Arc Raiders

Honestly it is a clever solution for precisely the reasons I've stated twice, I've worked my entire life in software design and troubleshooting and as I've said already, fix the one exploit and the exploiters will find another way to glitch through the doors in no time, this fix negates chasing endless exploits by allowing them to glitch through by whatever means they like and then killing them the moment they have. We'll just have to agree to disagree as to whether its a clever solution or not because, as with many things it seems, you and I just wont agree on it :D

I've literally worked modding with the Unreal engine since I was 21 and mapping in Uni, and have used all of this tech before as it's matured. Other exploits are speculative, and can be fixed on a case by case basis (as they have already done, they HAD to fix the backdoor to the Control tower locked room as a consequence of this fix, breaking their original design which was that it was a map variant that allowed you to get in if you knew about the roof ladder)

It's extremely simple to not rely on the physics of a mover on the door and instead just draw a new collision only volume overlaying the door which stretches into the walls, and have the collision properly set to false once the keycard button is pressed, that's exactly how I would have done it. I have maps that are played over 2 decades later for Unreal Tournament that literally use this kind of behavior.

I guessed this would be a problem less than like 10 hours before evidence started rolling in that it had caused more problems. That was some fluke guess, that was an obvious side effect of trying to be clever. I'd also further guess this is not the only problem with it. I think legit keycard users are going to get flamed under certain circumstances that are more complex and harder to predict at some point in the future.

If I was a lead manager at Embark and a coder/designer brought to me this suggested fix, I would have said no instantly, and I would have been right to.

I'm pretty sure there's a screenshot somewhere of dev response from discord saying they were working on a room temporary fix before rolling out a fix for the door. So my guess is the fire is going away in future.
 
I've literally worked modding with the Unreal engine since I was 21 and mapping in Uni, and have used all of this tech before as it's matured. Other exploits are speculative, and can be fixed on a case by case basis (as they have already done, they HAD to fix the backdoor to the Control tower locked room as a consequence of this fix, breaking their original design which was that it was a map variant that allowed you to get in if you knew about the roof ladder)

It's extremely simple to not rely on the physics of a mover on the door and instead just draw a new collision only volume overlaying the door which stretches into the walls, and have the collision properly set to false once the keycard button is pressed, that's exactly how I would have done it. I have maps that are played over 2 decades later for Unreal Tournament that literally use this kind of behavior.

I guessed this would be a problem less than like 10 hours before evidence started rolling in that it had caused more problems. That was some fluke guess, that was an obvious side effect of trying to be clever. I'd also further guess this is not the only problem with it. I think legit keycard users are going to get flamed under certain circumstances that are more complex and harder to predict at some point in the future.

If I was a lead manager at Embark and a coder/designer brought to me this suggested fix, I would have said no instantly, and I would have been right to.

I'm pretty sure there's a screenshot somewhere of dev response from discord saying they were working on a room temporary fix before rolling out a fix for the door. So my guess is the fire is going away in future.
As I say, we'll just have to agree to disagree
 
Oh good, now I can start using the six billion keys I have in my inventory.
The fact that keys are single slot items does bug me, a QoL change I would like to see is a keyring or something like that, where the keyring goes into a slot in your stash and holds 5 keys or 10 keys etc. However said keyring must be only a stash item, ie..not an item you can take into a round (and use 1 slot in your pack to hold 5/10 keys), thus it would be purely a stash space saving item and not something which lets you run around ingame with a bunch of keys nicely stored in your safe slots.
 
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Oh good, now I can start using the six billion keys I have in my inventory.
same here, i have been a bit distant from the game in the past week as i thought it was going to the dogs with so many glitches.

have now completed 2 epic key room raids without disappointment and finally got my wolfpack blueprint.

have also come across 2 more (1 x blue and 1 x green) card in normal looting, i think they may have tweaked the drop rate as well since their "hot fix"
 
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