Recon Update Issues Feedback Thread

The original GZ concept actually. All the basic stuff we’ve got back in 2019 - no bases, no experimental weapons, no bicycles, no Plundra, no revamped/destroyed landscape. Just the basic “what the heck happened here” and survive long enough to find out.

So yeah, why not.

And for anyone out there asking for these features, make them optional/DLCs.

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If things were that simple. Just what you want, no matter what others want. You know that’s not the way. The devs will come up with a fix. :coffee:

Yeah, I know but what I mean is why would FNIX randomly do this? How is this supposed to fit in with the overall narrative that the game had established?
These question is what makes me dislike the idea of these control points the most (apart from everything I stated in my previous post).

PS.

Yes, forgot to add “blow up even more walls to find spawn generators” :stuck_out_tongue:

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But that’s only because your game still need a fix first. I have been doing these Assault using tactics, and they were great fun. I didn’t need a fix. I claimed the bases as soon as I could. But just the fights with normally spawned enemies, bases combat too will become repetitive.

I know it’s very annoying for those that can’t play the game normally, but I believe that a “reasonable” solution will be found. :coffee:

That’s not really what I was getting at, I said to remove all but the original one with the look to add them back with unique places / scenarios, with one in each region. That’s hardly “removing every thing some group of players didn’t want”. But having 20+ of the exact same scenario spread throughout the map has added nothing quantitive to the game but issues.

Have base building / assaults by all means, but aside from the first one which was genuinely a new feature the rest are just copy / paste jobs scattered throughout the map. I say have them, but put them in unique places, with different locales / environments / set pieces. If you’re going to implement something then take the time to do it right.

If a feature is not ready for prime-time or has caused issues then the devs should not be afraid to put their hands up, excise it, and put it back when it is. Better still, run two versions, a beta and live. Let people play on a stable build while others can opt to take their chances with a beta. Then push the beta to live once it’s ready.

I get that they’re evolving the game and it’s going to go in directions I may or may not like, but unwittingly beta testing a fully paid for product that was sold “as is” shouldn’t be acceptable in 2022. I’m fine with Second Extinction breaking, or any of the other Early Access games I’ve bought over the years, but until the recent EULA change GZ wasn’t that, or at least it wasn’t sold like that.

Edit:
Re-reading this, it might come across as angry, but it’s not. I’m just tired of broken updates and genuinely worry for the devs, the pressure they’re under and the long term viability of the game.

I work in software development and as well as the direction of development for the software projects I manage, I’m ultimately responsible for the quality of my company’s releases. I genuinely feel for the devs but at the same time I do wonder what processes they have in place regarding quality control and version control. Most often bugs are a result of pressure / time constraints and associated corners being cut and very rarely a “lazy” or “incompetent dev” (something I tire of seeing ‘armchair coders’ call out). Whatever the process is at the moment, for one reason or another, it doesn’t appear to be working and I hope the devs are given the time and space needed to address this deep rooted issue. The root cause goes back years, and the bases just seem to exacerbate it.

Personally, I’m all in favour of turning features off, whether I like them or not, if it will reduce bug reports and take some pressure off.

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I said that as a hypothetical, not that you were saying that. :grinning:

And for your last contribution to the discussion, it doesn’t come across as angry. I like that you are respectful in the reactions you give. So I am cool.

Whatever the devs decide, they will not hear griping from me, even if they take features away that I had no problems with.

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Ok, I gave it another try, chose a FNIX CP (Level3, the one left of Häckebergjasön lake (btw why isn’t the lake showing up on the map any more?)) and tried to destroy it.
All went okish (no ticks, no distant alarms) and I was able to reach the base without a crash.
I fired a bunch of rockets and was able to destroy the walls, several dozens of runners and finally one after another spawning pod (idk 5 or 6, it was a bit hectic at that point) but in the end the bug with the shield generators ( infinite repeating “E-loop”, no interaction possible with the generators) prevented the total extinction of the base… Again…

So I guess I’m done with this for now until either a fix/solution is developed or I get bored waiting and deinstall GZ.

With 11 currently active FNIX bases my game returned to a stable, unplayable state :relaxed:

:blush: Claimed all that I can claim (14). What do you think, stable? Or unstable?

Hey, I understand your frustration, but please try to stay constructive without using inappropriate language :slight_smile: I’ve edited your post accordingly

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I read in the new update that you seem to think you fixed the problem with Ticks spawning out of a dead Hunter non-stop. Sadly I have just finished playing it this early morning 8/34/2022 at about 3 am PDT. I was at the Boo Church and just finished killing the last Russian Mechanical boss and waited for over 45 min. waiting for the Ticks stop spawning, I didn’t want to forfeit the items I wanted to salvage from them. I had to give up after 45+ min. and just had to leave and forfeit the salvage of several Walkers, Hunters, Harvesters, Tanks and 3 Russian Mechanical transports and several of their ball vehicles. This all happened outside the Boo Church, in a field located at -189.962, -1947.305

My specs.
Platform: PC
playing single player
MSI GE 75 Raider notebook w/32 GB RAM
Win 10 Home
Intel I7 - 10750
NVIDIA GeForce 2070 RTX SUPER

I believe they are aware that the infinite tick spawning isnt fixed and are working on a fix to it, hopefully it does get fixed this time. For now, get rid off FNIX Bases if you can and you should be able to prevent it from happening since they are tied to about 7-10 FNIX bases being active.

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Seeing a lot facing “infinite ticks” issues, but I can’t say I’ve noticed that yet.

What I have noticed however, are infinite lynxes and runners.
Certain CPs have runner spawners, which was fine, didn’t think much of it while dealing with hunters/turrets from a nearby watchtower…
Suddenly there were a good few dozen runners at the base of the tower and around the CP walls. And by a few dozen I mean literally well above 40-50 runners in the span of ~10 minutes.

That being said, I’ve also been chased by around 2-3 dozen lynxes, all spawned from two wolves.

Also, am I the only one facing an issue where the equipment wheel will randomly activate while zooming a scope? Haven’t seen any posts here regarding any of my mentioned observations, so was wondering if I was the only one noticing this.
(Infinite CP spawn has been mentioned, but didn’t realize it would literally infinitely continually spawn runners/hunters)

Are you playing with gamepad?
Maybe your trigger is too sensitive?

I have controllers (primarily for Rocket League), and one was attached when this happened once, but I disconnected it with no luck. But to answer you, I’m playing GZ with KBM.

Also had my character stuck in a continuous “run-walk-run-walk” loop, leaving my character unable to crouch/crawl, so I’m thinking there’s an “interrupted input” glitch being introduced by the latest update(s) :neutral_face:

PC?
Steam or xbox gamepass version?

Did you try to reassign the keys/buttons in the settings?

Steam, yeah.

And nope, haven’t done that, why? Is there a conflict in the default bindings?

There was a change for key bindings in the update regarding movement. Maybe it could help. It’s just a guess.

I had a quick peek at the bindings just now, and couldn’t find any conflicts, so I don’t think this is the cause.
Also, it happening sporadically reinforces my theory of this being a bug instead of a conflict.

The real issue with this is that it’s persistent; when it first happens once, it’s gonna keep happening extremely frequently until a reboot of the PC (closing the game doesn’t help, and confirmed it’s not a keyboard issue as typing during the issue doesn’t show similar symptoms. This was my thought at first, since the run-walk-run loop indicates the SHIFT key being spammed, but again, typing doesn’t produce any random capitalized letters)

I guess it doesn’t matter if you play alone/as host or as guest?

Otherwise, for being guest, could it be an input lag?