A bit nervous about quest bugs.

Post » Thu Feb 20, 2014 11:15 pm

I guess everybody like me has an annoying number of bugs who stop quests. Typically quest bosses who is missing or quest objectives who is missing or cannot be activated.

I think I have 6 of them in my quest log, I had three who has been solved later.

One in the AD starting zone and the rest in the 5-15 leveling area. Far to many to be normal broken quests in this stage so I wonder about the reason.

Is it an respawn time on quest bosses in open dungeons? Makes some sense at least then people kill them outside of the quest.

I think this happened in a quest where somebody killed an quest miniboss and it did not respawn, however we waited 10 minutes and did another quest who also had an missing boss.

However one other quest has an missing item, one has npc who can not be interacted with.

Any thoughts here?

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Amie Mccubbing
 
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Post » Fri Feb 21, 2014 8:45 am

As long as the bugs were reported it should end up on a todo list to fix. :)

No idea how long that list is, and which bugs get prio.

I'm fairly sure that most of the quest-mob not appearing things were lag/phasing related, and will get fixed.

During the last beta there were several quest mobs in DC "bugged". However I managed to kill all those bugged questmobs by logging out and back in again (granted at some times that was a very risky move), and when I got back in the questmob would be waiting for me. Some questmobs even respawned so fast that I didn't have time to loot their corpse before the next one started hitting me.

Same was with 1 quest item that was uninteractable due to it being under a table instead of on top of it. Log out-log in and I was in an instance in which I could activate it.

There also was a quest npc who ended up under water and thus rendered uninteractable, also here, logging out and back in would fix it for me personally.

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ShOrty
 
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Post » Fri Feb 21, 2014 7:30 am

Thanks, will try the log in and out in next beta, the one in the starting zone solved itself then I logged in later.

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Brooke Turner
 
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Post » Fri Feb 21, 2014 7:12 am

I think the beta the unwashed masses played was using an older version of the client, so there might have been more quest bugs than the current version the closed beta testers use.

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Nancy RIP
 
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Post » Fri Feb 21, 2014 3:30 am

Most of the questbugs I saw/heard about were solved by logging out and in, however with the loading screen time-outs and queue length at some points it was not something that was advisable to do :P

I spend 1,5 hour going from Bethnik to Glenumbra at one point because I kept getting a time-out in the loading screen (20 minutes), loading Bethnik (10 minutes), and that three times before I was transitioned there.

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P PoLlo
 
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Post » Fri Feb 21, 2014 3:03 pm

I never was able to fix the frog race bug though. Stupid frog would not race :stare:

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Charlotte X
 
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Post » Fri Feb 21, 2014 10:39 am

While phasing tech can be handy, I think it also introduced a lot of these problems, the most notorious (for AD) being the missing "trail" you were supposed to follow in Mistral. Things that appear ~only~ when you're on a quest were not appearing. It looks like, if they fix whatever core problem was preventing that from happening, they'd end up fixing a lot of the bugs.

Another common complaint (missing foes) was likely caused by NOT phasing --- the boss is in the same space as everyone else, so someone else killed it "for" you. I hate this ---- several missions I would approach the foe and then BOOM, he falls dead from other players and I get a Mission Complete without having had a chance to actually ~do~ the mission myself. I know everyone hates instancing, but open world "competition" for quest foes is more of a problem, to my mind.

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Erin S
 
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Post » Fri Feb 21, 2014 6:21 am

For the most part logging out and back in solved my quest problems (such as having to kill a certain NPC, only to not be able to damage him and he wouldn't attack me - until I re logged), except for a quest on a ship in the DC area. No matter how many times I logged out/in every instance had many people waiting to kill the same people I had to kill. I never did complete it. Even one time I got a few hits on one before he died, and the quest still didn't update so I ended up giving up. I believe they'll have these things ironed out by release, or at least, I want to believe that.

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Alina loves Alexandra
 
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Post » Fri Feb 21, 2014 3:33 pm

I never noticed a frog race in DC, must be some other faction then :P

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Davorah Katz
 
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Post » Thu Feb 20, 2014 11:11 pm

Yeah I played all 3 factions, the frog race quest was in AD.

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Elle H
 
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Post » Fri Feb 21, 2014 1:17 am

The frog race is a quest that is part of the Aldemiri Dominion faction.

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Tamara Primo
 
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Post » Fri Feb 21, 2014 2:53 am

The one quest I really want to see fixed is the one for Daggerfall when you have to kill the abominations using the staff. Always that one abomination that never wants to spawn due to someone not picking the staff back up and bugs it out for the rest of us.

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ezra
 
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Post » Fri Feb 21, 2014 8:19 am

This one also shares Zaria's concerns.

I was invited to three betas before, and I found the same bugs I found my first time in the game.. that goes for Ebonheart Pact & AD; didn't have a change to play daggerfall since most of us got thrown to this small bugged island that you couldn't leave from.

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Jodie Bardgett
 
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Post » Thu Feb 20, 2014 11:30 pm

Ah, something I'll see at level 50+/50++ then.

And back on topic: I felt there were very little bugs in quests themselves, though for DC there was one "gamebreaking" bug when people couldn't leave the second island due to the transitioning after completing a quest not happening. I think they fixed that on sunday. I had a friend online in Glenumbra, so after using the travel to player I went back and forth a few times so I could let 3 people travel to me each time.

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Betsy Humpledink
 
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Post » Fri Feb 21, 2014 2:22 pm

You couldn't leave because of that staff quest I mentioned that you need to kill an abomination. That quest is part of the main story arc of the island so you have to do it to get off the island. Another problem people were having was even after doing the quest then going to the ship people could not actually travel there and became locked on the island even though the map and all information of the area told them they moved on.

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lilmissparty
 
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Post » Fri Feb 21, 2014 4:07 am

All these things have existed since my first beta. They have not been fixed. They will reset when the servers reset (most of them anyway). But every time we got wiped and started over the same issues cropped up every beta.

So I dont think it has anything to do with whatever 'version' we are playing (I think that is a myth anyway). Why let people play a version they know is broken? Especially the press guys who saw the same exact bugs.

Now that we can talk about these bugs we can put them in some context. Bugs are bugs, but not fixing them is a concern, especially after 6+ months and 7 or so betas.

I think theyre much more concerned about log in servers, loading screens, and phasing. Which phasing might be the generic issue with some of these bugs. Yes reloading UI and relogging will make some of the interactable ones appear, but it never worked with the bosses or named mobs. So I a not sure those ones are phasing related. I just know they have existed for as long as I have been able to access the servers, which is longer than most, and they still havent been fixed.

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Janeth Valenzuela Castelo
 
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Post » Fri Feb 21, 2014 6:39 am

I found way more quest bugs in AD out of the three factions. The other two seemed to be not so bad, or had bugs I could fix by relogging into another instance of the quest.

AD had weird bugs with frozen npcs/frogs that you had no way to fix.

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anna ley
 
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Post » Fri Feb 21, 2014 1:48 pm

Looking at the bright side those bugs were so evident it should be easier to find the problem and fix them.

Maybe :P

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James Baldwin
 
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Post » Fri Feb 21, 2014 4:00 am

It isn't that these quests are broken, exactly. It's more accurate to say that certain conditions can cause them to break. Conditions like a bunch of players doing the same part of the quest within a very short period of time. These types of problems can be very difficult to track down. What stops the NPC from spawning? When The Secret World went live, there were some quests that were "broken" exactly like this. They were the same quests that people had problems with in beta. Eventually, either because they fixed them or there were just less people doing them on a regular basis, they got sorted out.

In TSW, switching to an instance where the quest wasn't broken was an option (assuming one existed), but to switch you had to join a group with someone in that instance and then "meet up".

I'm not sure there's any real recourse to get around these problems in ESO. Hopefully they will fix them before launch, but don't be surprised if they don't. It will likely be something that we will all just have to deal with until we get beyond the early levels and the players spread out more. If a quest is broken, do something else and come back to it later, or the next day. Sooner or later, you'll be able to complete it.

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Chavala
 
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Post » Fri Feb 21, 2014 6:50 am

Yeah, I remember the abomination quests. I did Daggerfall Covenant in the December and January betas. The other one that was problematic was the one where you have to help the sisters with their rituals. Invariably, one of the four would be broken and never complete the ritual.

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Mimi BC
 
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Post » Fri Feb 21, 2014 9:20 am

I managed to complete every single DC quest, even the ones all people were complaining about were broken. Exception was the final transition from Bethnik to Glenumbra when the transitioning broke. Thanks to travel to player and a friend in Glenumbra I got there.

All the missing/broken/non-spawning quest mobs I managed to get to by relogging, some questmobs required more than one relogging though. Edit: I also send in feedback every single time adressing it.

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Floor Punch
 
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Post » Fri Feb 21, 2014 5:54 am

To me it doesn't matter, it was a beta after all. But, and this is a big but, they need to get things straightened out pretty quick. The abomination thing would just make a lot of players mad as they would consider the game unplayable and rant and rave that the game svcks. Can you imagine people's reactions if it was like that live? We have enough of that and they need to fix the issues now and I am sure they are working on it. Hopefully we have smooth gameplay at launch.

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April
 
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Post » Fri Feb 21, 2014 8:29 am

Beta has bugs. Bugs may be present in multiple betas depending on where that bug falls in the priority chain.

It doesn't mean "OMG QUESTS ARE ALL BROKEN FOREVERZZZZ!!!!!" and it doesn't mean that the next beta is going to necessarily have fixed everything. The specific quest bug you mention was definitely something the developers were aware of. They mentioned it several times on the beta forums, and they even offered potential fixes (which weren't just fixes, they were experiments to help them lock down the cause of the bug). So they're clearly working on it.

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Kat Ives
 
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Post » Fri Feb 21, 2014 9:50 am

Yeah people aren't getting agitated in this thread, and capslock isn't required to get your point across to us (especially since we were just chatting about things not whining or stressing).

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Stephani Silva
 
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Post » Fri Feb 21, 2014 12:10 pm

In the first few posts, someone has already complained about how these bugs weren't fixed after one or two beta tests, clearly indicating that ZO is never going to fix them. I may be lampooning that style of critique, but don't tell me it isn't justified when there's a post not halfway down the page proving my point.

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RObert loVes MOmmy
 
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