http://dbd.game/killswitch
Congratulation devs
It's a high level professional to keep a bug for 2 weeks that broke the game in 2v8 with wesker, that he grabs a surv and it keep it on shoulder keeping the killer in hostage to doing nothing and leave the other killer mate alone vs 7 ppl
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Well, if you got the solution by all means share the code
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The solution to the bug is to just go back to 1v4. Not their problem if you insisted on playing 2v8 knowing Wesker has that bug.
(Yes, this is sarcasm but a CSR rep did actually say this.)0 -
I mean, I get why they couldn't just kill-switch Wesker, cause its an RE themed 2v8 and so they probably couldn't without making Capcom mad, but… they should have prioritized fixing the bug ASAP, and what that one CSR rep said was… very cringe.Post edited by Rizzo on9 -
Actually the bug can happen to ANY killer.
I've tried to catch a Meg opening a gate and when I did I, as Nemesis, got stuck the same way.
Catch/grabs are bugged. Something related to the transition to the automatic hook animation that sends the survs to the cages.
Thing is with Wesker this happens WAY more often because he's frequently grabbing survs2 -
Idk why they don't fix this. The funniest part of this bug is how random it is - sometimes I play 10 rounds without it happening and sometimes it's every 2 rounds. Well at least I can still be a minor inconveniance even with it happening, at least they can't do a gen where I am AND sometimes I might even be able to down someone xD
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Yeah, it's pretty prevalent in 2v8, like 1 in 10 matches with Wesker I've seen, maybe more often. I feel bad for those players who wait forever in queue just to have that happen.
But I remember seeing it in 1v4 in the past, too. I've personally only seen it with Wesker, though.
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Some Bugs are harder to fix than others. Who knows how much time it takes to fix this specific Bug, especially because there was no PTB before, which usually can show such a Bug and either makes it possible for the Devs to remove it or drastically lowers the it is in the Live Version of the game.
Not saying that it is good that this Bug exists. But if it happens in 1 out of 10 games, chances are high that it did not occur during playtesting. And then it is difficult to fix it for a mode, which is only around for quite a short amount of time.
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The only time I ever genuinely raise an eyebrow at BHVR is when they say something like that. Like any reasonable person understands a bug is a bug, and if it can be fixed/patched so easily it would be...
However all they have to say is "Thank you for reporting this issue, we are endeavouring to fix the problem as soon as possible. In the meantime, while we understand this is a serious issue, we have deemed the issue isn't prevalent enough to warrant a killswitch at this time, but we are continuing to monitor and reassess this problem while we are attempting to fix it".
This is all anyone wants to hear... it can of course be complete bollocks; anyone who has worked in customer service knows this is basically conveying the same message of "just shut up and deal with it", but it's done in a way that gives the benefit of the doubt... 😏
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I prefer that they just stay focused on Operation Health. This bug isn't big or prevalent enough to drop everything and address.
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I saw this bug on Billy too by the way. It seems that every killer can get stuck while picking up a survivor.
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if survivor.isGrabbed { wesker.Action("Just-Hook-Them-Lmao") } wesker.Action("play-with-chris") time.sleep(420) wesker.Action("do-other-stuff")I'm accepting job offers from BHVR. My starting salary is $100,000 CAD.
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And the most frustrating part is that they knew this bug was in the mode and decided to release the mode with the bug anyway, hahahahaa. This is unbelievable.
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I mean, if they show us the code… DBD as open source would be fun.
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That happened once... kind of....
Was NOT fun.
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Welp, guess you're the one to fix it, get cracking X)
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Don't forget console certification so you need at least a week time lead on all patches.
Meanwhile, everyone is yelliing at them for introducing new bugs because they're rushing things…
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Not for hotfixes. I know warframe updates are generally followed by like 10 hotfixes spread through the following week.There's a difference between fixing bugs and adding/changing content.
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Look at this snake….get it python joke.
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Hmm, okay well they just implied it was a Wesker only problem, so because you could not guarantee that you would not be against/ teamed up with a Wesker, just don't play 2v8.
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The way it works for the consoles for DBD is that each any every patch (no matter the size) has to be separately certified be Microsoft and Nintendo and Sony. This can take up to a week, and is not free either. If is was only Steam they could put out a hot fix a day of they wished to, but it's not and they have for years put out all platforms at the same time.
That's why they plan out their updates pretty far in advance, and cram everything they can into them. Those of us who have been here long enough remember Trickster's chapter being delayed a week or so solely because one of the console makers hadn't certifies it yet.
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Why would this be completely different for other games on the same platforms?
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I haven't a clue. As far as I know it's just like this for DBD.
In 2016 during the first year of the game's existence it was just on Steam only. The following year they ported it over to the consoles, then Windows I think, and much later on came Stadia and Epic.
Back then their updates would come out around roughly the same time for all the platforms, but separately and at times days apart. Then they streamlined their patches and released them across all platforms all at the same exact time. It must be better for them internally to do it that way.
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That's essentially the same story for Warframe. Started off on PC, then got released on consoles, and even on IPhone. They ALSO did cross play and cross platform progression, but like I said...have no problem doing hotfixes. Sometimes they'll have multiple hotfixes in 1 day.
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Gather around the campfire folks it's story time:
I think several things work against problems getting patched out quicker than anyone would like, prolly the devs themselves as well.
The biggest culprit is easily DBD's famous unwieldy code. Underneath everything is the 2016 Blueprints, seasoned with C++ sauce over the years. Despite even an engine upgrade things break easily (often unrelated directly to changes), are hard to recreate due to no recording on their end, and persist.
Most developers of any size when porting their game to the consoles hire out expert services to optimize their code. DBD chose to do this in-house. This tells me they alone are the only ones who actually kinda maybe can sift through their code and understand how it all connects together. A lil. The best example of all this would be back in May 2019 announcing their goal of getting all platforms to 60fps minimum. After like a year and a half and the absolute biggest thread this forum has ever seen, they fessed up that they just couldn't do it. Not because machines like the PS4 or Xbox1 were not capable of it, but because of an unsurmountable resource bottlenecking problem within the code. It also shows in even stronger PCs using an inordinate amount of processing to run this game. It's also why it's practically impossible to add in a replay system to ease with reporting, it's taken 8 years to add M&K support, etc.
The other major factor imo for so many issues is the relatively small size of their team in 2017-18. I think this led to imperfect knowledge of how to port their game smoothly, in particular things like cross play, cross progression, the process of putting out patches, and so many others. Not having all that in place back then has reared it's ugly head repeatedly over the years. I consider it how they went through their growing pains really, combined with some lack of foresight that they have to be dinged for.
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Why is no one bringing up his zero cooldown bug so he can hit you with his power and immediately m1 you. That is just as bad
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Which means the certification wait times from the console companies was just an excuse for not being able to untangle their own spaghetti code enough to fix game breaking bugs in a reasonable amount of time. The irony that they'd do this whole "trial" program to let ppl play Wesker before possibly buying him, only to immediately showcase a bug that hits Wesker the most often would be hilarious if it wasn't so bad. If only they'd do similar Trials for new characters so we can see how buggy they are before buying them.
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Blueprints haven't been in a thing in the codebase for years, from what I recall McLean saying.
I think they're generally doing OK but I'd speculate they run into difficulties because there's so much content being developed and worked on simultaneously.
And yeah, they can hotfix stuff pretty quick if required - I forget what it was, but I remember a hotfix coming out last year on a Friday evening? Was it a final fix for the Trickster flashing lights issue? But the Wesker thing isn't a big enough issue to deviate from their standard patch release approach.
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I agree with you it is an operational issue that needs to be fixed. Where we disagree is language and tone. You can’t talk to talented software engineers with degrees, certifications, and experience like this and expect them to be motivated. The code monkeys need to be respected for their time and effort, too. I hope the company’s shift in strategic vision to game health will lead to an internal culture where problems are hot fixed just as quickly as other live-service games on the market. The board members at BHVR want to compare and contrast to make decisions. It’s difficult for these stakeholders to engage and appreciate highly negative feedback.
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