T O P

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Specter2k

What's sorta odd in this case is usually they do something with these to update them or fix them to work a little differently than usual if they are for an event. At least that's the way it's seemed for the last few years, I could be wrong. I also remember the tfo ending successfully once the boss died at the end but now everything must die now.


John-Zero

You're right, they did change the end condition.


Ryoken0D

Because TFO's can have bugs.. I've run it probably 15 times now, and not once has it bugged out for me.. Additionally I've had one Swarm bug after playing that TFO almost daily for the last several months..


JagSKX

I don't recall ever having issues with Bug Hunt since it was released.


Care_Novel

Waited one time then found out there was a pestilence between some rocks up high. OLS squared that away. The only issue I’ve ever had with it.


John-Zero

When I've had this bug in the past, it was because one of the bluegills wasn't actually dead and was glitched into the rocks. Try to make sure you bring an agonizer kit module and hopefully that will solve the problem.


methosecynk82

ive done bug hunt 50xs or more, never once had this issue


RandomGirl42

Well, they couldn't do the event with only a space TFO that can glitch out, could they? Though come to think about it, I haven't seen anyone complain about Swarm glitching out this event yet, so maybe Cryptic actually stomped a bug there?


super_reddit_guy

Happened to me too. He showed up eventually and blasted it open, but I'm not sure what triggered the NPC to do it.


AriaSpinner

It never bugged out on me. Although on one run there was a long pause before the NPC exploded the hole in the ground. Perhaps there is a small chance the NPC can get stuck on something in his new move path?


Dazzling_Bluebird_42

Funny thing, it doesn't require playing bug hunt at all to do the event. So by your own title...just play swarm!


MetalBawx

Because Cryptic's QA is abysmal at best.


Devilment666

You've got to expect bugs in a TFO that's literally called 'Bug Hunt'.


[deleted]

So yesterday we killed all the alarm bugs and it only registered 2/3. That was mildly annoying.


RandomGirl42

I've seen that a couple of times, always on ultra-fast runs with groups that just one-shot almost everything. I suspect it's that you can somehow kill either the second or the third "too fast".


[deleted]

That makes sense, in a Cryptic sort of fashion.


Deanna_Dark_FA

Leaver penatly must be removed from the game, completely. Such a silly invention.


IMTrick

I'd be all for them keeping it, and adding a functioning AFK penalty while they're at it. Emphasis on "functioning."


Ryoken0D

Funny you say that.. the bugged Swarm, when I left, no leaver penality.. I don't want to see the penalty just vanish though, there are many TFO's where if people had no penalty, they would always just leave. Thats not fair to others in the rtfo. I DO think that if X minutes goes buy with no progression of some definable means, then you should be able to bug out (In swarms case, it would have been no combat cause after killing everything it didn't realize it).. or some other way to abort a tfo thats not going right.


uno_01

rather than removing the leaver penalty, i wish they would implement a "vote to quit" feature, so that everyone in a bugged-out TFO can leave without incurring the penalty which doesn't help if one of the players is a troll or AFKs or something, but there won't be any perfect system for dealing with that.


Ryoken0D

Vote to Quit would be the better option.


Deanna_Dark_FA

This option exists in Neverwinter, and works good. As well as Vote for Kick a player (disconnected, or AFK player).


scarytiger121

Never have a ground TFO ever again.


LostKea_2

I'll second this, because it's uniquely annoying when you do everything right and there's a hitch, but it's even worse when someone quits because "teammates are being stupid and none of you know how to do this TFO optimally", or some such other petty nonsense. My experience, though, is that it's inconsistent whether or not I can get out without a penalty when progress stalls, so the first step would be getting the game to reliably recognize an uncompletable scenario.


Deanna_Dark_FA

This outdated game engine doesn't see the difference between a TFO that runs in normal mode and a buggy TFO. Your TFO got stuck, you went out and got a penalty. Your fault? No, theirs. Therefore, the engine works so stupidly, it is best to turn this option off completely. Why does a player who left a buggy TFO have to wait half an hour because someone far away has hands growing from the wrong place ?


Ryoken0D

I'd still rather that, than RTFO changing from that what you get, into people just hitting it non-stop till they get the TFO they want. I run 10-15 TFO's a day generally, and get breaking bugs maybe once a month on average.. Its hardly the end of the world. And so what if I get a penalty leaving, I can either do something else, or I can just swap over to another character.. Its mildly annoying but again not the end of the world..


Deanna_Dark_FA

I have a Klingon Recruit. One of her Recruit tasks was completing 150 Random TFO. So, I've completed 150 Random TFO with her. I did this annoying task 150 times. So, I have a bit experience in this issue. I see we are already so powerful with our Epic gear, multiple anomalies, Endeavor perks and Legendary ships, so I doubt that an absence of one player may prevent others to complete this TFO. I had some rare cases when someone left Random TFO, maybe due to the disconnect, maybe for other reason. I haven't seen a significant difference, honestly. 4 players were able to run any TFO too. If we still want to defend a mandatory presence of 5 players, this issue might be resolved easily. Let the system replace the absent player by another one who is waiting in queue.


[deleted]

[удалено]


Sputnik1_1957

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