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Hm? In the correct subsection you should find plenty of threads in that regards
https://steamcommunity.com/app/602960/discussions/1/
Kinda a known issue.
You sure host has no mods installed?
Being a known issue just makes me question why it hasn't been fixed yet. The game had an update today (yesterday?) and had a bunch of fixes done to it. This game having been out so long (regardless of release status) that this should have been addressed already. It's a major aspect of play that sucks should it happen.
Would it matter in the manner the player died? He got the husk infection (along with one of the bots) and we have no idea how either of them got it.
The main suspect is always mods. Even if they are "just installed" and not used.
But this kind of issue seems to be special. I recommend you check on the developer's roadmap or on the older threads if you want to know more.
From what I can tell, which is basically guesswork, it could have something to do with desynchronisation matters. In most cases of which I know, changing the host worked out. But that would be a matter of testing the reports by players have hardly delivered.
It is also already addressed at least twice, with the update before if I recall it right and with the latest.
Getting husk infection is easier than you might expect. For that reason me and my crew have the protocol that whenever one returns to the ship there is a health check. Same for all passengers who come aboard.
Anyroads, I recommend to keep an eye out for the issue. I have myself no workaround but to make a quick screenshot before the end of each round to "make note" of my stats - so in worst case scenario they can be restored by host in a blink.
If it is a desync issue it makes sense, so I'll keep on for that too. Last we played it was poor weather which was shorting out power every now and then during the night prior, not during play which was during the day, but power fluctuations can be a thing.
Thanks for the help, or at least the speedy reply.
I am enjoying this game so far. Pretty insane. Takes a bit to learn everything. I've wikied a bunch of stuff as the tutorials the game has offer the bare necessities for starting out. Feel like the medical practitioners job is the hardest with all of those chemicals and drugs. XD
Right now I am still enjoying playing assistant who does everything. At first I was laughed off being pseudo-worthless with my talents being so unspecific and weird for long term play. But instant repairing and healing, plus several ridiculous powers make my crew fear me whenever I pull the toy hammer out.
Not to mention the reaction when they accidently left me behind and I caught up with the submarine without a scooter...
Respawned in station to skip reaper tax with my guy dead on ground. Rejoined with no skill gains i had earned and proceeded through 2 areas without it fixing itself.
Huh. That is news to me.
Must be somewhat gone under among all the threads about issues with character resets on death. So far I have always perceived that as part of those issues, rather than being intentional to begin with. Oh well. Good to know ~
This is a bad design then. I hate losing progress in any game it sucks the fun right out, with only 2 players and the bots being too stupid to do simple tasks or killing themselves every sub breech. It now means on death either cheat stats back or reload. Reaper tax was supposed to be the balancer hope you add in an option to disable this stat loss.
It is quite easy to die, and bots certainly don't help with that issue. They will fire uncaring at a monster regardless if you are right next to it, and friendly fire, while less damaging, is still damage that assists in an easy death against the monsters.
For a bot to fight, you need to give them command to fight invaders, they wont just attack dangers that are attacking them.
All those on repair will rush to the same location to fix the same damage, like a mindless swarm. If an enemy happens to be there, the enemy is ignored until they get hurt at which point they will spaz around long enough to take more damage before getting out of the area, at which they will only stand a short distance from the danger. A moment later they will surge back into that dangerous area to attempt to make repairs again, so, starting this cycle all over again until either the monster is dealt with or has moved elsewhere.
I can see this swarming issue to be more of a problem on bigger subs where the distance to travel to different parts of the ship will be greater.
Bots will take up all the diving suits when they need to fix something that is flooded with water. Unless you have a bot that has been ordered to sweep items, those diving suits will just be dropped on the floor. Sometimes bots wont unequip diving suits until they start suffocating.
Bots on sweep item command will empty containers (the ones you can pick up) containing items and put them into any and all storage space they find on the sub. It is annoying for them to reorganize things
Bots who are on reactor control will generally replace the fuel rod just as the fuel rod runs out so there is this period where the power goes out.
I do think this game first and foremost was designed to have real players. Bots are just an after creation to placate those who want to play this game, and are either unwilling or unable to play with others. This is a pretty sweet thing to have considered. In solo mode, bots can be manually taken control of (possessed), which helps in certain small ways.
The point is, bots don't make life easier in so many ways. When it comes to invasions, they are more of a liability.
My group and I have been trying to figure out why this was happening for weeks. Finding out that it was a feature, not a bug has basically killed our interest in playing until/unless this changes.
I distinctly recall always having to skill back up after dying.
If there was no skill loss, then where would the excitement/fear aspect of the game be once you've discovered all the mysteries and creatures of the game? When you are outside of the submarine and your captain tells you something big on the sonar is coming your way, the level of intensity of that moment depends on the fact that if you die you are penalized.
Then again, this is my personal opinion. If you would like a setting that prevents any skill point loss upon death in campaign mode, perhaps it would be a good idea to post it in "Development Suggestions".
I've got about ~700 hours racked up if i include my time playing legacy with friends.
I know just about everything inside and out except some of the more compicated wiring components, and stuff in the last two patches of exploration content. Before that, I would still go and play people's minigame servers, and campaigns, and RP servers, because there's more to the game than just cranking up your skill level. Interactions with players, tense moments, being the last man standing, or the first man down and watching as your friends die without the info you just barely missed the chance to pass onto them.
That's what makes Barotrauma the game it is.