[merged topics] multiple bugs with Wave nodes

2

Comments

  • Vhailorx
    Vhailorx Posts: 6,085 Chairperson of the Boards
    Nah, the carried ap pools are most of what make survival nodes different from just playing two matches back to back.

    But it was clear when survival nodes were introduced that the intent was to start us off against goons, and then bring in villains in the later rounds, so the difficult scales. That's out the window completely with 3 + 3 tile matching enemies. And even worse when they are grossly overleveled.

    But the technical bugs are getting annoying (especially passive triggering on round transitions).
  • Seriously
    Seriously Posts: 17 Just Dropped In
    I totally had nothing to do with the wave nodes, don't blame me.
  • Dayv
    Dayv Posts: 4,449 Chairperson of the Boards
    _RiO_ wrote:
    You'd think the devs would appreciate a compendium of known issues to deter duplicated bug reports.
    But ofcourse, their mind is on the 'dirty laundry' effect instead...
    You can (and should) also put in bug reports through the customer support page.

    I'd love it if Demiurge would engage in these forums more, even if it's just to acknowledge a bug like this and say "we know it's a problem and we want to fix it but this one' going to take some time..."
  • Faklaw
    Faklaw Posts: 5
    Seriously wrote:
    I totally had nothing to do with the wave nodes, don't blame me.

    Surely you can't be Serious?
  • Redrobot30
    Redrobot30 Posts: 348 Mover and Shaker
    Faklaw wrote:
    Seriously wrote:
    I totally had nothing to do with the wave nodes, don't blame me.

    Shirley you can't be Serious?

    I am serious, and don't call me Shirley. icon_e_biggrin.gif
  • timbopp
    timbopp Posts: 88
    Yes! I've seen heaps of wave node quirks recently. A few days ago I was playing The Big Enchilada wave node of Deadpool daily. I cast an attack as a finishing move on the third wave which caused a cascade that combined with OML's match damage and wiped out each of the last 3 opponents on the final wave. After which, instead of victory, those 3 final opponents got a redo and I had to beat them again.
  • Kjempen
    Kjempen Posts: 117 Tile Toppler
    Please see also this bug: https://d3go.com/forums/viewtopic.php?f=9&t=44621 as it's also wave related.
  • fork1977
    fork1977 Posts: 94 Match Maker
    Can confirm the Captain Marvel damage effect happening in the wave after enemies have been downed. I also had this happen with 2* storm's Raging Tempest
  • _RiO_
    _RiO_ Posts: 1,047 Chairperson of the Boards
    DayvBang wrote:
    _RiO_ wrote:
    You'd think the devs would appreciate a compendium of known issues to deter duplicated bug reports.
    But ofcourse, their mind is on the 'dirty laundry' effect instead...
    You can (and should) also put in bug reports through the customer support page.

    That doesn't help in preventing people from duplicating reports tho', does it?
  • firethorne
    firethorne Posts: 1,505 Chairperson of the Boards
    I've just repeated some of the Enemy Agents wave nodes on EotS, and even starting round 2, it said starting wave 1 of 2. I'm fairly sure I've seen this problem in DDQ as well.
  • udonomefoo
    udonomefoo Posts: 1,630 Chairperson of the Boards
    This bug has been around for a few weeks now.
  • fnedude
    fnedude Posts: 386 Mover and Shaker
    It's also not showing the wave node gaining levels (I don't know if it did before).

    The counter like the standard waves do.
  • bigsmooth
    bigsmooth Posts: 375 Mover and Shaker
    In today's DDQ big enchilada, I killed the last enemy in wave 3 (I assume it was with match damage, rather than a power) and right before the "next wave" banner appeared, I was hit with an Adamantium Slash from Wolverine. This was confusing - Wolverine was in the last wave, but that wave's characters had not yet appeared on screen (it still showed the wave 3 team with their "downed" icons.
    It wasn't a fluke because I actually lost and had to play it again, and the same thing happened except this time Psylocke's Psi-Katana power was the one that fired before the final team was displayed. I don't think it actually affected the gameplay - it's just being displayed in the wrong order.
  • _RiO_
    _RiO_ Posts: 1,047 Chairperson of the Boards
    bigsmooth wrote:
    I don't think it actually affected the gameplay - it's just being displayed in the wrong order.

    It doesn't affect the gameplay in your specific case.
    In the general case, enemy skills that have self-damage components to them will be processed against the (already dead) last wave. And in those cases, it does affect gameplay.
  • Zyrook
    Zyrook Posts: 111 Tile Toppler
    In today's Deadpool Daily Quest I used an AOE skill (Whales Whale Whales) to end a wave in the survival node. Hulk came up on the next wave and immediately got an Anger countdown tile. He wasn't active when the power fired, so he didn't actually take any damage.
  • Garison
    Garison Posts: 15 Just Dropped In
    Had this happen, too, and also had a similar thing happen earlier in the weekend with xfdp. Used aoe power to clear third wave and 4th wave opened with x enforcer triggering.
  • Jwhitmire36
    Jwhitmire36 Posts: 52 Match Maker
    This one is bizarre, just went to play EotS sub 4 Iron Fist essential wave node. I picked my 2 other players and TU's and went into the match, but suddenly I only have 1 player on my team and it's Level 1 Iron Man model 35 who I don't even have on my roster!?!?



    Moderator note: this bug is not actually specific to wave nodes, and has a separate thread over here, as reported by _RiO_ : https://www.d3go.com/forums/viewtopic.php?f=9&t=45579
  • _RiO_
    _RiO_ Posts: 1,047 Chairperson of the Boards
    This one is bizarre, just went to play EotS sub 4 Iron Fist essential wave node. I picked my 2 other players and TU's and went into the match, but suddenly I only have 1 player on my team and it's Level 1 Iron Man model 35 who I don't even have on my roster!?!?

    Isn't it nice how, since R101, we've been getting a metric ton of regressed bugs?
  • Dayv
    Dayv Posts: 4,449 Chairperson of the Boards
    _RiO_ wrote:
    Isn't it nice how, since R101, we've been getting a metric ton of regressed bugs?
    Please keep bug discussions on topic. The linked topic is unrelated.

    Further, these wave node bugs aren't regressed, they've been present for some time.
  • _RiO_
    _RiO_ Posts: 1,047 Chairperson of the Boards
    DayvBang wrote:
    _RiO_ wrote:
    Isn't it nice how, since R101, we've been getting a metric ton of regressed bugs?
    Please keep bug discussions on topic. The linked topic is unrelated.

    Further, these wave node bugs aren't regressed, they've been present for some time.

    Yeah, but this particular bug that the previous poster mentioned; team members being swapped out with random 1*s, is definitely a regression.
    We haven't seen that one since the R40 releases.

    As for the linked topic being unrelated: it's kind of directly linking the previous poster to where their bug was already reported?
    (Sure; I guess you could say it's offtopic because the previous poster's report already had nothing to do with wave nodes. But quote/cite their post then...)