode(s) are great fun to play which makes you want to just have another go, and another... and another (keeping you playing and not getting bored and wandering off to another game) as well as providing a close up of all the participating players at the end of the mission, showing of their cool swag that could tempt you to go buy that snazzy suit skin of weapon attachment you saw to pimp your soldier out as all the other players look right dapper and you feel a tad under dressed while murdering the AI.

 

The other reason is due to the fact you can re-spawn in mission if killed with a few ways of doing this:

 

A) A medic class player picks you up.

B) The team reaches a checkpoint (rezzing all in-capped players)

C) You use a re-spawn token to instantly get back up with full health and a couple of seconds of invulnerability.

 

Now the Medic players can get themselves killed very easily in WF if not careful, which can easily leave your team with only options B and C for getting them back/ rezzing downed players and on higher difficulties the probability of reaching the next checkpoint with a battered team that is missing a couple of players is pretty damn low so this method isn't guaranteed leaving the only reliable source being re-spawn tokens.

 

And re-spawn tokens cost money :Smile_trollface:

 

And that's the big way they monitise PvE. As the mode is so fun and the higher difficulties have such good rewards you feel inclined to play them, and as the difficulty goes up the chances of you getting lol ganked by the AI increases. Re-spawn tokens can be found inside lootboxes (bleh) and are rewarded for leveling up, thus after you run out of your free re-spawn tokens you need to then buy more if you want to take part in the high risk high reward missions (or pray you get a rank 100 medic who can do the mission with their eyes closed)

 

And yet you never feel like the game is actually just milking you of Tokens as it's never an unfair fight (you mash the enemy 90% of the time) but rather it was you who screwed up and if you could just have another go you know you would do better... oh hey... look at that... for just 50 Kredits (WF version of Doubloons) you can get 5 more tries at the map... well... it would be a shame if the mission failed after getting so far.... Oh go on, if you insist :Smile_coin:

 

The same system applies to Spec Ops although they also have an entry fee of 1 entry token (of which you get 5 daily to a maximum of 10 tokens) that can be... guess what... bought for money (ka-ching)

 

This is also combined with a different way of scoring and rewarding players. Everyone on the team is rewarded EQUALLY with every team member getting the same credits and exp based around the TEAMS performance rather than individual performance, regardless of whether your alive or dead at the end as long as you remain in the game (if you quit you get nothing) which promotes team work and having everyone play their part instead of rushing off to secure kills (at least on higher difficulties, lower ones are just a knife waving fiesta)

 

And it works. PvE players get fantastic content, WF developers get more money.

 

Now if only WarGaming would do something similar. I could easily see a reinforcement token that lets you re-spawn during an OP or a campaign mode as part of a reinforcement task force being something players would use and buy (how many potatoes do we see getting lol ganked by torpedoes in the first 10 seconds - I'm sure they would appreciate it :Smile_veryhappy:)

 

This along with good rewards as incentives for players to keep going back on higher difficulties (thus using reinforcement tokens when they get blapped by three Yamatos from across the map), a more team based credit, XP, Free XP rewarding system and maybe even a victory flyby of the players ships at the end showing off their ships camo's (so other players might go "ohhh, that's a cool looking ship" or "Woah, I've never seen that permanent camo before" and then go look in the store for it - or even better, have a button next to the players name to take you to where that ship/camo comes from so no searching needed)

 

There is so much potential being wasted here by WarGaming.

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3 hours ago, DFens_666 said:

@SEN_SEN_Channel_Portugue

can you check the replay if someone pushed Raptor away from its initial location? Because the mission says "escort the engineer to raptor" which never succeeds, because raptor is not where its supposed to be, and the engineer just waits for it a few km behind. Raptors engine doesnt get repaired either, so he cant move.
Might not be an autopilot bug, might be player error? (doesnt make it right ofc, but that way it could be narrowed down)

nop, nobody touched Raptor aside me, I watched the replay 3 times ( when I did edited the vid for tube...

Is just a residual effect of WeeeGeee "programing" who make bots super-hyper-agyle when they smell a torp 5 km away ( did you noticed the crazy maneuvers they pull in order to avoid torps , from 3-5 km ? )

Raptor "saw" some dds torps 5 km away and choose to "kiss the island" in order to avoid them.

After that act of love, Raptor decide to take a break and send the crew ashore to harvest some bananas ,  so nobody stayed on engine room to re-start even after I manage to push him away, on open waters...

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I noticed another 2 bugs - one of them also game breaking !

Notice how on first vid the bot start performing useless maneuvers to avoid harmless torps ;  Is like the bot do not know the range of that torps - but the reason to perform such useless  maneuvers

are revealed on second vid - when even after the team performed well, not loosing any ship from convoy, the Op. is "sabotaged" from inside, by the devs :

Raptor deliberately slow down,  in order to fail the exit point on time.

Human players did all for wining the Op. with 5 stars, but you cannot fight an Op. pre-programmed to fail !

 

 

 

 

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Actually the problem could be reduced to simple arithmetics: Randoms 12 vs 12 = 24 players per session NO Ai involved,  time length of the session is not a factor 

                                                                                                                       Coops  9 vs 0 = 9 players  per session light Ai involved ( no fixed tactics/conditions) no  time length factor (usually VERY short)

                                                                                                                       Ops  7( usually) vs 0 = 7 players per session, heavy AI involvement (fixed tactics/conditions) longest time length and key timed factors , etc

 

Different Ai grade involves different computational requiremens hence different costs. 

That's WG's arithmetic right there. ..

 

But to be honest,  they are frikkiin braindead !!!.All they have to do is come forward and explain these things AND say "look that's our issues, but let's see if we together can come up with something, which will be mutually acceptable  to ALL of us".

 

But no, instead they do all sort of stupid and idiotic deeds... like nerfing Narai under the pretext of "fixing' the AI!!! Frikkin braindeads!!!


"  

                                                                                     

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4 hours ago, Nov_A said:

The pathfinding is still horrible as soon something blocks the original course of allied or enemy bots. Missouri beaches sometimes, landing ships do their best to seperate, dodging torpedoes has more priority than in random battles and bots really, really hate cruisers. WG did nothing - absolutely nothing to improve Narai on a technical level. All they did was to nerf the income of credits and XP.

That's because there is noone working at WeeGee who can actually code. 99% of WeeGee employees work in the Sales department. They need all this capacity for spreadsheets and coming up with more EPIC BUNDLEs(tm).

My guess is they outsourced actual coding to two Indian part-time undergraduates in a 2000 inhabitants village on a remote island, who try to code some stuff for the game in JavaScript or something. At least that's what they are paid for.

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