I didn't think in a million years that they would address that there's more problems beyond the bugs, like actual bad gameplay design decisions, and that they would try to do something about it. It genuinely completely blindsided me. It makes me think that maybe they'll earn our trust back, but at the end of the day it's just a statement, let's see how they follow through on it.
It can take years to build trust but it only takes one mistake to ruin it. I'm fairly optimistic and I knew they wouldn't leave a game in such disrepair. Hopoo said that he knows the GB team and how much they love ror2. Things happen and we are only human at the end of the day
@@exoduspeanut6843 This is really true. We all saw the community completely lost all trust for Gearbox on the initial DLC and honestly rightfully so. This patch is definitely the first step back towards earning our trust again though, and it’s honestly made me feel really positive again. Looking forward to future updates from them and hopefully a full balanc patch at some point to shake up the game as a whole
To be fair, the update wasn’t just bug fixes since they did nerf sonorous. They also said that they would drop these patches more consistently so the next one might be more balance focused.
The pinged interactable being shown at 2x cost was actually hilarious because I was playing with my friend who was trying it out, pinged a Shrine of Blood and it said it cost 150% max health and we both just went "Bascuse me?"
I've had one where I was playing coop with a friend and they were holding on to void keys and we had an encrusted cache that was pinged as worth 2 keys.
@@abra_escaped Yeah, everything was showing double. 60% soul shrines, up to 198% blood shrines, 10 item red soups. They all worked correctly, just showed weird.
Currently playing the patch, it feels so, so much better. it just... feels like a risk of rain 2 DLC now. There are probably other bugs to fix (I have so far encountered one (1) poor beetle stuck inside the stage), but stuff I noticed like Stone Titan lasers being very jittery, enemy AI and literally all the other mentioned bugs are gone. - and also 12 days to mostly fix that mess is pretty solid. Unironically, good job Gearbox. it's clear the devs care about this game, they were probably shafted with a release deadline they couldn't make.
I’m glad to see that they care, but the fact these issues slipped under the cracks means that something was up. Maybe it was a set release date by contract, or maybe something else I don’t know.
it was the take two takeover. take two caused many issues. devs were laid off, and according to some insider info the DLC was BETTER some months ago, and take two messed up all the progress take two is the people who own Rockstar and 2k, btw. not a lot of ppl know this so im informing. i trust in the gearbox devs, they did great in void dlc, and i dont think hopoo is stupid.
It didn't "slip through", these were incredibly blatant and game breaking bugs. It was either that they did exactly 0 testing of the new update and dlc, or they allowed it to ship in a completely broken state. Neither of these are okay.
gearbox is just using its playerbase as a non-consensual forced playtest. Instead of proper QA, they make YOU suffer so that you can find bugs for them. they don't deserve ANY of my money for delivering the bare minimum for an update that made the game effectively unplayable for a week. Not to mention the DLC that has no worthwhile content (that they expect me to pay the same price of SOTV for, what a joke) Tell them that this cannot continue.
It was Take-Two rushing the release. Think about it, they didn't reveal the DLCs release date until 6 DAYS before it came out. It seems to me that Take-Two (or potentially a higher up at Gearbox) demanded it to be released on very short notice so the devs didn't have much time to play test and fix the bugs
@@ouravantgarde typical behaviour for any company in this economic system, but criticise it and you'll get 100 angry americans come call you a communist for saying that putting shareholders and profit first is a bad idea
I think half the items need to be straight up replaced completely. As a concept most of the new items will never be good, no matter how much you buff them.
@@Rill_1 for real it wouldn't matter what the numbers are I will never want antler shield in its current state. Enemies have massively large amounts of HP relative to the damage they deal due to the game's scaling, it could be 10,000% and it would almost be worth it if it wasnt a chance to proc, and even then it would fall off hard after like stage 3 or 4
@@lastcrustacean2154 Antler Shield could be reworked to be a damage negating and reflecting item, meaning it takes a percentage of the damage you were about to take, removes it and reflects it to the enemy. Something like 50% chance (that doesn't stack like Tougher Times) to nullify 20% (5% per stack) of the damage you take and redirect it to an enemy. That way you can't just get 100% DR without being late in the run, and even then it's only half the hits you take, but with 6 stacks you take 50% less damage 50% of the time. Bonus if it also heals you for the percentage it reflects.
Sometimes I run it directly from the shortcut, and sometimes I run it through steam, but you just have to reset your game at least once to fix it. Still, they probably should get to fixing that.
I would actually be sad if they did this because i like how it encourages you to position the cleaver behind the enemy to damage them again instead of just rapid firing cleavers everywhere. If they did this they should make it an alternate primary ability instead as I really love chefs primary as it is...
Them saying the FPS bug was a problem with how the game is built makes sense. The update manager was ENTIRELY removed, it was likely that they were building it for PC wrong. The console version of the game still has the update manager because the console version has a fixed 60 FPS limit. They just accidentally included it in the PC build and not just the console build.
I wouldnt be suprised if this dlc undergoes the same thing that cyberpunks community did, where people will start claiming that "it was always great", that the hate was just a bandwagon and that it has no problems etc, a year after things got fixed
Honestly I kinda already think this. It’s not great but it’s certainly good and I don’t regret buying it, but I do understand that I haven’t experienced many bugs since the release of the DLC so I’ve been seeing it differently from everyone else. My only real complaint thus far is False Son having some stiff animations and the items at really hit or miss. But all in all I’ve genuinely had a good time with it so it was kinda shocking that it had such atrocious reception
@@AdenTheEldritch I fully agree with your experience with the new dlc and I do like it a lot more than most people but I also didnt really have any issues, which is the same exact thing that happened with cyberpunk (I mainly got visual glitches on release). I think its just important to not downplay others experiences and then its all good
Big updates always have hotfix patches that come out a few days later. I never know why people are so worried about things being buggy on launch, it’s just an unfortunate part of the gam dev process. Sure it happens more than it logically should across the game industry, but to be so outraged at it every single time it happens feels unwarranted to me, especially for small indie developers like Hopoo. Even then, not even AAA game devs can predict every little error that might be encountered on launch, because it’s really not realistic to have playtested all the edge case occurrences that such a wide playerbase might discover from the game just actually launching. It’s why open betas are good for game dev, but even then, that’s only for initial launch. It’s always good to just hold reservations on new updates. It’s never such a big deal unless it never gets fixed.
Cyberpunk was always a solid experience when isolated to the pc version. I played it day one and loved my time with it, but it certainly wasn't without major flaws. Car controls on keyboard and mouse was horrendous as launch, and controller was still pretty bad, a ton of bugs (in my case it wasn't anything game breaking, but yes there were a ton of graphical glitches. I was lucky not to run into anything that would break quests or anything), performance on consoles was basically unplayable, police despawning after driving 5 feet down the road, and a bunch of other stuff. The way I see it, cyberpunk was at its core a solid game that was marred by bugs, technical issues, and design issues when it came to how certain things controlled. I would day that at launch it was like a 5/10 on pc, and now it's comfortably at like an 8.5.
@@andrewcavallo1877 hopoo no longer own the risk of rain ip and didn’t have a lot to do with the dlc and update, it’s owned by Gearbox and therefore by Take-Two (big corp)
I can explain the "smelling the flowers" in Reformed Altar bug because I had to reset my run because of it. I was exploring where I could go in the stage and higher up an the main centerpiece alter there are some flowers. And if you try and stand on them, you kinda sink into them a bit. And then you're stuck. No jump or movement ability was able to get me out so I had to end the run.
oh yeah that happened to me once lol, but any movement ability like Loader's Charged Gauntlet can get you out if you point it to face where the flower is open so it didn't end my run that time but maybe I just got lucky
@@masterplayer1978 Ah maybe it's just depends on the character. I was bandit and using the invisible skill and jumping couldn't free me from my floral prison
I suppose it makes less sense in hindsight, but I assumed the low fps animation on the Halcyonite was a stylistic choice and thought the jittery eratic movements were cool
As a game designer, I could tell Seekers of The Storm's awful balance decisions were the result of a rushed deadline, not a lack of skill/commitment. They mostly read as "first draft" ideas to me: mechanics implemented just to toy with, to be refined or tossed. I've been on projects where deadlines or staff cuts force you to say "fuck it" and sign off on rough drafts as "finished." It's NEVER a good feeling, and you want desperately to go in and refine things, but there just isn't time to coordinate such changes/tests with the rest of the team. Not while they're all crunching on their own stuff.
Still need massive reworks and touchups to False Son and Chef, and complete reworks and rebalances for most of the items. Also, they seem to have forgotten to give us Prime Meridian skins for the 3 new characters included in this DLC.
I think the chef rework could have infinite cleavers (but like in returns there's a delay between throws so you are infinitely throwing but by the time you've thrown 4 the 1st one has already bommeranged back. And you can hold the button down for cleavers to spin in place. That way there a trade off where you can have lots of cleavers spin in place, but you cant throw more.
I kept telling people to stop being so pessimistic, the effort that the dev team was able to put into elements like the maps gave me enough to trust them with fixing the issues.
I swear it’s like people have never ever dealt with this game having bugs and made it seem like Gearbox was a villain that was out to only ruin this game and never touch it again
@@Tenderofyggdrasil I guess it’s fair, but still, some people in the community made things seem like it’s the end of the game and they will never fix it. We’ve seen what Gearbox did with the game, we know that they’re passionate about it, and they said that they’re actively working on fixing the problems, yet people still want to act like they’re a complete villain. Keep in mind that I’m a life long Borderlands fan and I know Gearbox, but they’re handling RoR differently, or at least it seems this way. Here’s hoping for the best for this game and the community
@@HyperionSultan Yeah, I was all for the Gearbox hate until the DLC was actually announced and the devs put out that video on how they designed Verdant Falls. It really seemed, to me at least, how passionate the new team was about RoR2.
I want chefs m1 to constantly have all 3 going in and out at a fixed range. Basically juggling his knives but in any direction. Rest of his abilities are fine tho
This patch had a lot more fixes than I expected, good to know more will be on the way too! Hope they also do some balance changes and item/skill reworks in the future
5:30 Honestly I thought the Halcyonite Spawn animation being choppy was a stylistic choice to make it look like it’s assembling itself piece by piece like it’s in a Lego commercial. I liked it but maybe I’ll like the proper version more.
The flowers thing is talking about getting stuck, unable to move. There are some orange flowers and I got trapped between the stamen as Loader when trying to swing around the "tree" it was growing out of!
9:07. I kind of see this as non-issue. You've been able to do this since they added artifacts. If you're really desperate for a lot of items, just enter the sacrifice artifact code and hang around there.
I think they're talking about false sons (survivors) plunge/jump slam sometimes getting you stuck in the plunging animation until you press the jump key
I hope that we get more rebalances in the next patch. Would like to see some of these items get a makeover and some much needed love to some of the survivors.
6:50 There is a white number when you hold tab under you gold amount that shows how many items you have, when I was playing with a friend, sometimes it would show him (or me) having, for example, 7 items when holding 6, I thought this was a bug to do with a equipment but I am not sure.
I’m pretty sure the getting stuck while “smelling the flowers” was just you’d get clipped into them whenever you got too close and couldn’t clip out. My friend lost a 2 hour captain run to it cause he just got basically warped in and then couldn’t get out with anything
I’m pretty happy with this response, I could kinda of guess that it wasn’t the developers but the higher ups and I think this shows thats true, and the GB team do care
Pretty sure the pronunciation for Halcyon is Hal-See-On. Besides that this is such good news and its great to hear you being more positive about the game!
i was so excited to see this! i haven’t played since day one of the dlc so i booted it right up. started a run on seeker, her m1 will hit enemies but instead of dealing damage, they play the visual and sound impact effects once per frame for about half a second after connecting and also deal no damage. immediately alt+f4’d.
If you're playing with mods I had the same issue before this patch along with modded survivors not showing up, and wiping old files from the profile by making an export code and importing it over itself fixed it. If you're on vanilla then I'm not sure, maybe validate the files or something?
5:16 "The portal will no longer spawn inside geometry in Bulwark's Ambry" 💀 How is that even possible? Bulwark's Ambry has a unique, fixed teleporter, doesn't it? 5:29 It's "Hal-see-awn-ite," like the word halcyon, meaning a time or period that is particularly happy and prosperous (usually in reference to money or wealth, like gold). 8:22 "Sown-er-us," not "serronius."
I have been trying the new patch, and it seems like the director being tied to FPS has been fixed, at least to me. Edit: I'm pretty sure "Smelling the flowers on Reformed Alter" refers to the ability to get stuck inside the flowers on that stage, It happened to me as chef once, it was pretty easy to escape with his movement skill but still.
Yeah I got stuck on them a bit as well but you can break free with a movement ability, 99% sure that's what they are mentioning. No idea what the shattered abodes thing is still though lmao
@@linustrain I don't think anyone does, so my best guess is that "At least in ways we didn't intend" is referring to leaving the stage normally and it's meant to be a joke. I normally wouldn't think that but they also joked about the Mithrix invincibility glitch in the post before the patch so I guess anythings possible.
Heres what should have been happening and what was actually happening with mithrix invincibility, disputed Here's what it should have done Mithrix gets chronic + warped -> check to see if chornic triggered -> check to see if warped triggered -> inflict warped damage What it was actually doing Mithrix gets chronic + warped -> check for chronics' trigger -> chronic doesn't trigger -> restarts equation without checking warped -> warped infinity stacks causing invincibility. I suggest looking at woolies bug tierlist and skipping to the warped echo bug part, he has a great diagram to explain it
Besides balance tweaks, I like the idea of warped echo but it should really be a blue and maybe tweaked a bit to have a more obvious downside (like maybe it's not cut cleanly in half so you're take 1-5% more damage or whatever) so it more cleanly fits with the blue item archetype. Because, like with all blue items, it could certainly work well with certain builds ("player should avoid taking damage!" when rex literally exists) but is irrelevant or even detrimental in other builds.
im willing to continue to be cautiously optimistic about ror2. This response and patch is a major step forward. Assuming their explanations on the bugs are true, it seems like the community misunderstood how the issues were happening and thought the game was just effectively downgraded. It doesnt seem like that was the case based on the response, which is fantastic news. A week and change after the launch of the dlc for a slew of great fixes is much faster than i expected for the devs, so kudos to them. Hope they can continue to improve the state of the game, listen to feedback, and not get bogged down by external factors like time crunches.
I'm so fucking happy with this patch, I'm so glad they are determined to fix the game and make it better, I hope they are gonna add 2 more alt skils to the new survivors and also a "alt path skin" skin like the other survivors have, for some reason the new survivors only have the monsoon skin.
Has anyone else lost access to chef? It shows his shillouette as if i havent unlocked him. I tested trying to unlock him again but the 3 ingredients are still in the slots from when i unlocked him the first time. I also tried uninstalling both the dlc and game but no luck.
I also did get a teleporter spawn inside a create on RPD. It wasn't blocked from interaction, at least. I did double check after to make sure I got the update. So it's strange I'm encountering previous issues with the latest update supposedly resolving them :c
im assuming they original buggy fps-related bugs were due to the coding relying on the game checking stuff based on frames or something of the sort now, with hopoo out and gearbox in, i feel like the issue is that this game is becoming spaghetti code right now
It's good that they're fixing all the bugs but, like, does Gearbox not have QA testers? They really should have fixed a lot of this before releasing the update and DLC
Its about time im so glad they fixed the mithrix bug i was about to beat my first eclipse run on console but i accidentaly picked up the item that bugs him and makes him invincible and i was so sad
honestly I'm just really glad to be wrong with the worries. this is a huge first step from gearbox, from this one patch alone the game feels immediately way better to play again. it's not the only patch the game needs, but they sound well aware of that, and this has brought back so much confidence in me that they will be able to get the game fixed. kudos to gearbox, they're working on it like they said
They need to give chef an Alternate M1 and M2, which is basically just a carbon copy of the abilities in Risk of Rain 1/Returns. I don't care if the alternative M1 takes away the boomerang mechanic even, if it just lets us spam throw attacks. Maybe we'd throw kitchen knives instead? I think that'd be better
I just lost a run on Engi during phase 4 Mithrix to something I don't believe to be normal. As soon as Mithrix started moving, my health drained in about 1 second (not a hit, a continuous drain) and the cause of death was The Planet? I have no idea what could have possibly done this to me
Honestly with how fast they fixed the issues the players had, gearbox is gaining my trust, yes they messed up the gameplay and they dont understand how items work in risk 2 but they can learn, the most insane part to me is how can they make the best character (the chef) and the worst one (lost son) in the same dlc
I hopw that for the next patch, we get more reworks for not juat the items but also the survivors, because honestly some of them need some more polishing.
False, i already played 4 loop runs some in moonson and others in rizzle, before when i spawned i was overcrowded with elite lemurians and now i need to wait for some packs of enemies spawn, and even i could say the director is somewhat nerfed because the stage 4 starts so frickin slow, you need to stay like 15 minutes to start seeing enemies
At 144 FPS (not sure it matters) something still feels off about momentum to me, like I'm moving faster than I'm supposed to and in a floatier way..but I'm definitely glad to see they're working on fixing things.
I am no longer a seeker of the refund, simply a survivor of the bugs.
nice
bars
Bro cooked like Chef
This shit is magnificent
Wow, 10/10
I didn't think in a million years that they would address that there's more problems beyond the bugs, like actual bad gameplay design decisions, and that they would try to do something about it. It genuinely completely blindsided me. It makes me think that maybe they'll earn our trust back, but at the end of the day it's just a statement, let's see how they follow through on it.
It can take years to build trust but it only takes one mistake to ruin it. I'm fairly optimistic and I knew they wouldn't leave a game in such disrepair. Hopoo said that he knows the GB team and how much they love ror2. Things happen and we are only human at the end of the day
For real! I had my mind made up they wouldn't be reworking the items and balance, but it seems like they might!
@@exoduspeanut6843 This is really true. We all saw the community completely lost all trust for Gearbox on the initial DLC and honestly rightfully so. This patch is definitely the first step back towards earning our trust again though, and it’s honestly made me feel really positive again. Looking forward to future updates from them and hopefully a full balanc patch at some point to shake up the game as a whole
To be fair, the update wasn’t just bug fixes since they did nerf sonorous. They also said that they would drop these patches more consistently so the next one might be more balance focused.
If they rework some of the items I will buy the DLC
Literally just thought “i wonder if disputed has made a video on the new update yet” and refresh my feed and see 15 seconds ago, wtf.
you are in a simulation, you are not supposed to be here...
Wake up...
WAKE UP!!!
u are the one
You called?
The pinged interactable being shown at 2x cost was actually hilarious because I was playing with my friend who was trying it out, pinged a Shrine of Blood and it said it cost 150% max health and we both just went "Bascuse me?"
I've had one where I was playing coop with a friend and they were holding on to void keys and we had an encrusted cache that was pinged as worth 2 keys.
Ohh I thought it was talking about chests and stuff which confused me because it's supposed to double their prices
@@abra_escaped Yeah, everything was showing double. 60% soul shrines, up to 198% blood shrines, 10 item red soups. They all worked correctly, just showed weird.
For me it was multiplying by whatever the stage count was which resulted in some pretty funny messages in chat
I think they broke pinging interactables completely now, well they don’t work for me at least
The fps being tied to everything made a biblically accurate loader
😂😂😂 my buddy ONLY plays loader and he was on cloud nine for a hot second
@@riggs_5107same lol all other survivors feel so slow normally after playing 300+ hours of loader. Too bad i didn't enjoy the patch.
While everyone else was hiding from the storm, loader mains were dancing in the rain 😂
@@mateosegura1520 at least the ones not on xbox lol
I’m not gonna lie, they should turn that increase spawning ( aka the director doesn’t have a cap) into an artifact.
Currently playing the patch, it feels so, so much better. it just... feels like a risk of rain 2 DLC now. There are probably other bugs to fix (I have so far encountered one (1) poor beetle stuck inside the stage), but stuff I noticed like Stone Titan lasers being very jittery, enemy AI and literally all the other mentioned bugs are gone. - and also 12 days to mostly fix that mess is pretty solid.
Unironically, good job Gearbox. it's clear the devs care about this game, they were probably shafted with a release deadline they couldn't make.
thats exactly why games keep releasing as buggy messes, devs not getting the time they need
jsut look at the failures of Shitbox what they all did they havent done anything good in the last couple of years.
it was because of take-two buying gearbox. it even fucked over rorreturns
@@invenotrainworld wasn't rorreturns developed by hopoo?
Enemy AI isn't fixed. The Halcyonite Shrine bosses still walk off at the slightest prompting.
But they did do a good job!
I’m glad to see that they care, but the fact these issues slipped under the cracks means that something was up. Maybe it was a set release date by contract, or maybe something else I don’t know.
it was the take two takeover. take two caused many issues. devs were laid off, and according to some insider info the DLC was BETTER some months ago, and take two messed up all the progress
take two is the people who own Rockstar and 2k, btw. not a lot of ppl know this so im informing. i trust in the gearbox devs, they did great in void dlc, and i dont think hopoo is stupid.
It didn't "slip through", these were incredibly blatant and game breaking bugs. It was either that they did exactly 0 testing of the new update and dlc, or they allowed it to ship in a completely broken state. Neither of these are okay.
gearbox is just using its playerbase as a non-consensual forced playtest. Instead of proper QA, they make YOU suffer so that you can find bugs for them.
they don't deserve ANY of my money for delivering the bare minimum for an update that made the game effectively unplayable for a week. Not to mention the DLC that has no worthwhile content (that they expect me to pay the same price of SOTV for, what a joke)
Tell them that this cannot continue.
It was Take-Two rushing the release.
Think about it, they didn't reveal the DLCs release date until 6 DAYS before it came out. It seems to me that Take-Two (or potentially a higher up at Gearbox) demanded it to be released on very short notice so the devs didn't have much time to play test and fix the bugs
@@ouravantgarde typical behaviour for any company in this economic system, but criticise it and you'll get 100 angry americans come call you a communist for saying that putting shareholders and profit first is a bad idea
i love how the other 2 tabs he has open are both downpathing 😭😭
down the path we go
THIS. This is what we want to see, actual communication and real effort. Im seeing it a bit more with lots of games and its great to see movement.
For anyone wondering they opened the door on rally point delta so you can get in that shipping container now
The shipping container that was previously open or a new one?
Like woolie said, I really hope the next big update is balance changes. They need to buff the items as well as chef and false son
I think half the items need to be straight up replaced completely. As a concept most of the new items will never be good, no matter how much you buff them.
@@Rill_1 for real it wouldn't matter what the numbers are I will never want antler shield in its current state. Enemies have massively large amounts of HP relative to the damage they deal due to the game's scaling, it could be 10,000% and it would almost be worth it if it wasnt a chance to proc, and even then it would fall off hard after like stage 3 or 4
@@lastcrustacean2154idk, i think it could be fine if they boosted the reflect to 100% per stack and added 5 armour per stack
@@lastcrustacean2154 Antler Shield could be reworked to be a damage negating and reflecting item, meaning it takes a percentage of the damage you were about to take, removes it and reflects it to the enemy. Something like 50% chance (that doesn't stack like Tougher Times) to nullify 20% (5% per stack) of the damage you take and redirect it to an enemy. That way you can't just get 100% DR without being late in the run, and even then it's only half the hits you take, but with 6 stacks you take 50% less damage 50% of the time. Bonus if it also heals you for the percentage it reflects.
9:20 in my eyes, this is a concrete prof that the devs really love the game and the community
im still stuck at 3% on the loading screen after applying the update but im glad that a bunch of other bugs were fixed
You need to restart it once if you haven't already if thats not working try running it as an admin (I'm assuming you're on PC)
Try restarting your pc (if you are on pc) it worked for me
I had this issue too. I fixed it by closing out of the game, signing in on steam, then relauching.
Sometimes I run it directly from the shortcut, and sometimes I run it through steam, but you just have to reset your game at least once to fix it.
Still, they probably should get to fixing that.
@@AlyxtheShark Technically im on pc? I'm running the windows version of steam via an app called Whisky to play ror2 on mac.
-Halcyon
Hal-see-on
“denoting a period of time in the past that was idyllically happy and peaceful”
i wished that chefs m1 was more like a boomarang and came back to you without have to click twice
I would actually be sad if they did this because i like how it encourages you to position the cleaver behind the enemy to damage them again instead of just rapid firing cleavers everywhere. If they did this they should make it an alternate primary ability instead as I really love chefs primary as it is...
Them saying the FPS bug was a problem with how the game is built makes sense. The update manager was ENTIRELY removed, it was likely that they were building it for PC wrong. The console version of the game still has the update manager because the console version has a fixed 60 FPS limit. They just accidentally included it in the PC build and not just the console build.
"hal-SEE-on" grandpa
Halkonite!
halcoin
hallmonitor
Humperdoo
Hullabaloo
I've been playing the update all day and it feels like pre-seekers, just with the new content, amazing work Gearbox
I wouldnt be suprised if this dlc undergoes the same thing that cyberpunks community did, where people will start claiming that "it was always great", that the hate was just a bandwagon and that it has no problems etc, a year after things got fixed
Honestly I kinda already think this. It’s not great but it’s certainly good and I don’t regret buying it, but I do understand that I haven’t experienced many bugs since the release of the DLC so I’ve been seeing it differently from everyone else. My only real complaint thus far is False Son having some stiff animations and the items at really hit or miss. But all in all I’ve genuinely had a good time with it so it was kinda shocking that it had such atrocious reception
@@AdenTheEldritch I fully agree with your experience with the new dlc and I do like it a lot more than most people but I also didnt really have any issues, which is the same exact thing that happened with cyberpunk (I mainly got visual glitches on release). I think its just important to not downplay others experiences and then its all good
Big updates always have hotfix patches that come out a few days later. I never know why people are so worried about things being buggy on launch, it’s just an unfortunate part of the gam dev process. Sure it happens more than it logically should across the game industry, but to be so outraged at it every single time it happens feels unwarranted to me, especially for small indie developers like Hopoo. Even then, not even AAA game devs can predict every little error that might be encountered on launch, because it’s really not realistic to have playtested all the edge case occurrences that such a wide playerbase might discover from the game just actually launching. It’s why open betas are good for game dev, but even then, that’s only for initial launch. It’s always good to just hold reservations on new updates. It’s never such a big deal unless it never gets fixed.
Cyberpunk was always a solid experience when isolated to the pc version. I played it day one and loved my time with it, but it certainly wasn't without major flaws. Car controls on keyboard and mouse was horrendous as launch, and controller was still pretty bad, a ton of bugs (in my case it wasn't anything game breaking, but yes there were a ton of graphical glitches. I was lucky not to run into anything that would break quests or anything), performance on consoles was basically unplayable, police despawning after driving 5 feet down the road, and a bunch of other stuff. The way I see it, cyberpunk was at its core a solid game that was marred by bugs, technical issues, and design issues when it came to how certain things controlled. I would day that at launch it was like a 5/10 on pc, and now it's comfortably at like an 8.5.
@@andrewcavallo1877 hopoo no longer own the risk of rain ip and didn’t have a lot to do with the dlc and update, it’s owned by Gearbox and therefore by Take-Two (big corp)
Randy’s grease is starting to evaporate, we must enjoy the time we have before he excretes more
I can explain the "smelling the flowers" in Reformed Altar bug because I had to reset my run because of it. I was exploring where I could go in the stage and higher up an the main centerpiece alter there are some flowers. And if you try and stand on them, you kinda sink into them a bit. And then you're stuck. No jump or movement ability was able to get me out so I had to end the run.
oh yeah that happened to me once lol, but any movement ability like Loader's Charged Gauntlet can get you out if you point it to face where the flower is open so it didn't end my run that time but maybe I just got lucky
@@masterplayer1978 Ah maybe it's just depends on the character. I was bandit and using the invisible skill and jumping couldn't free me from my floral prison
I suppose it makes less sense in hindsight, but I assumed the low fps animation on the Halcyonite was a stylistic choice and thought the jittery eratic movements were cool
Same, i actually liked it and thought it was intentional
As a game designer, I could tell Seekers of The Storm's awful balance decisions were the result of a rushed deadline, not a lack of skill/commitment. They mostly read as "first draft" ideas to me: mechanics implemented just to toy with, to be refined or tossed.
I've been on projects where deadlines or staff cuts force you to say "fuck it" and sign off on rough drafts as "finished." It's NEVER a good feeling, and you want desperately to go in and refine things, but there just isn't time to coordinate such changes/tests with the rest of the team. Not while they're all crunching on their own stuff.
Finally, the dlc came out
what's nice about the cleaver is that the cooldown goes down the more attack speed you have, doesn't feel nearly as bad
turns out arti's m1 cooldown now also scales with attack speed
Still need massive reworks and touchups to False Son and Chef, and complete reworks and rebalances for most of the items. Also, they seem to have forgotten to give us Prime Meridian skins for the 3 new characters included in this DLC.
Pronunciation of the word that makes sense to me is Hal-See-o-Night
I think the chef rework could have infinite cleavers (but like in returns there's a delay between throws so you are infinitely throwing but by the time you've thrown 4 the 1st one has already bommeranged back. And you can hold the button down for cleavers to spin in place. That way there a trade off where you can have lots of cleavers spin in place, but you cant throw more.
Absolutely goated for using the Club Penguin Pizza Parlor music on this video
I kept telling people to stop being so pessimistic, the effort that the dev team was able to put into elements like the maps gave me enough to trust them with fixing the issues.
I swear it’s like people have never ever dealt with this game having bugs and made it seem like Gearbox was a villain that was out to only ruin this game and never touch it again
@@HyperionSultan people see borderlands 3 and get scared. Then take 2 stepped in and made everyone shit their pants
@@Tenderofyggdrasil I guess it’s fair, but still, some people in the community made things seem like it’s the end of the game and they will never fix it. We’ve seen what Gearbox did with the game, we know that they’re passionate about it, and they said that they’re actively working on fixing the problems, yet people still want to act like they’re a complete villain. Keep in mind that I’m a life long Borderlands fan and I know Gearbox, but they’re handling RoR differently, or at least it seems this way. Here’s hoping for the best for this game and the community
@@HyperionSultan Yeah, I was all for the Gearbox hate until the DLC was actually announced and the devs put out that video on how they designed Verdant Falls. It really seemed, to me at least, how passionate the new team was about RoR2.
I want chefs m1 to constantly have all 3 going in and out at a fixed range. Basically juggling his knives but in any direction. Rest of his abilities are fine tho
So ror1 chef
If you play on PC you could try the BetterChefPrimary Mod by xiaoxiao921 it should do exactly what you want
Let's go! Now we can enjoy our favorite game again! ❤
Glad to see that ror2 DLC 2 races are eventually going to be considered!
This patch had a lot more fixes than I expected, good to know more will be on the way too! Hope they also do some balance changes and item/skill reworks in the future
5:30
Honestly I thought the Halcyonite Spawn animation being choppy was a stylistic choice to make it look like it’s assembling itself piece by piece like it’s in a Lego commercial. I liked it but maybe I’ll like the proper version more.
Я не встретил ни одной ошибки из этого описания, но я рад, что ошибки исправляются, автору удачи)
The flowers thing is talking about getting stuck, unable to move. There are some orange flowers and I got trapped between the stamen as Loader when trying to swing around the "tree" it was growing out of!
I noticed backup mag works on railgunner now which isn't listed and is something I'm incredibly happy about
i'm pretty sure it was working on SotS's release. my first win back then was a railgunner one, so i remember it pretty vividly
isnt backup mag dogshit on railgunner because you dont get the perfect reload damage bonus for the shots after the first one?
@@darkruler388 yeah
@@darkruler388 I wouldn't say dogshit, you can use additional shots to pick off stragglers faster, I'd certainly take mags over like 10 other whites
But its also good to hear that it was not an archetectual change to the game
i saw the announcement on ror2 dc and was expecting your vid xD
9:07. I kind of see this as non-issue. You've been able to do this since they added artifacts. If you're really desperate for a lot of items, just enter the sacrifice artifact code and hang around there.
I think they're talking about false sons (survivors) plunge/jump slam sometimes getting you stuck in the plunging animation until you press the jump key
Heck yeah Just went ahead and bought the expansion hopefully it's as good as it sounds!
I hope that we get more rebalances in the next patch. Would like to see some of these items get a makeover and some much needed love to some of the survivors.
8:06 minor spelling mistake this patch is literally unplayable
I feel no sense of joy from this solely due to Randy Pitchford being at the helm of gearbox, he looks at the list of gearbox ips like a hit list
4:47 I suppose this refers to being able to get through the invisible barrier at the door with certain utility abilities, forcing you to tp back.
I actually like how you pronounced halcyonite and I will be using it from now on
6:50 There is a white number when you hold tab under you gold amount that shows how many items you have, when I was playing with a friend, sometimes it would show him (or me) having, for example, 7 items when holding 6, I thought this was a bug to do with a equipment but I am not sure.
I’m pretty sure the getting stuck while “smelling the flowers” was just you’d get clipped into them whenever you got too close and couldn’t clip out. My friend lost a 2 hour captain run to it cause he just got basically warped in and then couldn’t get out with anything
your voice sounds so happy ! especially in contrast with previous videos haha
I’m pretty happy with this response, I could kinda of guess that it wasn’t the developers but the higher ups and I think this shows thats true, and the GB team do care
3:26
But its also good to hear that it was not an architectural change to the game
hats off to the team I think we can safely assume its higher ups forcing these problems
Pretty sure the pronunciation for Halcyon is Hal-See-On. Besides that this is such good news and its great to hear you being more positive about the game!
I think I can be cautiously optimistic again
i was so excited to see this! i haven’t played since day one of the dlc so i booted it right up.
started a run on seeker, her m1 will hit enemies but instead of dealing damage, they play the visual and sound impact effects once per frame for about half a second after connecting and also deal no damage. immediately alt+f4’d.
If you're playing with mods I had the same issue before this patch along with modded survivors not showing up, and wiping old files from the profile by making an export code and importing it over itself fixed it. If you're on vanilla then I'm not sure, maybe validate the files or something?
this happened to me, dont blame the game, if you are playing with ANY singular mod that will pretty much cause it
I’m glad to hear they know about the false son survivor plunge attack bug
5:16 "The portal will no longer spawn inside geometry in Bulwark's Ambry" 💀 How is that even possible? Bulwark's Ambry has a unique, fixed teleporter, doesn't it?
5:29 It's "Hal-see-awn-ite," like the word halcyon, meaning a time or period that is particularly happy and prosperous (usually in reference to money or wealth, like gold).
8:22 "Sown-er-us," not "serronius."
this is all so crazy coming from a triple a studio, they actually LISTENED
I have been trying the new patch, and it seems like the director being tied to FPS has been fixed, at least to me.
Edit: I'm pretty sure "Smelling the flowers on Reformed Alter" refers to the ability to get stuck inside the flowers on that stage, It happened to me as chef once, it was pretty easy to escape with his movement skill but still.
Yeah I got stuck on them a bit as well but you can break free with a movement ability, 99% sure that's what they are mentioning. No idea what the shattered abodes thing is still though lmao
@@linustrain I don't think anyone does, so my best guess is that "At least in ways we didn't intend" is referring to leaving the stage normally and it's meant to be a joke. I normally wouldn't think that but they also joked about the Mithrix invincibility glitch in the post before the patch so I guess anythings possible.
Heres what should have been happening and what was actually happening with mithrix invincibility, disputed
Here's what it should have done
Mithrix gets chronic + warped -> check to see if chornic triggered -> check to see if warped triggered -> inflict warped damage
What it was actually doing
Mithrix gets chronic + warped -> check for chronics' trigger -> chronic doesn't trigger -> restarts equation without checking warped -> warped infinity stacks causing invincibility.
I suggest looking at woolies bug tierlist and skipping to the warped echo bug part, he has a great diagram to explain it
Besides balance tweaks, I like the idea of warped echo but it should really be a blue and maybe tweaked a bit to have a more obvious downside (like maybe it's not cut cleanly in half so you're take 1-5% more damage or whatever) so it more cleanly fits with the blue item archetype. Because, like with all blue items, it could certainly work well with certain builds ("player should avoid taking damage!" when rex literally exists) but is irrelevant or even detrimental in other builds.
This is promising. As long as they follow up on all of it, this should be great
im willing to continue to be cautiously optimistic about ror2. This response and patch is a major step forward. Assuming their explanations on the bugs are true, it seems like the community misunderstood how the issues were happening and thought the game was just effectively downgraded. It doesnt seem like that was the case based on the response, which is fantastic news. A week and change after the launch of the dlc for a slew of great fixes is much faster than i expected for the devs, so kudos to them. Hope they can continue to improve the state of the game, listen to feedback, and not get bogged down by external factors like time crunches.
I'm so fucking happy with this patch, I'm so glad they are determined to fix the game and make it better, I hope they are gonna add 2 more alt skils to the new survivors and also a "alt path skin" skin like the other survivors have, for some reason the new survivors only have the monsoon skin.
Has anyone else lost access to chef? It shows his shillouette as if i havent unlocked him. I tested trying to unlock him again but the 3 ingredients are still in the slots from when i unlocked him the first time. I also tried uninstalling both the dlc and game but no luck.
I am NOW experiencing the bug with item pickups ever since this latest patch. I was not experiencing it beforehand
I also did get a teleporter spawn inside a create on RPD. It wasn't blocked from interaction, at least. I did double check after to make sure I got the update. So it's strange I'm encountering previous issues with the latest update supposedly resolving them :c
If GB is reading these, I'm now seeing z-fighting in the lower level clouds on Aphelian Sanctuary
Damn these thumbnails are doing NUMBERS
Content creators had their fun making big bucks out of the outrage, now the rest of us can have fun playing the game
im assuming they original buggy fps-related bugs were due to the coding relying on the game checking stuff based on frames or something of the sort
now, with hopoo out and gearbox in, i feel like the issue is that this game is becoming spaghetti code right now
its clear they care and that at least gives me some hope
Honestly this is coming out a lot faster than I thought
At this point, I'll wishlist it and wait for a sale. The content itself is pretty barebones.
It's good that they're fixing all the bugs but, like, does Gearbox not have QA testers?
They really should have fixed a lot of this before releasing the update and DLC
I'm honestly shocked. That's super surprising.
Yknow its really good to hear that its not an architectural change to the game
God what a monumental W
oh we eating good
I spent 30+ minutes trying to fix that Lantern bug
I'm... in shock. I'm so grateful for gearbox actually fixing bugs. :)
Its about time im so glad they fixed the mithrix bug i was about to beat my first eclipse run on console but i accidentaly picked up the item that bugs him and makes him invincible and i was so sad
honestly I'm just really glad to be wrong with the worries. this is a huge first step from gearbox, from this one patch alone the game feels immediately way better to play again. it's not the only patch the game needs, but they sound well aware of that, and this has brought back so much confidence in me that they will be able to get the game fixed. kudos to gearbox, they're working on it like they said
Hall-see-on-ight 👍🏻
I find it funny that loaders m1 keeps getting an issue with where her attack happens
Fixed so fast you’d think they wouldn’t have been present in the first place if gearbox gave them more help
False Son special and utility are incapable of critting, I have no clue if this is on purpose or completely accidental.
Im glad Gearbox is actually giving the game the care it deserves. Thank god
Risk of Rain 2 - Seekers of the bugs
They need to give chef an Alternate M1 and M2, which is basically just a carbon copy of the abilities in Risk of Rain 1/Returns.
I don't care if the alternative M1 takes away the boomerang mechanic even, if it just lets us spam throw attacks. Maybe we'd throw kitchen knives instead? I think that'd be better
Finally some good news
9:50 Halcyonite (HAL-SEE-O-NIGHT) The "A" is pronounced as "A" in Apple
🤓
It's Hal-see-on-ite, grandpa
I just lost a run on Engi during phase 4 Mithrix to something I don't believe to be normal. As soon as Mithrix started moving, my health drained in about 1 second (not a hit, a continuous drain) and the cause of death was The Planet? I have no idea what could have possibly done this to me
Honestly with how fast they fixed the issues the players had, gearbox is gaining my trust, yes they messed up the gameplay and they dont understand how items work in risk 2 but they can learn, the most insane part to me is how can they make the best character (the chef) and the worst one (lost son) in the same dlc
We just need balance changes now. Like buff seeker chefs m2 and the items. And for sure the twisted elites! Then I am happy
I hopw that for the next patch, we get more reworks for not juat the items but also the survivors, because honestly some of them need some more polishing.
Do you still intend on making a downpatching guide?
There’s a few good vids already out there
the director fps is not fixed
really?? how r they so cringe
Don’t worry, that’s an inexcusable problem that WILL be addressed in the future for sure.
This update deleted my save data.. 250 hours gone
how did you confirm? it seemed fixed to me
False, i already played 4 loop runs some in moonson and others in rizzle, before when i spawned i was overcrowded with elite lemurians and now i need to wait for some packs of enemies spawn, and even i could say the director is somewhat nerfed because the stage 4 starts so frickin slow, you need to stay like 15 minutes to start seeing enemies
At 144 FPS (not sure it matters) something still feels off about momentum to me, like I'm moving faster than I'm supposed to and in a floatier way..but I'm definitely glad to see they're working on fixing things.