i know there is no point to open a topic at the current state of the game but helloween event slightly fun for me .... so i need to feedback to the dev team ....
at 3th wave of AOS dread enemies BECOME incredible LAGgy , Teleporting everywhere , and hit registration issues occur.
also lots of abilites and weapon perks do not work as intended.
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6 RepliesEdited by BetweenMyself: 10/27/2025 4:17:44 AMIt’s not the enemies, it’s the [b]Candy[/b]. When the number of ground objects (Glimmer, Ammo Bricks, Candy) in an instance passes a certain point, connections begin to suffer and various game mechanics can start to break down. This is quite noticeable for Solo players during the [b]Raneiks Unified[/b] encounter in [b]Vesper’s Host[/b]; after a few rounds of damage phases the numbered Servitors on the Upper Deck will stop glowing consistently if you don’t take a few seconds to pick up extraneous ammo here and there. With Candy added to the mix, a Solo players can get this to happen after just the first damage phase. And for those who played back then, it’s the reason why the zones with Fishing Holes got so unstable during [b]Season of the Deep[/b]; players decided it made sense to leave [i]hundreds[/i] of fish on the ground at a time in order to get a head start on filling the Feeding Frenzy Meter for the following round of fishing. This often resulted in Public Events bugging out and players suddenly disconnecting (Guitar Errors*) from those instances when the number of fish got too high for the game to handle. * https://help.bungie.net/hc/en-us/articles/360049201971-Error-Code-GUITAR Unfortunately with the need to complete objectives and build up defenses, Haunted Altars doesn’t provide much down time for players to pick up the Candy they’ve created. With six players creating all this Candy that just hangs out on the ground for an extended period of time in such an add-heavy environment, the game gets unstable. If it was feasible for the devs to code Candy in such a way that it was automatically sent to the Post Master if it is not picked up within, say, a minute of being generated, then Haunted Altars would be a much more stable experience over all.** Unfortunately such a change is unlikely to occur during the current Event, if ever, so I try my best to pick up as much of my own Candy as I can realistically manage without pulling my attention away from the objective in the hopes that things stay [i]stable enough[/i] during the third round. [i]** The softlocks present in the Activity are of course [b]not[/b] related to the Candy-Stability issue, but the one for the Boss can be avoided so long as people wait for the Shriekers to deactivate the first time before taking it down to half health. Luckily it seems as though many players have learned this and Boss softlocks appear to happen much less frequently as a result.[/i] (΄◉◞౪◟◉`)