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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam aliquet, metus non rhoncus aliquam, ipsum felis vulputate est, id rutrum tortor justo eu augue. Morbi erat lectus, tincidunt et condimentum id, auctor quis diam. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Morbi et elit iaculis, sollicitudin quam quis, gravida mauris. Nulla auctor felis orci, ac dapibus nibh bibendum sit amet. Phasellus scelerisque turpis lectus, sed vulputate dolor ullamcorper et. In aliquam nisi interdum, mollis dui id, sodales dolor. Aenean aliquam est in neque maximus iaculis. Proin et leo tortor. Suspendisse tempus metus eget mauris egestas consectetur. Nullam vel purus ut metus ullamcorper rutrum et vel est.

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that list is that long that it does feels shameful

@Community

They said it was intentional.

It is stupid and makes no sense, but if it is intentional, it is not a bug.


Long time bug I’d like addressed is the inability to cast spells when the light/heavy attack keybinds are swapped.

That seems fairly comprehensive.
This one had an issue that this one isn’t certain is a bug. Inquiries all those years ago never got an answer.

The Primeval set has bracers.
They have stats and can be acquired as loot from slaying first men on Siptah.
But instead of a normal item image, they appear as a sack (like other unimplemented items).
Crafting them is not learned when one learns the Primitive and Primeval sets.
They cannot be spawned in admin panel.

This one isn’t certain what part of this is the bug.
This one prefers to think that since the item is part of an existing set, and has full in game stats to include appearing as loot, the lack of image and crafting options is the bug…

This one had a thread from Aug 2021 asking about it. If the link would be useful. But it wasn’t a bug report because what part of it is the bug?

A lot of those are results from basal errors in how the code handles verifications.
However every time Funcom tries to fix a problem, they seem to “fix” the “effect” of the problem, not the cause.

Pathfinding is a good example of it:
The NPCs seemed unable to navigate built structures, so they created made them “teleport” when stuck. They then seemed unable to navigate the conditions in which they would “teleport”, so they started to make them “ghosted” to pass by obstacles. They them started to fall through buildings, traverse walls, which then was fixed by changing how the solidity of buildings work, which in turn made player characters start to fall through building structures.

The main thing is that pathfinding is one of those things the industry has long had a lot of algorithms designed to it. Beating the dead dog, but if you will buy stuff on the marketplace, buy the stuff that is defective in your game at least.

Or teach your NPCs some manners:

Dont need to give them superpowers, just a little intelligence.

Now, if you turn on the living settlement and have a certain number of conditions to apply in terms of thralls going through certain types of buildings, like stairs, bridges, fances or windows, they not only “traverse solid objects”, your own player character also does. But while they turn back, your character do not, and you have to restart the game to be able to “participate in the physical World” again.

Wow @Kikigirl
Great list! That must have taken a LOT of time!

You’re on Santa’s nice list for sure now! :santa:t2::gift::christmas_tree:

Treating the symptom rather than the disease is a problem in so very many fields.

Good God. That is worthy of opening an Asura title.

Excellent work in bringing all this together - hopefully the devs take notice

People talking about shops in games as if it was inherently a bad thing.
Conan Exiles is the one game anyone can cite as the ideal way to put a cash shop in a game.
You can play the game in its entirety ignoring the shop, and besides one or other loading screen, you arent even bothered with offers.
It is one more of those things that get mired into the “worthless whining” that dilutes the importance of the real issues as listed in this topic.
If their shop is the way it is, it could be overpriced, it could have useless ugly items, it would not matter. It is not like you are posed a window asking you to “buy the next tier” building if you havent. Every tier, every kind of weapon, every step of progression, they all take part on the base game.
If anything, the cash shop is another thing that shows how they can do things right when they want to.

An excellent and very thorough attempt to document the scale of the issues, kudos.

I hope that Funcom will have the decency to show this the respect your efforts deserve.

It is worth noting that these have been parsed and reviewed for reproduction steps.

@den @AndyB @Community - If you need a list to work from - this is a pretty solid list. I would very much be interested in a comparison - run against any sort of internal bug list you might be operating. How many have we collected that aren’t on your list? What’s on your list that we haven’t encountered?

waves to Xevyr :smiley:

I feel like I should mention this again. Compiling a list that they can look at is fine and may be useful to them, but expecting them to respond to it with anything more than a generic remark is expecting too much.

i have to agree.

they probably fail to respond internally …

but i do hope this helps them as i really believe they have a huge level of disorganization within their own teams…

i am not going to post reasons of why i think that because it will potentially derail the thread.

good job on that list Kiki

Living settlements thralls blocking doors can be “cured” by open/close blocked door - thrall will move. Another tip for LS is when workstation seems occupied (even though there is no thrall by it) - getting thrall to follow/unfollow couple of times usually work.

Ok updated, thanks @Tephra and @LostBrythunian.

Also fixed a few typos and grammatical stuff.

Not sure this is a bug. As I asked before, why would I care about patrons I cannot interact with at all? The lack of names makes it much easier to determine who is available.

I dont know if living settlement thralls block doors. No thralls block doors in my game.

But the essence is: No system in the game should be reliant on workarounds to fix the problems that system introduces. You could have workarounds to fix problems of not doing what the system EXACTLY was meant to. Meaning: You could require the user to workaround the fact that thralls DO NOT use elevators, which is something that is not introduced by living settlements (the elevators). You should not require users to fix the inconvenience of living settlements by using elevators. That is something on the “best practices” of game development.

It is like introducing an accelerator pedal in a car that might slide off because it is not mechanically attached to the handle, and ask customers to get used to step on it a little up pressing downwards so it does not happen (yes, specific example of a natosphere “genius”).

Maybe I’m misinterpreting the purpose of this thread, or maybe I’m right and @Kikigirl was too diplomatic to spell it out, but the way I see it, the real usefulness here is not to get a reply from the devs, but rather to help the community track the history and status of the bugs.

I’m sure the devs have their own bug tracker, but since the communication between the team and the playerbase is a-freaking-bysmal and the quality of the game is downright shoddy, this thread has the potential to become an essential resource for the community.

I did not write that to Kikigirl.