Nergal's orb makes the player want to quit the game

Game mode: [ Select one: (Online official | Online private | Single-player | Co-op)]
Type of issue: [ Select one: Bug]
Server type: [ Select one: PvP | PvE-Conflict | PvE ]
Region: [ Europe ]
Hardware: [ PS4 slim]


Bug Description:

By using the Nergal Orb, the game prevents any type of action from being performed, be it navigating the customization menu, exiting it, or doing anything else. It only allows you to move the camera, forcing the player to leave the game through the console menu itself, since the game menu is also unusable. This error can be seen in offline mode and in online mode


Steps to Reproduce:

*Start the game in any mode, use the Nergal Orb

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I got Conan both PC and Playstation. You can’t use orb of nergal on PC with controler on the new test live. Bug still not fix.

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This is totally nonsense, they release 3 close updates for a secondary issue like the legendary chests and for much more important issues like these they don’t give a damn. There have been these bugs for a month now, enough time to fix them on 2.6 . The fact that they are not even in the testlive means that it will still take a long time and that we should wait at least 2.7

Funcom talk to us and fix your game?!!

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Greetings,

Thank you for your bug report. Our team is already working on solving it for a later version.

Please keep an eye out for it on future patch notes. :slight_smile:

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But not for 2.6 update right?

Yeah i have the same issue

Good Grief people. We’ve had the Orb of Nergal for three months. Get a grip. Some of us had the same look for almost three years. Surely you can handle whatever change you made for little while.

This isn’t a big deal.

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I still waiting like you. I bought the game in September 2018 and I have been with the same character since November of the same year. I only report the errors that I find, this I consider important because if you reproduce the steps that I indicated before you have to exit the game. All the best.

I understand but as they fixed the white in the background they could fix this too and the admin spawn. It almost seems like this is normal but it is not at all normal to wait for months every time for each bug introduced with a new patch. Things could be solved a lot faster than that if they just wanted to, just like so many other games

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I don’t think you have the rights to judge and decide yourself what style a gamer i should be.
I’m a programmer and believe me, it’s really something easy and fast to fix. It’s a “big deal” when a bug force a hard reboot.

Funcom must fix that issue ASAP.

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We have an expression here.

When you throw a brick into a pack of dogs, the one that yelps the loudest is the one that got hit.

Since you missed the point, and…checks previous posts…you did not post nor were you even mentioned prior to my previous statements…ever, let me address your concerns.

1] I don’t care about your style of gaming. I commented on the COMPLAINING. You are literally whining about something that has been around a few months. We used to have to restart a player to get a new look.

2] Everybody is a programmer who knows better than the people who wrote the code how to fix their code. You don’t. You don’t know what’s involved unless you had a hand in it, or you’ve spent quite a bit of time analyzing it. If what you said were true, then everything I’ve written through my career could be altered by anyone off the street.

3] This is a bug that is widely known, and easily avoided. Don’t force the bug, and there won’t be a problem.

4] Of all the problems currently reported, ie rendering issues, stability issues, loss of learned feats with yellow lotus potion, etc, THAT YOU CAN"T USE THE STATION TO CHANGE YOUR LOOK SEEMS A BIT UNIMPORTANT AT THE MOMENT.

Players who think this is a game breaker, since every little thing is game breaking, deserve no consideration. I happen to believe the inability to fight invisible bosses without thralls is slightly more of an issue than the style of my hair.

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Sadly, it’s too hard for me to write a long comment in english. But seeing fans fighting each others for witch bugs is more important to fix talks itself about FUNCOM. Funcom loves people like you who defend their numerous bugs. ALL BUGS ARE IMPORTANT and shouldn’t be there.

And yes, i’m a programmer since 1995 and i would’ve lose my job for delivering a code with so many problems to the customer. When i first bought the game, i knew that i will be able to change my look and spawn thralls but i got f???. on PS4 there is so many bugs to solve that i can’t write it all here. And THIS IS NOT ACCEPTABLE for NO ONES.

No, you wouldn’t.

Since you care about establishing credentials, here are mine. I’ve been programming since I was 7 years old, and I’ve worked as a programmer since 1999. I’ve worked at 12 different companies, including my current job.

With that said, I have yet to see a company that will fire you for writing buggy code. Companies fire you for being a risk to their bottom line, i.e. the money they rake in. If a company can get away with buggy code without impacting their bottom line, they’ll do it and nobody will care.

Like it or not, bugs and software go hand in hand. I agree that the programmers should do their best to avoid introducing bugs, but this pretense that “things used to be better back in my day” is laughable, and I know it, because I remember what it was like “back in my day”. The stories I could tell about the code I’ve seen – some of them about the code I used to write – are a peculiar blend of horror and comedy.

But we don’t even need my stories, really. There are stories everywhere. Back in 1984, Jet Set Willy was the best-selling video game in the UK, and one of the most popular games for micros back then. I remember playing it on my ZX Spectrum 48k. The only problem was that the initial release had a bug that made it impossible to finish the game.

Now, that was a game that was distributed on tape cassettes, for those who still remember what those are. You bought the tape, you popped it into your player, you hooked the player up to the computer, and you waited several minutes for it to load and to start playing it from scratch. None of this “let’s continue where we left off” stuff that we are used to now. So imagine paying money that you could’ve spent on a book, just to get a game that you can’t finish because of a bug.

What did the devs do? They initially claimed this was a feature, that the bugged rooms in the game were filled with “poison gas” and that this was intentional, to make the game more difficult. Eventually, they admitted it was a bug and “released a patch”, in the form of several instructions you would have to type into the computer yourself before you could play the game.

Despite these bugs, the two devs directly responsible for developing this game were not fired from the company they worked for, because the game was just so damn fun. It spent weeks on top of top game charts across Europe.

I hope this little rant was both entertaining and informative, but in case it wasn’t, let me get back to the topic at hand: the prioritization of Orb of Nergal bug.

Let’s start with your claim about how you know it’s easy to fix because you’re a programmer. I don’t know if you’ve had a chance to work in the game development industry over the course of your long career. If I had to guess, I’d say you haven’t, because those who have worked on a big enough game know how much of a flaming mess it can be.

Out of 20+ years of my career, I spent only 2 at a game studio, but those 2 years were both immensely fun and also horrifying in a way only a programmer can appreciate. Unit testing is virtually non-existent, except maybe in the engine code for some of the engines. Hell, automated testing of any kind is virtually non-existent. QA people are used to being treated like shіt. Seriously, I once thanked a QA guy for helping me nail a bug and he was flabbergasted, because devs normally don’t thank them, they get angry at them.

And the code! Gods, the code in a video game like Conan Exiles can be a total dumpster fire. And I’m not just talking about the low-level C++ code, I’m also talking about the diagrams-as-code stuff that all the game engines like to offer these days. In Cryengine it’s “flowgraphs”, in Unreal Engine it’s “blueprints”, but whatever each engine calls it, it looks something like this:

That example above? That’s tame. It’s relatively simple and well-organized. I encourage you to download the Conan Exiles Dev Kit and explore it. I remember one blueprint that made me want to scream and run away.

Long story short, anyone who has worked in the industry knows that the words “this bug should be simple to fix” are more likely to come from either ignorance or cockiness, rather than experience. Yes, I’m sure there are game devs who could look at a bug and say it should be simple to fix, but I also know it’s not gonna happen as often as you and I would expect it to.

But let’s suppose it really is easy to fix. They still have to decide which bugs to fix at which point in time. You say you’ve been a programmer since 1995, so you should know how these things work: there’s a backlog of work to be done, the development is timeboxed into “sprints” (or iterations or whatever), and in each sprint, the team has to “pull in” the work from the backlog into that sprint. There’s always more work in the backlog than the team can accomplish in one sprint, and so they have to pick what gets pulled in.

Even in a non-game company, an easy-to-fix bug can stay open for quite a while if there’s more important work. And when I say “more important”, I don’t mean “if you ask our users, 80% would say they want this fixed first”. (And let’s face it, Orb of Nergal doesn’t even meet that criteria.) For better or for worse, that’s just one input into the prioritization process. Game development adds a further complication to that, because everyone has to have some work, including artists, which means that each sprint and each release always have to include some new content.

And that’s how you get where we, as players, are right now: “fighting” over which bug is more important. It will be a cold day in hell before Funcom decides they will stop all further development until all bugs are fixed, so we don’t have to “fight” anymore. They won’t do that, because that just doesn’t work. They’ll keep on developing the game and fixing bugs at a pace they’re capable of, and we’ll keep clamoring for them to fix our pet peeves.

TL;DR: Is Orb of Nergal an easy bug to fix? No idea, it might be or it might not. Is it the most important for players? I sincerely doubt it. Is it the most important for Funcom? Obviously not. Should someone “get fired” over it? No, get over yourself.

8 Likes

To be fair, the hotfixes we did get for the legendary chests addressed a bug that was probably the issue of most import for 0 players. Especially while rendering lag, in game asset use leading to lock up, admin panel fails, and server lock outs are still running rampant.

I think those patches were a horrible idea, if for no other reason than the optics it creates about priorities… Especially without a clear statement that the chests were a simple fix while the others are deeply nested in the spaghetti code.

Come on, look around these forums. Do you really think would’ve changed anyone’s mind? Here, take a look:
https://forums.funcom.com/t/patches-should-always-be-a-priority-over-dlc/180594/8

That was the reply to an explanation about why working on DLCs and working on bugfixes aren’t mutually exclusive and don’t really interfere with each other. If you go to trouble of explaining to someone how game dev works, based on your firsthand knowledge and experience, and they tell you “yeah, but I build houses so I know better than you”, do you really think they’ll give a damn about when you mention spaghetti code?

And it’s ain’t like that’s an isolated case, either. Apparently, explaining how this stuff works is “suppressing criticism”. :roll_eyes:

Let’s face it, one of the biggest problems on these forums is that everyone thinks Funcom has an obligation to keep explaining themselves down to the smallest details until everyone’s pleased. Guess what? They’ll never please everyone.

I wish they communicated more and better. I appreciated every time they tried. But look where it got them.

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There is a difference between people obstinately condemning despite knowing better, and people ignorantly condemning because they know no better. Many in the latter may still their fingers or at least be persuaded with reason… while the former are a permanent fixture of the interwebs and would build a bridge over themselves if one were not already provided.
It would be interesting to see density of animosity vs apologist during times of good communication vs times otherwise.

To be fair to all concerned, I doubt the team that interacts here has any more info than we do. It’s an internal issue.
That’s why a public relations and community engagement team get paid. It’s a job, and not a pleasant one. It’s the kind of customer service job that unfairly absorbs abuse over matters well outside of their influence.

Especially when they get to announce rapid fire patches no one asked for while having nothing to report on issues that are severely impacting quality of play if not ability to play as a whole.

Oh, and yes, I have watched the pendulum of “No new content, game dead!” And “Only push out cash grab, never fix bugs!” swing back and forth.
It’s absurd.

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From what I’ve seen so far, there doesn’t seem to be much difference when it comes to animosity. That’s why I said “look where it got them”. Over the time I’ve spent on the forums, they made several attempts to improve communication. It was always met with plenty of hostility. And those of us who pointed out anything along the lines of “but look, they’re communicating more, like we asked” would get called the usual names.

Nothing really changes that much around here. The insults and the abuse people sling stay the same, only the faces change.

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Is it bad that I read that in the
“War… War never changes” voice?

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If the message remains constant, but the individuals conveying said message change, then the message is a consensus. We base our predictions on our history. The past is always a good indication of the future, especially if we are speaking of an entity that repeats mistakes.

1 Like