Most concerning problem for me is disabled language panel after playing.
I’m sure there’s a lot of other major problems. Probably balance problems can wait because it need way more time to figure out for devs, but they could already make fix for basic issues.
That’s wonderful, over 50,000 people have to suffer, because of some people decide to make a tournament right after release. On developers place I wouldn’t care about this.
First of all it’s not official, nobody ask them about this tournament, at least majority of people who trying to learn, not to compete right now.
heavy framedrops when opening specific mastery tasks requires restart
gamecrash when entering loading screen
syncronization loop resulting endless loading when someone crashes entering the loading screen
gamecrash when opening setting ingame
ghost groupmembers that block online grouping
match history doesn’t show the correct game in specific (when clicked on it for replay and statscheck) and requires restart to work again
information about certain numbers such as mongol building movement speed upgrade or HRE MAA two handed + mace is buged
prelate can bug out completely (not giving buffs anymore)
units can die in buildings when arrows follow
buildings occasionally can’t be selected anymore by mouseclick when beeing surrounded by units
spectator ghosttreelines in FOW mode
spectator fighting units change teamcolour on minimap sometimes
spectator no FOW mode, due to playerselection, muted the entire game but the selected player POV even tho no FOW
chat has 5+seconds delay
some hotkeys like ALT can still not be rebind ingame, even tho beeing manually rebindable in your custom hotkey profile by going into it with the editor instead of the game itself
“always on HP bars” only show when having the resolution scaling on 100%
XBOX live/Microsoft forum account not linkable to the steam equivalent in the game
RUS can duplicate a single relic infinitely due to relic pickup bug
Mongol Khan can be cloned on spawn by having multiple TCs in a certain location
Mongols can repair buildings on distance in certain circumstances
not sure if the “not targetable attack” on buildings is a bug or a feature?
Feel free to add stuff to the list.
I’m 100% certain I missed some, since I stoped counting.
The game needs some heavy bugfixing right now, and I’d even go as far as putting it on 100% priority above everything else…
In my long 12 hour session today, the game crashed me away 5 times when entering loading screen and one time entering settings.
4 times we froze in loading screen cause of a syncronization loop initiated by someone else that crashed, resulting into waiting game since leaving can result in a loss in this instance. (top 20 in teamgames here)…
Well isn’t that a reason to wait a bit longer before releasing a patch.
Making a build and shipping that always takes time, time that goes away from bug fixing.
Making a lot of smaller patches means that the bugs will take longer to fix overall.
If releasing a patch takes them 1 day of work than that makes 1/5 of a week that is not spend on bug fixing.
I didn’t run into any issues even in the closed beta and open beta as well so perhaps its a PC issue more than anything that you are describing?
The only thing I can think of is some latency issues were the servers seems not being able to hold up a good connection but other than that it’s been running smoothly for me.
Hotfixes on gamebreaking bugs should be released when they have them ready, and not held back until some random content patch drops.
Contrary to what you say, we are speaking about absolutely gamebreaking bugs.
From crashes, to netsync issues all the way to ingame exploits that can break the ressource/unit game.
If stuff like this would happen in League, lets say an item buying, converting, selling to print money, it would be INSTANTLY fixed in a few hours up to a day.
So either they have absolutely no clue how to fix it cause of the lack of manpower/competence/understanding or they just don’t care enough to prioritize it for a hotfix.
Pick your poison.
It is not a PC issue, as I said it’s a game bug.
I am posting around in the forums and reporting this stuff constantly.
The ppl in the official AoE4 discord and those I play with suffer from it, the ppl in the forums here suffer from it, I suffer from it.
AoE4 suffers from it.
If you didn’t run into them yet, you might be really lucky and I’m glad for you but that doesn’t mean that everything you haven’t seen/noticed yet doesn’t exist.
PLAY MORE.
Especially in the past 2 days the gamecrashes got to an extreme level of 1 crash every 2-3 hours.
I didn’t say that this isn’t happening to anyone else but from my OWN experience what you describe haven’t happened to me and that can be due to many reasons for it but I think we would had seen way more posts on the forums if people’s game were crashing this badly that you are implying?
And I have played enough to notice that this isn’t clearly an issue for me, therefore I’m thinking more towards issues with certain components configuration and driver issues etc that makes this issue for some and not others.
Maybe you can get a bit deeper into the topics and find out something more.
If you want to test stuff out on your own, here’s something repeatable:
Go to your masteries and select a specific mastery task and scroll through it.
Your FPS is going to tank insanely hard at this point.
Doing this a few times makes it really likely that your game will just crash on entering the loading screen.
I’ve got no information about any official driver Issues(Problems by Nvidia with AoE4 rn.
Using an RTX 3060ti in my system rn on windows 10.
Quite the oposite, I’m using the newest AoE4 release Patch that adressed the game already and is the officially supported go to driverversion for the game.
Multiple ppl in discord have the same issues, from Ryzen APUs to radeon 5000.
They published the game on two different platforms (Microsoft Store and Steam) and they have to go through the progress of making a finished build, testing it and than uploading it to both platforms and releasing it at the same time.
This over all process takes time and takes time away that could be spend on making more bug fixes.
If they would release a hotfix for every bug they fixed they would spend more time getting those fixes shipped than actually fixing bugs.
It’s not a simple thing as pressing one button and than all the players get their game fixed.
We already had it happen multiple times with the Definitive Editions that Steam and Microsoft Store players were on different versions because they rushed a hotfix.
Last weekend nearly as many players played the game as on the release weekend so it seems like most of them are not at all or just barely affected by those bugs.
I personally played only played like 20 hours (and I assume most people are at similar of not lower numbers) and I had 0 bugs.
Also a lot of the bugs you listed are very minor things like arrows hitting units after they went inside of a building.
If they don’t release a patch next week I’ll also be angry though.
Since Microsoft store needs manual input for updates (users have to update click manually on some patches) and is sometimes bound to the newest Windows version, which patches come out in waves, they have multiple versions running at the same time.
Not because of server sync issues with clients that are syncing with the servers, but because of update barriers they put into their own store eco system.
They literally just have to upload the fixed version onto the steam/servers and steam is gonna sync up the versions to the always newest one.
In case of AoE1:DE they had to release an utterly new client/game into the store cause it was so vastly different netcode wise, that it couldn’t be just patched away.
So they had 2 different AoE1:DEs in the Microsoft store library.
One discontinued one, and one with crossplay on steam.
Well at this point you just try to deny stuff and search for excuses here.
I’m glad that also you didn’t run into these issues but they are there and they are repeatable.
You can even exploit them to completely break a gamelobby (infinite relic/khans).
It was all a response to this here.
I hope I put some attention on all these issues the game has and hopefully the devs will notice it soon… at some point.
I mean some of this stuff literally is around since closed beta (prelate bug/building selection,chat delay)
You made a long list of bugs and yes some of them where known since the Beta but also do you know how easy they are to fix?
The team only has so many members, they have to somehow have to guess how long it takes to fix each of them and than decide which bugs to fix first. That’s not always easy and some bugs that seem simple to fix might be much harder than expected or the fixes cause more new bugs.
I’m just saying it’s sometimes the better idea to wait a bit longer before releasing a patch.
I don’t know how many of the bugs you have listed have already been fixed nor do I know how long it will take to fix them.
Also they likely already work on a built that has a bunch of changes compared to the live version.
If a new high priority bug comes in they would have to fix it twice if they want a quick fix for the live version.
Maintaining multiple version adds complexity and slows don’t the overall speed.
Long term we will get more bug fixes faster when they release patches less often.
Again to quote myself:
You are just making excuses and blindly defend them now.
Any bigger title would have fixed moneyprinting gamebreaking bugs such a relic printing instantly after the first youtube video went viral.
There’s no reason why they’d take 1+ week to fix it.
I played 100 1v1 games allready and didn’t notice any of this bugs. Maybe I was busy trying to play better instead of bug searching
I’m not claiming that game is bug free. But as @Skadidesu said waiting a month for a first ballance patch or bug patch isn’t a problem and it seems reasonable to wait for first tournament with balance changes.
Also bug could be fixed faster and I hope they will fix it.
I think it is acceptable to spend a week or even more than two weeks to do a complete update, because some changes will cause a series of impacts, and may also cause new imbalances. For example, the cavalry is too strong today, and developers can’t lower the HP of the cavalry casually. So is the cost the same? How long does the training time take? Will he make the armored infantry too strong, and the armored infantry too strong to strengthen the crossbowman? Does the catapult also need to be strengthened? What about civilizations with special rewards? Releasing the update too early is like telling players that this is an unprofessional development team, and that it has not done perfect testing. It just wants to please the unsatisfied players in the simplest way, and then cause another group of more unsatisfied players.
On the other hand, I think that developers can publish the expected update plan and write content that will become different. This will also make the player feel more comfortable, rather than completely unaware of whether the developer has taken any action.