BrenonHolmes

BrenonHolmes



12 Apr

Comment

Originally posted by Mr_July

This. Is. Amazing. Now, please do this for legendary. If my friend picks up a legendary, please auto loot for me.

It's supposed to do that as well... MW and higher are supposed to be auto looted, but we've got reports of it working inconsistently and are investigating the problem now.

Comment

It's a feature. If you're not in a group already, and someone on your friends list has an open spot you'll get a notification and can choose to join them. 😊

Comment

Originally posted by Joshuwaka

The game auto loots for me. I don't even pick the drops up anymore and I haven't missed one.

Maybe the auto loot fails if the timer is about to go out, idk. I've never had someone wait till the last sec.

Yep, loot from the Elysian chests is automatically picked up. 😊


10 Apr

Comment

Originally posted by Esildra

Haven't seen this during our session last night (EU, aka 8 hours ago). We did experiance this bug within the first hour of server uptime post-patch so this might just be it. Thanks for the insight, perhaps a suggestion for visibility would be to include to patchnotes that it may take x hours for the tables to update?

That's a good idea, I'll bring it up. 😊

Comment

Originally posted by Neiloch

(Patches on the platform don't necessarily roll out at the same time across regions, so we often need to delay pushing live data until after we're sure the patch is live across the world)

I absolutely LOVE this sort of information. Little pieces of information like this help temper player expectations as well as not jump to conclusions.

One thing I would like to know is whats the latest a bug can be fixed and still (generally) make it into the next patch? I have some guesses myself but not familiar with turn around times when consoles are involved.

There's not really a hard and fast rule, it all depends on what the fix is. 😊

If it's a change in a configuration file... It can probably go in right before the patch goes out (lower risk and doesn't require a lot of validation).

If it's a code or scripting fix we're probably going to want at least a day of testing on it. In those cases if it's quite late in the cycle, we need to determine if it's worth delaying the patch or pushing the fix to the next one.

Comment

Originally posted by Esildra

Having just received my first legendary post-patch in a GM1 Heart of Rage, I have received a Storm legendary while playing Colossus. One of the squad (we've started as a squad of 3 with 1 random via matchmaker) received an Interceptor legendary instead of his Storm. The fix unfortunately didn't work for us. Are we just unlucky or are more ppl having the same bug still as well?

Hmm... Have you seen this since then? There may have been a delay as the updated loot tables were rolled out.

(Patches on the platform don't necessarily roll out at the same time across regions, so we often need to delay pushing live data until after we're sure the patch is live across the world)


09 Apr

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There's an issue logged on it, we're investigating it. Thanks! 😊


08 Apr

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Originally posted by cfiggis

Just to clarify, in terms of order of operations, is this how it works:

1) Game determines that a Legendary drop will occur 2) Game determines which item it is and draws from the appropriate pool of items?

Basically what I'm wondering is if this change will mean that instead of an off-class legendary we get an on-class legendary? Or instead of off-class legendary we get no legendary?

It will mean it uses the proper loot table, so you'll get a legendary for the suit you're using. 😊

Comment

Originally posted by Kingpin3339

Thank you for your quick response. So you believe the next patch will fix it but just didn't get into the patch notes? I hope it gets fixed soon because not wanting to use abilities until the 2 or 3 charges are full is a pain.

No, I believe it's fixed but is not in this patch. It will likely be in a future patch. 😊

Comment

Originally posted by Dtaggart91

Todays patch?

Yes.... Because today is not in fact Sunday.... 😊 (I'll edit above - thanks for the catch)

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Originally posted by Kingpin3339

Yall have been looking at this bug with the multiple charges reseting if not fully filled, for over 26 days according to this post. When will it be fixed?

I'm pretty sure I saw this come through as fixed, though it is not in today's patch.

Edit: Days.

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Originally posted by Naoghas

Do you have some news so far?

Yeah! We found and fixed a problem, in some circumstances there was a value cached in the system that determined the type (component, weapon, gear, etc) of loot to drop.

This caused the system to be unable to find the correct loot table, and so it used the fallback table. The fallback table isn't suit specific, so you would get component drops for any suit. This only occurred for MW and Legendary drops.

That bug is fixed in the patch which should be coming out soon 😊. Thanks for all the information, it was a big help trying to isolate the problem!


29 Mar

Comment

Originally posted by XorMalice

we're currently having a lot of internal discussions on the future of loot and progression

I'll be a little bit harsh, because this matters a lot:

At some point real soon, we need to know how loot and progression are planned to work throughout the lifecycle of the game

Everyone talks about WoW or Diablo or whatever, but when they do so, they take for granted that the developers will, mostly, follow the same pattern that they always have. In WoW (or SWTOR), every expansion drops by making previous gear worthless, by adding levels to players. Then, as the expansion progresses, the player gains more and more power by finding gear. Eventually, this recurs, wiping the gear again and delivering more content.

Diablo did a similar thing early on- they raised the level cap, destroying all the (real money purchased in some cases!) loot that everyone had spent time on. Meanwhile, Diablo has two overall types of cha...

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Thank you for the very well though out post! You make some really good points, and I'll be sure to bring it up with systems guys.

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Originally posted by [deleted]

[deleted]

Is there something else you'd like me to say when a new issue is brought up?

This is currently all the information I have, but if there's a different way of framing things that you would find more helpful - I'm all ears!

I could say nothing if you'd prefer... but I tend to think that acknowledging that there's a problem and letting people know that we're working on it is the right way to go! 😊

Comment

Originally posted by donSefer

There's currently a problem with the newsfeed - we're looking into it... While that's being worked on, the news tiles have been disabled.


28 Mar

Comment

Originally posted by sonoma12

Did a design director of a loot based game 6 years in development just admit that their entire loot drop system is bugged?

What in the actual heck am I reading right now?

No... there's a bug that is awarding you drops for the wrong suit... that's what we're talking about. 😊

Comment

Originally posted by Mephanic

I see someone also got a legendary for a Javelin they're not even playing... XD

Yes... Yes I have 😊

That said this discussion is giving me a few ideas - going to head back to the office after lunch and check something (might be promising?)

Comment

Originally posted by berninhell

I agree. I hope your team gets it sorted out soon.

I saw your other comment about the internal discussions. I think we all look forward to some clarity on the path forward.

Any chance you could address the topic (at a super high helicopter level - no details reqd) of the loot quality calculation? Specifically, whether the calculation for quality of a loot drop contains factors that are predetermined at the start of a session (contract, mission, SH, freeplay) or whether every single loot drop has quality randomly determined when it pops? It really seems like something nerfs loot drop quality on a session by session basis and it's not an equal RNG chance from one session to the next (all other factors being equal).

Loot type (weapon, gear, component, etc) and rarity are determined at the time of the drop.

Hope that helps! 😊

Comment

Originally posted by TARichter

I just don't particularly understand why loot is this way currently. I personally stopped playing because honestly chasing a build was taking long periods of time to get any piece because there was no real way for me to chase anything specific and my luck feels extra trash even running 90 luck. I recall spending about a week and a half trying for the life of me to get a mw component for ranger as well as I still have never seen a last argument or a single mw light machine gun which were my favorite weapons all the way up to when I started gm1.

I just sincerely hope the team understands the problem. I can't speak for everyone but for me getting anything I want feels unattainable and ending a mission with a barren rewards screen after I salvaged everything is about the worst I've felt in these types of games.

As a comparison in td2 I'll run around for an hour or two and then have to pick through my inventory to clean it out after all 100 slots of my inventory fill. I...

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I think we understand what some of the core issues are... there's a huge problem with variance for example... with a large enough sample "everything is working fine". But the issue there is that that isn't the case for people actually playing the game... you don't get thousands of drops in a night for example - so statistics aren't really comforting there.

So longer term fixes to the base system will likely include reducing variance and narrowing the band between "lucky" and "unlucky" people.

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Originally posted by Paul_Indrome

Speaking in my function as a programmer: That doesn't really sound like a simple bug anymore. That almost sounds like a fundamentally broken system in need of re-implementation from scratch. I am not meaning any offense and I'm just speaking from experience. When I try to adjust a system to correct a misbehavior and it takes me longer than a week working within the established confines, I start to seriously consider rewriting it from the ground up.

It has some development overhead but in the end it saves on HOURS of unnecessary debugging and builds on previously acquired knowledge, allowing a forward-thinking approach to its scalability.

Yep, and that's something we're considering. "Rewriting Loot" isn't a quick thing though... so regardless of whether or not we want to proceed with that, we're still left with this annoying bug that we want to fix. 😊