24 hours have passed, critical bug is still in the game

Hello little indy company.

I don't understand why you treat your players so disrespectfully. You have a critical bug in the game that affects core mechanics [Removed by Support]

Right now, innocent players are suffering because of your unprofessinalism!

Here's an example for you:

Player has spent a huge amount of effort, time and money to dress his character in a lategame, and, satisfied with his work done, goes out on high end lockation. Triggers his flasks and a minute later catches a oneshot from the default mob, because the flask didn't work because of your fault.
Player won't even understand what killed him, because he will be sure that the flask is working correctly and the effect will never disappear. He will think that he made a mistake somewhere, reproach and blame himself and think that he is a noob [Removed by Support]

You've probably forgot, and I'll remind you that flasks are a core mechanic in your game.

What would you say to such players? Can you show us the statistics on how many of them died due to a bug that has not been fixed so far? You haven't even bothered to turn off the mechanics. It shows that you don't care about your players. Who are forced to suffer through your fault.

[Removed by Support]

Alos I'm checking the information now, maybe you knew about this problem and didn't knowingly do anything, and this can be classified as negligence, which is a criminal offense in many countries.
Last edited by Ayelen_GGG#0000 on Jul 16, 2025, 12:00:13 AM
Last bumped on Jul 20, 2025, 9:02:57 PM
https://www.youtube.com/watch?v=1Ah5dQALzq4

2:06

This happens on almost every map and several times.

99 lvl HardCore character unplayable !
Look, I'm proving your bias once again. You didn't erase the word noob from the player, but you erased the word noob when I was talking about you. You have erased the truth about yourself. It's a shame!
Since the topic is missing the actual point of the issue, beyond just saying "flask didn't work":

For as long as the "Reuse at end of flask effect" enchant has been in the game, as far as I'm aware, it has had the issue where transitioning within a map (such as entering/exiting a boss arena) with the wrong timing would not renew the flask effect. The flask effect would end on the tick of the transition, and isn't renewed on the next tick because you have a short grace period--and renewing the flask would break the grace period. Instead of the renewal being deferred, it led to the flask effect being off, catching players off-guard.

Now that pausing is a game feature outside of Ultimatum, this issue can pop up much more often. The same logic applies whenever the game pauses--whether it be a player initiated pause (hitting ESC), or an automatic pause such as interacting with syndicate members or a micropause when there is lag.



The video linked shows a flask dropping off right when engaging the map boss, because the game paused due to lag.
You are absolutely wrong, in the topic of the story, the problem is shown and revealed. Why indulge in the unfortunate work of GGG?
Your video shows a lagspike just as flask should've reused. Dropping a command during that is completely normal and expected.

Problems with lag aren't fun, but that's not a bug.
"
Problems with lag aren't fun, but that's not a bug.

It arguably is a bug, just one that's harder to fix due to design limitations. It's not that a user command was dropped--since the flask is automated, it is something that should've happened server-side.

Depending on how the code is implemented, I feel like a flask automated to "Reuse at end of flask effect" should extend the flask's effect by one tick if it should be reused, the flask has sufficient charges, and the flask can't be reused due to a grace period or pause.

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