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  #31  
07-23-2014, 05:28 PM
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Ah well, sure patches are coming as early as next week. I mean JAW cannot afford the sheer level of playtesting, I imagine, that a juggernaut like Valve can. And with a big 2.5D platforming Unity game I imagine the amount of potential bugs can be enormous.
If they'd handed out codes, I'd have done it for free, kept my mouth shut about absolutely anything, and paid for the game later on. I'd rather have done that than make someone face some of the annoying situations I went through first time round, e.g my game crashing twice and not being able to do fuck all to save it.
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  #32  
07-23-2014, 05:40 PM
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Well at least people who pick it up in a couple of weeks, and players on every other platform, won't be encountering these bugs (hopefully they being the only real game breaking bugs).

Also, I'm not sure they could just get some of us to playtest. I could be wrong but I imagine it wouldn't be as simple as handing out codes to a few OWF members. There's probably playtesting organisations or something. I dunno.

EDIT: and I'm not sure sure they'd actually want members of OWF picking apart their game in front of them. And it's probably always best to playtest new players - since JAW themselves can pretty much stand in for veteran players.
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  #33  
07-23-2014, 05:49 PM
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Well at least people who pick it up in a couple of weeks, and players on every other platform, won't be encountering these bugs (hopefully they being the only real game breaking bugs).

Also, I'm not sure they could just get some of us to playtest. I could be wrong but I imagine it wouldn't be as simple as handing out codes to a few OWF members. There's probably playtesting organisations or something. I dunno.

EDIT: and I'm not sure sure they'd actually want members of OWF picking apart their game in front of them. And it's probably always best to playtest new players - since JAW themselves can pretty much stand in for veteran players.
You make it seem like I'm out to offend and berate their work. This is by no means true. I'm simply reporting back what I've witnessed. The rest is near perfect and I thoroughly enjoyed playing through the game, however this is a thread created specifically for reporting problems. All I'm saying is I wish we'd had the opportunity to report some of these basic things (e.g my save completely disappearing or the game just shutting down) even a week beforehand. I agree it probably wouldn't be as simple as "here's a code, go test", but I think I have some sort of a point in there somewhere, I hope! :-)
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  #34  
07-23-2014, 05:56 PM
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Only happened once but I killed 2 sligs and afterwards you could still hear them walking and talking.
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  #35  
07-23-2014, 09:28 PM
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Just a note to say we're truly sorry that the crash bugs made it into the game. We've identified them and have fixed them (so I'm told) and we'll get a patch out ASAP.

Again, truly sorry.
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  #36  
07-23-2014, 09:46 PM
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  #37  
07-23-2014, 09:54 PM
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Just a note to say we're truly sorry that the crash bugs made it into the game. We've identified them and have fixed them (so I'm told) and we'll get a patch out ASAP.

Again, truly sorry.
All good, your save systems in game are superb and they remember my last quick save at times so nothing was lost at all. Just had to reboot the game and it was waiting at where i was at.
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  #38  
07-24-2014, 01:24 AM
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I've been having a few audio issues as well, though I'm not sure they're all strictly speaking bugs.

Sometimes the volume levels seem really out of place and strange, like a slig shooting from the background is really quiet, while the UXB bombs seem really loud. In the Abe's Moon cutscene as well, the music seems much louder than the narration, to the point where it's very hard to make out Abe's speech.

Sometimes the dynamic music isn't very responsive, such as with slogs, where the chase music doesn't actually trigger at the right time (like when they don't actually follow after you).

Every now and again, a sound won't play as well. Not sure what causes this, but particularly speech seems to be affected by this.
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  #39  
07-24-2014, 01:35 AM
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You make it seem like I'm out to offend and berate their work. This is by no means true. I'm simply reporting back what I've witnessed. The rest is near perfect and I thoroughly enjoyed playing through the game, however this is a thread created specifically for reporting problems. All I'm saying is I wish we'd had the opportunity to report some of these basic things (e.g my save completely disappearing or the game just shutting down) even a week beforehand. I agree it probably wouldn't be as simple as "here's a code, go test", but I think I have some sort of a point in there somewhere, I hope! :-)
That's just the nature of forums man. It's hard to grasp a tone sometimes!

Last edited by Holy Sock; 07-24-2014 at 01:38 AM..
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  #40  
07-24-2014, 01:37 AM
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I have to admit my game froze in Zulag 4 with a slig voice lock. I really enjoyed playing the game, but unfortunately all the bugs kinda ruined the experience for me :/ I would like to play through it again after a bug patch, so I can in a sense give the game another try. Before anyone accuses me, no I'm not throwing shade, I'm stating my experience truthfully. The gameplay is amazing when it goes right. But there are definately parts even on hard mode that are very repetitive, like trying to get through meat saws over and over, and the scrabania part with the background sligs and trying to run past sligs in Zulag 2/3 which never works. I still love the game and the story, I still love and appreciate the JAW team because I know it has been hard work for them. I have no doubt you will sell over 25K copies
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  #41  
07-24-2014, 03:23 AM
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Only had the game crash on me once. It was in the scrabanian temple but thankfully Id only just walked past a checkpoint.
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  #42  
07-24-2014, 06:58 AM
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I've encountered a rather large bug involving save files.

Me and my mate started a co-op game on hard. We played for a while and it was working fine. However after a while the game started to lose frames (around near the end of Stockyards) and we found it took ages to Quiksave. So I quit the game and restarted the PS4 to see if that solved it.

When we went back onto it. Our save file wasn't there. When we tried to start it up (The second save file slot, the one in the middle) This bug occurs:



So it seems the middle save file is broken. Corrupt save perhaps? I cannot delete it either.

I'm scared to continue playing my LP Save in case the same thing happens... :/
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Last edited by Crashpunk; 07-24-2014 at 07:01 AM..
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  #43  
07-24-2014, 07:01 AM
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@Crashpunk - Your video appears to be private. Not sure if it's just me though.

Has anyone else had the problem of not being able to start another save file? Whenever I start another save all the data from my first playthrough instantly copies to the next slot. Quite annoying as I really want to try a fresh 299 run through.
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  #44  
07-24-2014, 07:02 AM
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Should be visible now.
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  #45  
07-24-2014, 07:19 AM
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can you delete the file in your system storage?
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  #46  
07-24-2014, 07:30 AM
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No. All I can see is the data for Save 1. So it seems it never saved.
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  #47  
07-24-2014, 07:36 AM
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well save your game onto a USB as well just to be safe and keep saving it there after each Let's Play video you finish.
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  #48  
07-24-2014, 09:40 PM
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Just had the same problem with the saves as Crashpunk described. Save data appears to be gone and when I click it that kind of ghost scrolling thing occurs, except I can't access my save at all. Currently sat here filing down my only USB stick with sandpaper so it can fit in the awkward front of the PS4 in an attempt to hopefully salvage the save.

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  #49  
07-24-2014, 09:52 PM
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Only bugs i've had were audio ones. Abe's pretty hard to hear in some cut scenes and occasionally sounds like a bit of distortion coming through. PS4 is set up to output audio in Bitstream (Dolby) through optical cable.
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  #50  
07-24-2014, 10:50 PM
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I've encountered a rather large bug involving save files.

Me and my mate started a co-op game on hard. We played for a while and it was working fine. However after a while the game started to lose frames (around near the end of Stockyards) and we found it took ages to Quiksave. So I quit the game and restarted the PS4 to see if that solved it.

When we went back onto it. Our save file wasn't there. When we tried to start it up (The second save file slot, the one in the middle) This bug occurs:



So it seems the middle save file is broken. Corrupt save perhaps? I cannot delete it either.

I'm scared to continue playing my LP Save in case the same thing happens... :/
Pretty sure this is fixed already and will be in the next patch.
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  #51  
07-24-2014, 10:51 PM
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Only bugs i've had were audio ones. Abe's pretty hard to hear in some cut scenes and occasionally sounds like a bit of distortion coming through. PS4 is set up to output audio in Bitstream (Dolby) through optical cable.
Tweaks to the audio levels will be coming in a future patch, we've got expert guys working on it right now.
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  #52  
07-25-2014, 01:16 AM
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I watched someone playing on Twitch last night. They were at stockyard return, the very last part before you go through the return to rupture farms door. Two sligs froze completely, they stayed frozen even after he died and returned to checkpoint (but not in the same places, I don't think so). One was frozen in the upper platform on the screen right before the 2 uncrossable electricity gates, and the other was frozen on the screen before that where you have the bombs and tap bomb. This slig was frozen all the way to the left of the screen, right next to the wall, which makes me wonder if the freeze was caused by the slig running into the left wall as it appeared to be frozen just before the wall collision animation would have normally occured.

EDIT: Can someone also check this out? In this scrabanian temple stage, is the bellsong different when you find out the bellsong and the bellsong when you chant? I could be wrong. Just watched someone playing on twitch, and i thought I'd heard 2 different bellsongs (although very similar).



EDIT 2: I can confirm the bellsong at the touchstone and the bellsong when you chant are different. So the question is 'Are they supposed to be different or the same?' The temple door to the right of the one I've marked also has a different bellsong when you use the touchstone and when you chant.

Last edited by AvengingGibbons; 07-25-2014 at 01:53 AM..
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  #53  
07-25-2014, 01:52 AM
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Thank Alex.

Oh and just to confirm. The third save file works fine.
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  #54  
07-25-2014, 04:12 AM
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Im replaying the game on hard and attempted the final secret in the free fire zone again. This time the slogs didn't wake up so I didnt get stuck in a loop. However I had to coax the slogs to wake up to get them to run into the electric gate.
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  #55  
07-25-2014, 07:07 AM
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I had an issue where the two Slogs didn't wake up unless I walked up and basically touched the closest one, which instantly killed me. I think it was one of the secret areas you go to from the Free-Fire Zone (the first time.)

Another issue was early on in Rupture Farms I had a Mudokon sit on the elevator and when I went down and started chanting he didn't get up and I couldn't get out of chanting. I loaded my quicksave to go back. You can watch the video.

I've also noticed when things die from being shot at by sligs they just roll around on the ground, and into it. I've seen some things fall through the ground as well.

Also, why can't I toss Mudokons (as a Slig) until they die?

E: Fixed videos, should work for a bit

Last edited by Littleleeroy; 07-25-2014 at 09:22 AM..
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  #56  
07-25-2014, 08:46 AM
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your first video doesn't seem to work
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  #57  
07-25-2014, 10:50 AM
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I made mention of a bug in the first impression thread. Link

Just for clarification, it's this lift in the original game. If you die or in anyway load when passed the checkpoint bellow, the lift will be up and you can't go back for a power recharge and you have to restart the chapter.

Last edited by dark_xinos; 07-25-2014 at 11:12 AM..
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  #58  
07-25-2014, 10:54 AM
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You used the same link twice, Xinos.
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  #59  
07-25-2014, 11:13 AM
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You used the same link twice, Xinos.
Oops! Thank you, I blame youtube for being finicky with copying player time
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  #60  
07-25-2014, 11:28 AM
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Correcting everyones mistakes today, Holy Sock!
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