Domain of Timeless Conflict

I started a "4 way" (4 Emblems) and everything went normal, until the last few seconds when I died.

I still had some time left on the timer resurrected to the checkpoint. Walked back in after casting my auras; the timer was just gone, and no loot dropped.....??!!!!

This shouldn't be happening after spending a lot of time to get enough splinters and then getting nothing because of unlucky death????


Quite strange if you ask me, no?
Last bumped on May 1, 2022, 8:24:14 PM
Not strange and it's intended. Not a bug.

If you aren't there when the loot would have dropped, this is what happens. Next time, stay dead and in the zone. This also happens with Cortex, Uber Elder etc.
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"Your mother was a hamster and your father smelt of elderberries!"
Last edited by Aragorn14#7418 on Apr 26, 2022, 8:41:54 PM
"
FutureFear wrote:
I started a "4 way" (4 Emblems) and everything went normal, until the last few seconds when I died.

I still had some time left on the timer resurrected to the checkpoint. Walked back in after casting my auras; the timer was just gone, and no loot dropped.....??!!!!

This shouldn't be happening after spending a lot of time to get enough splinters and then getting nothing because of unlucky death????


Quite strange if you ask me, no?


@Aragorn14 is spot on here.

So no bug here but error 40 !! :)
"
Aragorn14 wrote:
Not strange and it's intended. Not a bug.

If you aren't there when the loot would have dropped, this is what happens. Next time, stay dead and in the zone. This also happens with Cortex, Uber Elder etc.



It's inconsistent game behavior if you ask me though.

Blighted map: monster stop walking towards the pump when you resurrect.

Delerium map: your counter doesn't reset... you "only" lose a portal and some exp" and might have to run some distance to where you were.

...

Also, the fact that it's repeatable, on multiple instances it seems, by simply dying and resurrecting at an unfortunate time... doesn't seem like intended behavior to me. More like lazy - we don't care about our player's time investment vs rewards.

From a player's perspective, it doesn't make sense to waste 20 - 30 seconds of time "playing dead" on the ground to make sure you get your loot... ESPECIALLY after farming hours... for those splinters and emblems...
That's not how a game should work...

Getting loot shouldn't be based on whether or not you're present in an area or not; especially if you completed the main objective in that area. (killing monsters). If it would state, kill monsters and "don't die" I get that... but with 6 Portals to use, that's not the case here, it seems like a bug to me. Compared to for example Heist; where it's expected behavior and clear to the player the loot isn't theirs until the objective is complete.

It doesn't state anywhere to stay dead for loot to drop... In fact, in a lot of games, you don't get any loot when you die or stay dead. Which is the total oposite, lolz.


@GGG: FIX IT.
It happens in: uber elder, maven, sirus etc etc.
You die and click resurrect before loot has dropped you get no loot at all.

It is 100% intended and they've stated it previously.
They will not "fix" this

Edit: It's because there's nobody to apply the loot for so it just drops nothing.
Also comparing monsters moving to loot dropping is completely irrelevant
Last edited by imanubcake#2671 on Apr 27, 2022, 12:54:08 PM
"
imanubcake wrote:
It happens in: uber elder, maven, sirus etc etc.
You die and click resurrect before loot has dropped you get no loot at all.

It is 100% intended and they've stated it previously.
They will not "fix" this

Edit: It's because there's nobody to apply the loot for so it just drops nothing.
Also comparing monsters moving to loot dropping is completely irrelevant



You this is exactly why it's a bug...

THERE IS A PLAYER TO APPLY IT, the player just happens to have died and resurrected which is a normal game behavior to do as a player. IT SHOULD NOT be the deciding factor to either get loot or not get loot for completing the objective.

Example:
All those areas have 6 portals, which means you can die 6 times before you fail the objective. The objective is killing a boss, or monsters in the area - for that objective, you get items as a reward aka loot.
Loot has already a HUGE rng factor, in what can drop, with those bosses and areas having EXCLUSIVE loot as a possible drop; that doesn't drop anywhere else in the game.

Because I happen to die and resurrect at the END of the fight, I don't get loot?
While the next player might die at the start of the fight and does get loot?
(After completing the set objective)

So the exact same game mechanic/design of dying gives a different outcome for players because they died at a different time in the fight, while both completing the fight as intended.

How can this not be a bug, and be intended game behavior?
It just doesn't make sense, lolz.
And again, this is NOT a bug. The fact that the thread was moved OUT of the bug section to here should have given you a clue that this is by design.

GGG has CLEARLY stated that this is how it works.

Doesn't matter that you think is weird behavior. Doesn't matter what anyone else thinks of the behavior. This is the way they designed it. Full stop.

If you want something changed, go post in the feedback section.
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"Your mother was a hamster and your father smelt of elderberries!"
Last edited by Aragorn14#7418 on Apr 27, 2022, 2:35:55 PM
"
Aragorn14 wrote:
And again, this is NOT a bug. The fact that the thread was moved OUT of the bug section to here should have given you a clue that this is by design.

GGG has CLEARLY stated that this is how it works.

Doesn't matter that you think is weird behavior. Doesn't matter what anyone else thinks of the behavior. This is the way they designed it. Full stop.

If you want something changed, go post in the feedback section.



Just maybe... GGG doesn't understand that it's a bug. There are similar threads in the bug section talking about exactly the same thing happening to them, that weren't moved. So your argument doesn't really "matter."

It's not because they move something that it suddenly becomes something else. It's a game behavior that isn't consistent with other game mechanics in the game and creates a disadvantage for players as mentioned before.

If GGG has stated that it's intended, please point to the thread/place where they say so.

Also, it's not because something is designed in a certain way that it can't be designed wrong. I doubt any GGG developers said:
"hey let's make it so nothing drops from a boss and domain of the timeless conflict when no player is present in the area"

To any sane person, this is clearly a mistake; a coding error. Which btw is one of the exact definitions of "a bug."

But from some perspective you are right, it's definitely not an insect... aka a bug.

And your argument holds 0 weight. How many times must you be told that this isn't a bug. How many times must you be told that GGG has stated, clearly, that this isn't a bug? Get it through your head. The only thing we can do is tell you what the facts are - we can't understand them for you.

Just because you want something to be a bug, oh so desperately for whatever reason, doesn't make it one.

Again, go whine about it in the feedback forum if you want something changed.

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"Your mother was a hamster and your father smelt of elderberries!"
Last edited by Aragorn14#7418 on Apr 28, 2022, 9:45:10 AM
"
FutureFear wrote:
"
Aragorn14 wrote:
And again, this is NOT a bug. The fact that the thread was moved OUT of the bug section to here should have given you a clue that this is by design.

GGG has CLEARLY stated that this is how it works.

Doesn't matter that you think is weird behavior. Doesn't matter what anyone else thinks of the behavior. This is the way they designed it. Full stop.

If you want something changed, go post in the feedback section.



Just maybe... GGG doesn't understand that it's a bug. There are similar threads in the bug section talking about exactly the same thing happening to them, that weren't moved. So your argument doesn't really "matter."

It's not because they move something that it suddenly becomes something else. It's a game behavior that isn't consistent with other game mechanics in the game and creates a disadvantage for players as mentioned before.

If GGG has stated that it's intended, please point to the thread/place where they say so.

Also, it's not because something is designed in a certain way that it can't be designed wrong. I doubt any GGG developers said:
"hey let's make it so nothing drops from a boss and domain of the timeless conflict when no player is present in the area"

To any sane person, this is clearly a mistake; a coding error. Which btw is one of the exact definitions of "a bug."

But from some perspective you are right, it's definitely not an insect... aka a bug.


As a software developer, I can confirm that we can get pretty picky as to what is considered a "bug", and sometimes that's different from what a user/customer would consider a "bug".

To a developer, a "bug" is usually either:
- A feature that used to work correctly, but now doesn't
- A feature that's designed and expected to work one way, but actually does something else

What's explicitly not a "bug":
- A feature that works as designed, even though it was badly designed
- A feature that works as designed, even though the design is inconsistent with other similar features
- A feature that works as designed, even though some (or all) customers hate it

To an end-user, if the feature doesn't do what they think it should, then those distinctions above are irrelevant. They call it a "bug". I get it.

But sometimes what a user calls a "bug" is not what programmers call a "bug". It's a design decision.

This situation is a design decision; maybe it's bad, maybe it's not. But it won't be classified by the programmers as a "bug" because the code does what it was written to do. If you want it to change, provide some feedback, not a bug report.
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